Files
coriolis/src/app/pages/OutfittingPage.jsx
2018-07-31 15:13:25 +10:00

716 lines
27 KiB
JavaScript

import React from 'react';
// import Perf from 'react-addons-perf';
import { Ships } from 'coriolis-data/dist';
import cn from 'classnames';
import Page from './Page';
import Router from '../Router';
import Persist from '../stores/Persist';
import * as Utils from '../utils/UtilityFunctions';
import Ship from '../shipyard/Ship';
import * as _ from 'lodash';
import { toDetailedBuild } from '../shipyard/Serializer';
import { outfitURL } from '../utils/UrlGenerators';
import {
FloppyDisk,
Bin,
Switch,
Download,
Reload,
LinkIcon,
ShoppingIcon,
MatIcon,
OrbisIcon
} from '../components/SvgIcons';
import LZString from 'lz-string';
import ShipSummaryTable from '../components/ShipSummaryTable';
import StandardSlotSection from '../components/StandardSlotSection';
import HardpointSlotSection from '../components/HardpointSlotSection';
import InternalSlotSection from '../components/InternalSlotSection';
import UtilitySlotSection from '../components/UtilitySlotSection';
import Pips from '../components/Pips';
import Boost from '../components/Boost';
import Fuel from '../components/Fuel';
import Cargo from '../components/Cargo';
import ShipPicker from '../components/ShipPicker';
import EngagementRange from '../components/EngagementRange';
import OutfittingSubpages from '../components/OutfittingSubpages';
import ModalExport from '../components/ModalExport';
import ModalPermalink from '../components/ModalPermalink';
import ModalShoppingList from '../components/ModalShoppingList';
import ModalOrbis from '../components/ModalOrbis';
/**
* Document Title Generator
* @param {String} shipName Ship Name
* @param {String} buildName Build Name
* @return {String} Document title
*/
function getTitle(shipName, buildName) {
return buildName ? buildName : shipName;
}
/**
* The Outfitting Page
*/
export default class OutfittingPage extends Page {
/**
* Constructor
* @param {Object} props React Component properties
* @param {Object} context React Component context
*/
constructor(props, context) {
super(props, context);
// window.Perf = Perf;
this.state = this._initState(props, context);
this._keyDown = this._keyDown.bind(this);
this._exportBuild = this._exportBuild.bind(this);
this._pipsUpdated = this._pipsUpdated.bind(this);
this._boostUpdated = this._boostUpdated.bind(this);
this._cargoUpdated = this._cargoUpdated.bind(this);
this._fuelUpdated = this._fuelUpdated.bind(this);
this._opponentUpdated = this._opponentUpdated.bind(this);
this._engagementRangeUpdated = this._engagementRangeUpdated.bind(this);
this._sectionMenuRefs = {};
}
/**
* [Re]Create initial state from context
* @param {Object} props React component properties
* @param {context} context React component context
* @return {Object} New state object
*/
_initState(props, context) {
let params = context.route.params;
let shipId = params.ship;
let code = params.code;
let buildName = params.bn;
let data = Ships[shipId]; // Retrieve the basic ship properties, slots and defaults
let savedCode = Persist.getBuild(shipId, buildName);
if (!data) {
return { error: { message: 'Ship not found: ' + shipId } };
}
let ship = new Ship(shipId, data.properties, data.slots); // Create a new Ship instance
if (code) {
ship.buildFrom(code); // Populate modules from serialized 'code' URL param
} else {
ship.buildWith(data.defaults); // Populate with default components
}
this._getTitle = getTitle.bind(this, data.properties.name);
// Obtain ship control from code
const { sys, eng, wep, boost, fuel, cargo, opponent, opponentBuild, opponentSys, opponentEng, opponentWep, engagementRange } = this._obtainControlFromCode(ship, code);
return {
error: null,
title: this._getTitle(buildName),
costTab: Persist.getCostTab() || 'costs',
buildName,
newBuildName: buildName,
shipId,
ship,
code,
savedCode,
sys,
eng,
wep,
boost,
fuel,
cargo,
opponent,
opponentBuild,
opponentSys,
opponentEng,
opponentWep,
engagementRange
};
}
/**
* Handle build name change and update state
* @param {SyntheticEvent} event React Event
*/
_buildNameChange(event) {
let stateChanges = {
newBuildName: event.target.value
