Files
coriolis/app/js/shipyard/module-shipyard.js
2015-06-29 11:57:29 -07:00

258 lines
7.6 KiB
JavaScript
Executable File

/**
* This module contains all of the logic and models corresponding to
* information or behavoir in Elite Dangerous.
*
* This file contains values and functions that can be reused across the app.
*
* @requires ngLodash
*/
angular.module('shipyard', ['ngLodash'])
// Create 'angularized' references to DB.This will aid testing
.constant('ShipsDB', DB.ships)
.constant('ComponentsDB', DB.components)
.value('commonArray', [
'Power Plant',
'Thrusters',
'Frame Shift Drive',
'Life Support',
'Power Distributor',
'Sensors',
'Fuel Tank'
])
// Map to lookup group labels/names for component grp
.value('GroupMap', {
// Common
pp: 'Power Plant',
t: 'Thrusters',
fsd: 'Frame Shift Drive',
ls: 'Life Support',
pd: 'Power Distributor',
s: 'Sensors',
ft: 'Fuel Tank',
// Internal
fs: 'Fuel Scoop',
sc: 'Scanners',
am: 'Auto Field-Maint. Unit',
cr: 'Cargo Racks',
fi: 'FSD Interdictor',
hb: 'Hatch Breaker Limpet Ctrl',
hr: 'Hull Reinforcement Package',
rf: 'Refinery',
scb: 'Shield Cell Bank',
sg: 'Shield Generator',
dc: 'Docking Computer',
fx: 'Fuel Transfer Limpet Ctrl',
pc: 'Prospector Limpet Ctrl',
cc: 'Collector Limpet Ctrl',
// Hard Points
bl: 'Beam Laser',
ul: 'Burst Laser',
c: 'Cannon',
cs: 'Cargo Scanner',
cm: 'Countermeasure',
fc: 'Fragment Cannon',
ws: 'Frame Shift Wake Scanner',
kw: 'Kill Warrant Scanner',
nl: 'Mine Launcher',
ml: 'Mining Laser',
mr: 'Missile Rack',
pa: 'Plasma Accelerator',
mc: 'Multi-cannon',
pl: 'Pulse Laser',
rg: 'Rail Gun',
sb: 'Shield Booster',
tp: 'Torpedo Pylon'
})
.value('shipPurpose', {
mp: 'Multi Purpose',
fr: 'Freighter',
ex: 'Explorer',
co: 'Combat',
pa: 'Passenger Transport'
})
.value('shipSize', [
'N/A',
'Small',
'Medium',
'Large',
'Capital'
])
.value('hardPointClass', [
'Utility',
'Small',
'Medium',
'Large',
'Huge'
])
/**
* Array of all Ship properties (facets) organized into groups
* used for ship comparisons.
*
* @type {Array}
*/
.value('ShipFacets', [
{ // 0
title: 'Agility',
props: ['agility'],
unit: '',
fmt: 'fCrd'
},
{ // 1
title: 'Speed',
props: ['speed', 'boost'],
lbls: ['Thrusters', 'Boost'],
unit: 'm/s',
fmt: 'fRound'
},
{ // 2
title: 'Armour',
props: ['armourTotal'],
unit: '',
fmt: 'fCrd'
},
{ // 3
title: 'Shields',
props: ['shieldStrength'],
unit: 'MJ',
fmt: 'fRound'
},
{ // 4
title: 'Jump Range',
props: ['unladenRange', 'fullTankRange', 'ladenRange'],
lbls: ['Max', 'Full Tank', 'Laden'],
unit: 'LY',
fmt: 'fRound'
},
{ // 5
title: 'Mass',
props: ['unladenMass', 'ladenMass'],
lbls: ['Unladen', 'Laden'],
unit: 'T',
fmt: 'fRound'
},
{ // 6
title: 'Cargo',
props: ['cargoCapacity'],
unit: 'T',
fmt: 'fRound'
},
{ // 7
title: 'Fuel',
props: ['fuelCapacity'],
unit: 'T',
fmt: 'fRound'
},
{ // 8
title: 'Power',
props: ['powerRetracted', 'powerDeployed', 'powerAvailable'],
lbls: ['Retracted', 'Deployed', 'Available'],
unit: 'MW',
fmt: 'fPwr'
},
{ // 9
title: 'Cost',
props: ['totalCost'],
unit: 'CR',
fmt: 'fCrd'
},
{ // 10
title: 'Total Range',
props: ['unladenTotalRange', 'ladenTotalRange'],
lbls: ['Unladen', 'Laden'],
unit: 'LY',
fmt: 'fRound'
},
{ // 11
title: 'DPS',
props: ['totalDps'],
lbls: ['Dps'],
unit: '',
fmt: 'fRound'
}
])
/**
* Set of all available / theoretical discounts
*
* @type {Object}
