Files
coriolis/app/js/shipyard/factory-ship.js
2015-05-20 00:29:24 -07:00

192 lines
7.5 KiB
JavaScript

angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength', 'calcJumpRange', 'lodash', function (Components, calcShieldStrength, calcJumpRange, _) {
/**
* Ship model used to track all ship components and properties.
*
* @param {string} id Unique ship Id / Key
* @param {object} properties Basic ship properties such as name, manufacturer, mass, etc
* @param {object} slots Collection of slot groups (standard/common, internal, hardpoints) with their max class size.
*/
function Ship(id, properties, slots) {
this.id = id;
this.incCost = true;
this.cargoScoop = { enabled: true, c: Components.cargoScoop() };
this.bulkheads = { incCost: true, maxClass: 8 };
for (var p in properties) { this[p] = properties[p]; } // Copy all base properties from shipData
for (var slotType in slots) { // Initialize all slots
var slotGroup = slots[slotType];
var group = this[slotType] = []; // Initialize Slot group (Common, Hardpoints, Internal)
for(var i = 0; i < slotGroup.length; i++){
group.push({id: null, c: null, enabled: true, incCost: true, maxClass: slotGroup[i]});
}
}
}
/**
* Builds/Updates the ship instance with the components[comps] passed in.
* @param {object} comps Collection of components used to build the ship
*/
Ship.prototype.buildWith = function(comps) {
var internal = this.internal;
var common = this.common;
var hps = this.hardpoints;
var i,l;
this.bulkheads.id = comps.bulkheads || 0;
this.bulkheads.c = Components.bulkheads(this.id, this.bulkheads.id);
for(i = 0, l = comps.common.length; i < l; i++) {
common[i].id = comps.common[i];
common[i].c = Components.common(i, comps.common[i]);
}
for(i = 0, l = comps.hardpoints.length; i < l; i++) {
if (comps.hardpoints[i] !== 0) {
hps[i].id = comps.hardpoints[i];
hps[i].c = Components.hardpoints(comps.hardpoints[i]);
} else {
hps[i].c = hps[i].id = null;
}
}
for(i = 0, l = comps.internal.length; i < l; i++) {
if (comps.internal[i] !== 0) {
internal[i].id = comps.internal[i];
internal[i].c = Components.internal(comps.internal[i]);
} else {
internal[i].id = internal[i].c = null;
}
}
this.updateTotals();
};
/**
* Updates the ship totals based on the components for every slot.
*/
Ship.prototype.updateTotals = function() {
var c = _.reduce(this.common, optsSum, {cost: 0, power: 0, mass: 0});
var i = _.reduce(this.internal, optsSum, {cost: 0, power: 0, mass: 0, capacity: 0, armouradd: 0});
var h = _.reduce(this.hardpoints, hpSum, {cost: 0, active: 0, passive: 0, mass: 0, shieldmul: 1});
var fsd = this.common[2].c; // Frame Shift Drive;
var sgSI = this.findInternalByGroup('sg'); // Find Shield Generator slot Index if any
this.totalCost = c.cost + i.cost + h.cost + (this.incCost? this.cost : 0) + (this.bulkheads.incCost? this.bulkheads.c.cost : 0);
this.unladenMass = c.mass + i.mass + h.mass + this.mass + this.bulkheads.c.mass;
this.powerAvailable = this.common[0].c.pGen; // Power Plant
this.fuelCapacity = this.common[6].c.capacity;
this.maxMass = this.common[1].c.maxmass; // Thrusters Max Mass
this.cargoCapacity = i.capacity;
this.ladenMass = this.unladenMass + this.cargoCapacity + this.fuelCapacity;
this.powerRetracted = c.power + i.power + h.passive + (this.cargoScoop.enabled? this.cargoScoop.c.power : 0);
this.powerDeployed = this.powerRetracted + h.active;
this.armourAdded = i.armouradd;
this.shieldMultiplier = h.shieldmul;
this.unladenJumpRange = calcJumpRange(this.unladenMass + fsd.maxfuel, fsd); // Include fuel weight for jump
this.ladenJumpRange = calcJumpRange(this.ladenMass, fsd);
this.shieldStrength = sgSI != -1? calcShieldStrength(this.mass, this.shields, this.internal[sgSI].c, this.shieldMultiplier) : 0;
this.armourTotal = this.armourAdded + this.armour;
// TODO: shield recharge rate based pips, shield generator, power distributor
// TODO: armor bonus / damage reduction for bulkheads
// TODO: Damage / DPS total (for all weapons)
};
/**
* Utilify function for summing the components properties
*
* @private
* @param {object} sum Sum of cost, power, mass, capacity
* @param {object} slot Slot object
* @return {object} The mutated sum object
*/
function optsSum(sum, slot) {
var c = slot.c;
if (c) { // The slot has a component installed
sum.cost += (slot.incCost && c.cost)? c.cost : 0;
sum.power += (slot.enabled && c.power)? c.power : 0;
sum.mass += c.mass || 0;
sum.capacity += c.capacity || 0;
sum.armouradd += c.armouradd || 0;
}
return sum;
}
/**
* Utilify function for summing the hardpoint properties
*
* @private
* @param {object} sum Sum of cost, power, etc
* @param {object} slot Slot object
* @return {object} The mutated sum object
*/
function hpSum(sum, slot) {
var c = slot.c;
if (c) { // The slot has a component installed
sum.cost += (slot.incCost && c.cost)? c.cost : 0;
sum[c.passive? 'passive': 'active'] += slot.enabled? c.power : 0;
sum.mass += c.mass || 0;
sum.shieldmul += c.shieldmul || 0;
}
return sum;
}
Ship.prototype.useBulkhead = function(index) {
this.bulkheads.id = index;
this.bulkheads.c = Components.bulkheads(this.id, index);
this.updateTotals(); // Update mass, range, shield strength, armor
};
/**
* Update a slot with a the component if the id is different from the current id for this slot.
* Has logic handling components that you may only have 1 of (Shield Generator or Refinery).
*
* @param {object} slot The component slot
* @param {string} id Unique ID for the selected component
* @param {object} component Properties for the selected component
*/
Ship.prototype.use = function(slot, id, component) {
if (slot.id != id) { // Selecting a different component
var slotIndex = this.internal.indexOf(slot);
// Slot is an internal slot, is not being emptied, and the selected component group/type must be of unique
if(slotIndex != -1 && component && (component.grp == 'sg' || component.grp == 'rf')) {
// Find another internal slot that already has this type/group installed
var similarSlotIndex = this.findInternalByGroup(component.grp);
// If another slot has an installed component with of the same type
if (similarSlotIndex != -1 && similarSlotIndex != slotIndex) {
// Empty the slot
this.internal[similarSlotIndex].id = null;
this.internal[similarSlotIndex].c = null;
}
}
// Update slot with selected component (or empty)
slot.id = id;
slot.c = component;
this.updateTotals();
}
};
/**
* [jumpRange description]
* @param {number} mass [description]
* @return {number} Jump range in Light Years
*/
Ship.prototype.jumpRangeWithMass = function (mass) {
return calcJumpRange(mass, this.common[2].c);
};
/**
* Find an internal slot that has an installed component of the specific group.
*
* @param {string} group Component group/type
* @return {number} The index of the slot in ship.internal
*/
Ship.prototype.findInternalByGroup = function(group) {
return _.findIndex(this.internal, function (slot) {
return slot.c && slot.c.grp == group;
});
};
return Ship;
}]);