};
if (Persist.hasBuild(this.state.shipId, stateChanges.newBuildName)) {
stateChanges.savedCode = Persist.getBuild(this.state.shipId, stateChanges.newBuildName);
} else {
stateChanges.savedCode = null;
}
this.setState(stateChanges);
}
/**
* Update the control part of the route
*/
_updateRouteOnControlChange() {
const { ship, shipId, buildName } = this.state;
const code = this._fullCode(ship);
this._updateRoute(shipId, buildName, code);
this.setState({ code });
}
/**
* Provide a full code for this ship, including any additions due to the outfitting page
* @param {Object} ship the ship
* @param {number} fuel the fuel carried by the ship (if different from that in state)
* @param {number} cargo the cargo carried by the ship (if different from that in state)
* @returns {string} the code for this ship
*/
_fullCode(ship, fuel, cargo) {
return `${ship.toString()}.${LZString.compressToBase64(this._controlCode(fuel, cargo))}`;
}
/**
* Obtain the control information from the build code
* @param {Object} ship The ship
* @param {string} code The build code
* @returns {Object} The control information
*/
_obtainControlFromCode(ship, code) {
// Defaults
let sys = 2;
let eng = 2;
let wep = 2;
let boost = false;
let fuel = ship.fuelCapacity;
let cargo = ship.cargoCapacity;
let opponent = new Ship('eagle', Ships['eagle'].properties, Ships['eagle'].slots).buildWith(Ships['eagle'].defaults);
let opponentSys = 2;
let opponentEng = 2;
let opponentWep = 2;
let opponentBuild;
let engagementRange = 1000;
// Obtain updates from code, if available
if (code) {
const parts = code.split('.');
if (parts.length >= 5) {
// We have control information in the code
const control = LZString.decompressFromBase64(Utils.fromUrlSafe(parts[4])).split('/');
sys = parseFloat(control[0]);
eng = parseFloat(control[1]);
wep = parseFloat(control[2]);
boost = control[3] == 1 ? true : false;
fuel = parseFloat(control[4]);
cargo = parseInt(control[5]);
if (control[6]) {
const shipId = control[6];
opponent = new Ship(shipId, Ships[shipId].properties, Ships[shipId].slots);
if (control[7] && Persist.getBuild(shipId, control[7])) {
// Ship is a particular build
const opponentCode = Persist.getBuild(shipId, control[7]);
opponent.buildFrom(opponentCode);
opponentBuild = control[7];
if (opponentBuild) {
// Obtain opponent's sys/eng/wep pips from their code
const opponentParts = opponentCode.split('.');
if (opponentParts.length >= 5) {
const opponentControl = LZString.decompressFromBase64(Utils.fromUrlSafe(opponentParts[4])).split('/');
opponentSys = parseFloat(opponentControl[0]);
opponentEng = parseFloat(opponentControl[1]);
opponentWep = parseFloat(opponentControl[2]);
}
}
} else {
// Ship is a stock build
opponent.buildWith(Ships[shipId].defaults);
}
}
engagementRange = parseInt(control[8]);
}
}
return { sys, eng, wep, boost, fuel, cargo, opponent, opponentBuild, opponentSys, opponentEng, opponentWep, engagementRange };
}
/**
* Triggered when pips have been updated
* @param {number} sys SYS pips
* @param {number} eng ENG pips
* @param {number} wep WEP pips
*/
_pipsUpdated(sys, eng, wep) {
this.setState({ sys, eng, wep }, () => this._updateRouteOnControlChange());
}
/**
* Triggered when boost has been updated
* @param {boolean} boost true if boosting
*/
_boostUpdated(boost) {
this.setState({ boost }, () => this._updateRouteOnControlChange());
}
/**
* Triggered when fuel has been updated
* @param {number} fuel the amount of fuel, in T
*/
_fuelUpdated(fuel) {
this.setState({ fuel }, () => this._updateRouteOnControlChange());
}
/**
* Triggered when cargo has been updated
* @param {number} cargo the amount of cargo, in T
*/
_cargoUpdated(cargo) {
this.setState({ cargo }, () => this._updateRouteOnControlChange());
}
/**
* Triggered when engagement range has been updated
* @param {number} engagementRange the engagement range, in m
*/
_engagementRangeUpdated(engagementRange) {
this.setState({ engagementRange }, () => this._updateRouteOnControlChange());
}
/**
* Triggered when target ship has been updated
* @param {string} opponent the opponent's ship model
* @param {string} opponentBuild the name of the opponent's build
*/
_opponentUpdated(opponent, opponentBuild) {
