Files
coriolis/app/js/shipyard/module-shipyard.js
2015-09-22 09:13:21 -07:00

252 lines
7.7 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('ArmourMultiplier', [
1, // Lightweight
1.4, // Reinforced
1.945, // Military
1.945, // Mirrored
1.945 // Reactive
])
// Map to lookup group labels/names for component grp, used for JSON Serialization
.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: 'Scanner',
am: 'Auto Field-Maintenance Unit',
cr: 'Cargo Rack',
fi: 'Frame Shift Drive Interdictor',
hb: 'Hatch Breaker Limpet Controller',
hr: 'Hull Reinforcement Package',
rf: 'Refinery',
scb: 'Shield Cell Bank',
sg: 'Shield Generator',
psg: 'Prismatic Shield Generator',
dc: 'Docking Computer',
fx: 'Fuel Transfer Limpet Controller',
pc: 'Prospector Limpet Controller',
cc: 'Collector Limpet Controller',
// 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('MountMap', {
'F': 'Fixed',
'G': 'Gimballed',
'T': 'Turret',
'Fixed': 'F',
'Gimballed': 'G',
'Turret': 'T'
})
/**
* 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: ['topSpeed', 'topBoost'],
lbls: ['thrusters', 'boost'],
unit: 'm/s',
fmt: 'fCrd'
},
{ // 2
title: 'armour',
props: ['armour'],
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
*/
.value('Discounts', {
'0%': 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 = Math.floor(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 mass left in the tank
for (var j = 0; j < jumps; j++) {
mass += 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.
*
* @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) {
var opt;
if (mass < sg.minmass) {
return shields * multiplier * sg.minmul;
}
if (mass > sg.maxmass) {
return shields * multiplier * sg.maxmul;
}
if (mass < sg.optmass) {
opt = (sg.optmass - mass) / (sg.optmass - sg.minmass);
opt = 1 - Math.pow(1 - opt, 0.87);
return shields * multiplier * ((opt * sg.minmul) + ((1 - opt) * sg.optmul));
} else {
opt = (sg.optmass - mass) / (sg.maxmass - sg.optmass);
opt = -1 + Math.pow(1 + opt, 2.425);
return shields * multiplier * ( (-1 * opt * sg.maxmul) + ((1 + opt) * sg.optmul) );
}
})
/**
* Calculate the a ships speed based on mass, and thrusters.
*
* @param {number} mass Current mass of the ship
* @param {number} baseSpeed Base speed m/s for ship
* @param {number} baseBoost Base boost speed m/s for ship
* @param {object} thrusters The Thrusters used
* @param {number} pipSpeed Speed pip multiplier
* @return {object} Approximate speed by pips
*/
.value('calcSpeed', function(mass, baseSpeed, baseBoost, thrusters, pipSpeed) {
var multiplier = mass > thrusters.maxmass ? 0 : ((1 - thrusters.M) + (thrusters.M * Math.pow(3 - (2 * Math.max(0.5, mass / thrusters.optmass)), thrusters.P)));
var speed = baseSpeed * multiplier;
return {
'0 Pips': speed * (1 - (pipSpeed * 4)),
'2 Pips': speed * (1 - (pipSpeed * 2)),
'4 Pips': speed,
'boost': baseBoost * multiplier
};
});