*/
.value('Discounts', {
'None': 1,
'5%': 0.95,
'10%': 0.90,
'15%': 0.85,
'20%': 0.80,
'25%': 0.75
})
/**
* Calculate the maximum single jump range based on mass and a specific FSD
*
* @param {number} mass Mass of a ship: laden, unlanden, partially laden, etc
* @param {object} fsd The FDS object/component with maxfuel, fuelmul, fuelpower, optmass
* @param {number} fuel Optional - The fuel consumed during the jump (must be less than the drives max fuel per jump)
* @return {number} Distance in Light Years
*/
.value('calcJumpRange', function(mass, fsd, fuel) {
return Math.pow(Math.min(fuel === undefined ? fsd.maxfuel : fuel, fsd.maxfuel) / fsd.fuelmul, 1 / fsd.fuelpower ) * fsd.optmass / mass;
})
/**
* Calculate the total range based on mass and a specific FSD, and all fuel available
*
* @param {number} mass Mass of a ship: laden, unlanden, partially laden, etc
* @param {object} fsd The FDS object/component with maxfuel, fuelmul, fuelpower, optmass
* @param {number} fuel The total fuel available
* @return {number} Distance in Light Years
*/
.value('calcTotalRange', function(mass, fsd, fuel) {
var fuelRemaining = fuel % fsd.maxfuel; // Fuel left after making N max jumps
var jumps = fuel / fsd.maxfuel;
mass += fuelRemaining;
// Going backwards, start with the last jump using the remaining fuel
var totalRange = fuelRemaining > 0 ? Math.pow(fuelRemaining / fsd.fuelmul, 1 / fsd.fuelpower ) * fsd.optmass / mass : 0;
// For each max fuel jump, calculate the max jump range based on fuel left in the tank
for (var j = 0, l = Math.floor(jumps); j < l; j++) {
fuelRemaining += fsd.maxfuel;
totalRange += Math.pow(fsd.maxfuel / fsd.fuelmul, 1 / fsd.fuelpower ) * fsd.optmass / mass;
}
return totalRange;
})
/**
* Calculate the a ships shield strength based on mass, shield generator and shield boosters used.
*
* @private
* @param {number} mass Current mass of the ship
* @param {number} shields Base Shield strength MJ for ship
* @param {object} sg The shield generator used
* @param {number} multiplier Shield multiplier for ship (1 + shield boosters if any)
* @return {number} Approximate shield strengh in MJ
*/
.value('calcShieldStrength', function(mass, shields, sg, multiplier) {
if (mass <= sg.minmass) {
return shields * multiplier * sg.minmul;
}
if (mass < sg.optmass) {
return shields * multiplier * (sg.minmul + (mass - sg.minmass) / (sg.optmass - sg.minmass) * (sg.optmul - sg.minmul));
}
if (mass < sg.maxmass) {
return shields * multiplier * (sg.optmul + (mass - sg.optmass) / (sg.maxmass - sg.optmass) * (sg.maxmul - sg.optmul));
}
return shields * multiplier * sg.maxmul;
})
/**
* Calculate the a ships speed based on mass, and thrusters. Currently Innacurate / Incomplete :(
*
* @private
* @param {number} mass Current mass of the ship
* @param {number} baseSpeed Base speed m/s for ship
* @param {number} baseBoost Base boost m/s for ship
* @param {object} thrusters The shield generator used
* @return {object} Approximate speed and boost speed in m/s
*/
.value('calcSpeed', function(mass, baseSpeed, baseBoost) { //, thrusters) {
//var speed = baseSpeed * (1 + ((thrusters.optmass / mass) * 0.1 ) ); // TODO: find thruser coefficient(s)
//var boost = baseBoost * (1 + ((thrusters.optmass / mass) * 0.1 ) );
return { boost: baseSpeed, speed: baseBoost };
});