const opponentShip = new Ship(opponent, Ships[opponent].properties, Ships[opponent].slots);
let opponentSys = this.state.opponentSys;
let opponentEng = this.state.opponentEng;
let opponentWep = this.state.opponentWep;
if (opponentBuild && Persist.getBuild(opponent, opponentBuild)) {
// Ship is a particular build
opponentShip.buildFrom(Persist.getBuild(opponent, opponentBuild));
// Set pips for opponent
const opponentParts = Persist.getBuild(opponent, opponentBuild).split('.');
if (opponentParts.length >= 5) {
const opponentControl = LZString.decompressFromBase64(Utils.fromUrlSafe(opponentParts[4])).split('/');
opponentSys = parseFloat(opponentControl[0]);
opponentEng = parseFloat(opponentControl[1]);
opponentWep = parseFloat(opponentControl[2]);
}
} else {
// Ship is a stock build
opponentShip.buildWith(Ships[opponent].defaults);
opponentSys = 2;
opponentEng = 2;
opponentWep = 2;
}
this.setState({ opponent: opponentShip, opponentBuild, opponentSys, opponentEng, opponentWep }, () => this._updateRouteOnControlChange());
}
/**
* Set the control code for this outfitting page
* @param {number} fuel the fuel carried by the ship (if different from that in state)
* @param {number} cargo the cargo carried by the ship (if different from that in state)
* @returns {string} The control code
*/
_controlCode(fuel, cargo) {
const { sys, eng, wep, boost, opponent, opponentBuild, engagementRange } = this.state;
const code = `${sys}/${eng}/${wep}/${boost ? 1 : 0}/${fuel || this.state.fuel}/${cargo || this.state.cargo}/${opponent.id}/${opponentBuild ? opponentBuild : ''}/${engagementRange}`;
return code;
}
/**
* Save the current build
*/
_saveBuild() {
const { ship, buildName, newBuildName, shipId } = this.state;
// If this is a stock ship the code won't be set, so ensure that we have it
const code = this.state.code || ship.toString();
Persist.saveBuild(shipId, newBuildName, code);
this._updateRoute(shipId, newBuildName, code);
let opponent, opponentBuild, opponentSys, opponentEng, opponentWep;
if (shipId === this.state.opponent.id && buildName === this.state.opponentBuild) {
// This is a save of our current opponent build; update it
opponentBuild = newBuildName;
opponent = new Ship(shipId, Ships[shipId].properties, Ships[shipId].slots).buildFrom(code);
opponentSys = this.state.sys;
opponentEng = this.state.eng;
opponentWep = this.state.wep;
} else {
opponentBuild = this.state.opponentBuild;
opponent = this.state.opponent;
opponentSys = this.state.opponentSys;
opponentEng = this.state.opponentEng;
opponentWep = this.state.opponentWep;
}
this.setState({ buildName: newBuildName, code, savedCode: code, opponent, opponentBuild, opponentSys, opponentEng, opponentWep, title: this._getTitle(newBuildName) });
}
/**
* Rename the current build
*/
_renameBuild() {
const { code, buildName, newBuildName, shipId, ship } = this.state;
if (buildName != newBuildName && newBuildName.length) {
Persist.deleteBuild(shipId, buildName);
Persist.saveBuild(shipId, newBuildName, code);
this._updateRoute(shipId, newBuildName, code);
this.setState({ buildName: newBuildName, code, savedCode: code, opponentBuild: newBuildName });
}
}
/**
* Reload build from last save
*/
_reloadBuild() {
this.setState({ code: this.state.savedCode }, () => this._codeUpdated());
}
/**
* Reset build to Stock/Factory defaults
*/
_resetBuild() {
const { ship, shipId, buildName } = this.state;
// Rebuild ship
ship.buildWith(Ships[shipId].defaults);
// Reset controls
const code = ship.toString();
const { sys, eng, wep, boost, fuel, cargo, opponent, opponentBuild, engagementRange } = this._obtainControlFromCode(ship, code);
// Update state, and refresh the ship
this.setState({
sys,
eng,
wep,
boost,
fuel,
cargo,
opponent,
opponentBuild,
engagementRange
}, () => this._updateRoute(shipId, buildName, code));
}
/**
* Delete the build
*/
_deleteBuild() {
const { shipId, buildName } = this.state;
Persist.deleteBuild(shipId, buildName);
let opponentBuild;
if (shipId === this.state.opponent.id && buildName === this.state.opponentBuild) {
// Our current opponent has been deleted; revert to stock
opponentBuild = null;
} else {
opponentBuild = this.state.opponentBuild;
