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108 lines
3.2 KiB
JavaScript
108 lines
3.2 KiB
JavaScript
/**
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* This module contains all of the logic and models corresponding to
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* information or behavoir in Elite Dangerous.
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*
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* This file contains values and functions that can be reused across the app.
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*
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* @requires ngLodash is a dependency of this module.
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*/
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angular.module('shipyard', ['ngLodash'])
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.value('commonArray', [
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'Power Plant',
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'Thrusters',
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'Frame Shift Drive',
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'Life Support',
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'Power Distributor',
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'Sensors',
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'Fuel Tank'
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])
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.value('internalGroupMap', {
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fs:'Fuel Scoop',
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sc:'Scanners',
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am:'Auto Field-Maintenance Unit',
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cr:'Cargo Racks',
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fi:'FSD Interdictor',
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hb:'Hatch Breaker Limpet Ctrl',
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hr:'Hull Reinforcement Package',
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rf:'Refinery',
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sb:'Shield Cell Bank',
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sg:'Shield Generator',
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dc:'Docking Computer'
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})
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.value('hardpointsGroupMap', {
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'bl': "Beam Laser",
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'ul': "Burst Laser",
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'c': "Cannon",
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'cs': "Cargo Scanner",
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'cm': "Countermeasure",
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'fc': "Fragment Cannon",
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'fs': "Frame Shift Wake Scanner",
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'kw': "Kill Warrant Scanner",
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'nl': "Mine Launcher",
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'ml': "Mining Laser",
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'mr': "Missile Rack",
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'pa': "Plasma Accelerator",
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'mc': "Multi-cannon",
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'pl': "Pulse Laser",
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'rg': "Rail Gun",
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'sb': "Shield Booster",
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'tp': "Torpedo Pylon"
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})
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.value('shipPurpose', {
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mp: 'Multi Purpose',
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fr: 'Freighter',
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ex: 'Explorer',
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co: 'Combat',
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pa: 'Passenger Transport'
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})
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.value('shipSize', [
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'N/A',
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'Small',
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'Medium',
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'Large',
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'Capital',
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])
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.value('hardPointClass', [
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'Utility',
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'Small',
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'Medium',
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'Large',
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'Huge'
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])
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/**
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* Calculate the maximum single jump range based on mass and a specific FSD
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*
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* @param {number} mass Mass of a ship: laden, unlanden, partially laden, etc
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* @param {object} fsd The FDS object/component with maxfuel, fuelmul, fuelpower, optmass
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* @param {number} fuel Optional - The fuel consumed during the jump (must be less than the drives max fuel per jump)
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* @return {number} Distance in Light Years
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*/
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.value('calcJumpRange', function(mass, fsd, fuel) {
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return Math.pow(Math.min(fuel || Infinity, fsd.maxfuel) / fsd.fuelmul, 1 / fsd.fuelpower ) * fsd.optmass / mass;
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})
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/**
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* Calculate the a ships shield strength based on mass, shield generator and shield boosters used.
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*
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* @private
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* @param {number} mass Current mass of the ship
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* @param {number} shields Base Shield strength MJ for ship
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* @param {object} sg The shield generator used
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* @param {number} multiplier Shield multiplier for ship (1 + shield boosters if any)
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* @return {number} Approximate shield strengh in MJ
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*/
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.value('calcShieldStrength', function (mass, shields, sg, multiplier) {
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if (!sg) {
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return 0;
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}
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if (mass <= sg.minmass) {
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return shields * multiplier * sg.minmul;
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}
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if (mass < sg.optmass) {
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return shields * multiplier * (sg.minmul + (mass - sg.minmass) / (sg.optmass - sg.minmass) * (sg.optmul - sg.minmul));
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}
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if (mass < sg.maxmass) {
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return shields * multiplier * (sg.optmul + (mass - sg.optmass) / (sg.maxmass - sg.optmass) * (sg.maxmul - sg.optmul));
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}
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return shields * multiplier * sg.maxmul;
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});
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