}
Router.go(outfitURL(this.state.shipId));
this.setState({ opponentBuild });
}
/**
* Serialized and show the export modal
*/
_exportBuild() {
let translate = this.context.language.translate;
let { buildName, ship } = this.state;
this.context.showModal(<ModalExport
title={(buildName || ship.name) + ' ' + translate('export')}
description={translate('PHRASE_EXPORT_DESC')}
data={toDetailedBuild(buildName, ship, ship.toString())}
/>);
}
/**
* Called when the code for the ship has been updated, to synchronise the rest of the data
*/
_codeUpdated() {
const { code, ship, shipId, buildName } = this.state;
// Rebuild ship from the code
this.state.ship.buildFrom(code);
// Obtain controls from the code
const { sys, eng, wep, boost, fuel, cargo, opponent, opponentBuild, engagementRange } = this._obtainControlFromCode(ship, code);
// Update state, and refresh the route when complete
this.setState({
sys,
eng,
wep,
boost,
fuel,
cargo,
opponent,
opponentBuild,
engagementRange
}, () => this._updateRoute(shipId, buildName, code));
}
/**
* Called when the ship has been updated, to set the code and then update accordingly
*/
_shipUpdated() {
let { ship, shipId, buildName, cargo, fuel } = this.state;
if (cargo > ship.cargoCapacity) {
cargo = ship.cargoCapacity;
}
if (fuel > ship.fuelCapacity) {
fuel = ship.fuelCapacity;
}
const code = this._fullCode(ship, fuel, cargo);
// Only update the state if this really has been updated
if (this.state.code != code || this.state.cargo != cargo || this.state.fuel != fuel) {
this.setState({ code, cargo, fuel }, () => this._updateRoute(shipId, buildName, code));
}
}
/**
* Update the current route based on build
* @param {string} shipId Ship Id
* @param {string} buildName Current build name
* @param {string} code Serialized ship 'code'
*/
_updateRoute(shipId, buildName, code) {
Router.replace(outfitURL(shipId, code, buildName));
}
/**
* Update state based on context changes
* @param {Object} nextProps Incoming/Next properties
* @param {Object} nextContext Incoming/Next conext
*/
componentWillReceiveProps(nextProps, nextContext) {
if (this.context.route !== nextContext.route) { // Only reinit state if the route has changed
this.setState(this._initState(nextProps, nextContext));
}
}
/**
* Add listeners when about to mount
*/
componentWillMount() {
document.addEventListener('keydown', this._keyDown);
}
/**
* Remove listeners on unmount
*/
componentWillUnmount() {
document.removeEventListener('keydown', this._keyDown);
}
/**
* Generates the short URL
*/
_genShortlink() {
this.context.showModal(<ModalPermalink url={window.location.href}/>);
}
/**
* Generate Orbis link
*/
_genOrbis() {
const data = {};
const ship = _.cloneDeep(this.state.ship);
console.log(this.state);
ship.coriolisId = ship.id;
data.coriolisShip = ship;
data.title = this.state.buildName || ship.id;
data.description = this.state.buildName || ship.id;
data.ShipName = ship.id;
data.Ship = ship.id;
this.context.showModal(<ModalOrbis ship={data}/>);
}
/**
* Open up a window for EDDB with a shopping list of our components
*/
_eddbShoppingList() {
const ship = this.state.ship;
const shipId = Ships[ship.id].eddbID;
// Provide unique list of non-PP module EDDB IDs
const modIds = ship.internal.concat(ship.bulkheads, ship.standard, ship.hardpoints).filter(slot => slot !== null && slot.m !== null && !slot.m.pp).map(slot => slot.m.eddbID).filter((v, i, a) => a.indexOf(v) === i);
// Open up the relevant URL
window.open('https://eddb.io/station?s=' + shipId + '&m=' + modIds.join(','));
}
/**
* Generates the shopping list
*/
_genShoppingList() {
this.context.showModal(<ModalShoppingList ship={this.state.ship}/>);
}
/**
* Handle Key Down
* @param {Event} e Keyboard Event
*/
_keyDown(e) {
// .keyCode will eventually be replaced with .key
switch (e.keyCode) {
case 69: // 'e'
if (e.ctrlKey || e.metaKey) { // CTRL/CMD + e
e.preventDefault();
this._exportBuild();
}
break;
}
}
/**
* Render the Page
* @return {React.Component} The page contents
*/
renderPage() {
let state = this.state,
{ language, termtip, tooltip, sizeRatio, onWindowResize } = this.context,
{ translate, units, formats } = language,
{ ship, code, savedCode, buildName, newBuildName, sys, eng, wep, boost, fuel, cargo, opponent, opponentBuild, opponentSys, opponentEng, opponentWep, engagementRange } = state,
hide = tooltip.bind(null, null),
menu = this.props.currentMenu,
shipUpdated = this._shipUpdated,
canSave = (newBuildName || buildName) && code !== savedCode,
canRename = buildName && newBuildName && buildName != newBuildName,
canReload = savedCode && canSave;
// Code can be blank for a default loadout. Prefix it with the ship name to ensure that changes in default ships is picked up
code = ship.name + (code || '');
// Markers are used to propagate state changes without requiring a deep comparison of the ship, as that takes a long time
const _sStr = ship.getStandardString();
const _iStr = ship.getInternalString();
const _hStr = ship.getHardpointsString();
const _pStr = `${ship.getPowerEnabledString()}${ship.getPowerPrioritiesString()}`;
const _mStr = ship.getModificationsString();
const standardSlotMarker = `${ship.name}${_sStr}${_pStr}${_mStr}${ship.ladenMass}${cargo}${fuel}`;
const internalSlotMarker = `${ship.name}${_iStr}${_pStr}${_mStr}`;
const hardpointsSlotMarker = `${ship.name}${_hStr}${_pStr}${_mStr}`;
const boostMarker = `${ship.canBoost(cargo, fuel)}`;
const shipSummaryMarker = `${ship.name}${_sStr}${_iStr}${_hStr}${_pStr}${_mStr}${ship.ladenMass}${cargo}${fuel}`;
const requirements = Ships[ship.id].requirements;
let requirementElements = [];
/**
* Render the requirements for a ship / etc
* @param {string} className Class names
* @param {string} textKey The key for translating
* @param {String} tooltipTextKey Tooltip key
*/
function renderRequirement(className, textKey, tooltipTextKey) {
if (textKey.startsWith('empire') || textKey.startsWith('federation')) {
requirementElements.push(<div key={textKey} className={className} onMouseEnter={termtip.bind(null, tooltipTextKey)} onMouseLeave={hide}><a href={textKey.startsWith('empire') ? 'http://elite-dangerous.wikia.com/wiki/Empire/Ranks' : 'http://elite-dangerous.wikia.com/wiki/Federation/Ranks'} target="_blank" rel="noopener">{translate(textKey)}</a></div>);
} else {
requirementElements.push(<div key={textKey} className={className} onMouseEnter={termtip.bind(null, tooltipTextKey)} onMouseLeave={hide}>{translate(textKey)}</div>);
}
}
if (requirements) {
requirements.federationRank && renderRequirement('federation', 'federation rank ' + requirements.federationRank, 'federation rank required');
requirements.empireRank && renderRequirement('empire', 'empire rank ' + requirements.empireRank, 'empire rank required');
requirements.horizons && renderRequirement('horizons', 'horizons', 'horizons required');
requirements.horizonsEarlyAdoption && renderRequirement('horizons', 'horizons early adoption', 'horizons early adoption required');
}
return (
<div id='outfit' className={'page'} style={{ fontSize: (sizeRatio * 0.9) + 'em' }}>
<div id='overview'>
<h1>{ship.name}</h1>
<div id='requirements'>{requirementElements}</div>
<div id='build'>
<input value={newBuildName || ''} onChange={this._buildNameChange} placeholder={translate('Enter Name')} maxLength={50} />
<button onClick={canSave && this._saveBuild} disabled={!canSave} onMouseOver={termtip.bind(null, 'save')} onMouseOut={hide}>
<FloppyDisk className='lg' />
</button>
<button onClick={canRename && this._renameBuild} disabled={!canRename} onMouseOver={termtip.bind(null, 'rename')} onMouseOut={hide}>
<span style={{ textTransform: 'none', fontSize: '1.8em' }}>a|</span>
</button>
<button onClick={canReload && this._reloadBuild} disabled={!canReload} onMouseOver={termtip.bind(null, 'reload')} onMouseOut={hide}>
<Reload className='lg'/>
</button>
<button className={'danger'} onClick={savedCode && this._deleteBuild} disabled={!savedCode} onMouseOver={termtip.bind(null, 'delete')} onMouseOut={hide}>
<Bin className='lg'/>
</button>
<button onClick={code && this._resetBuild} disabled={!code} onMouseOver={termtip.bind(null, 'reset')} onMouseOut={hide}>
<Switch className='lg'/>
</button>
<button onClick={buildName && this._exportBuild} disabled={!buildName} onMouseOver={termtip.bind(null, 'export')} onMouseOut={hide}>
<Download className='lg'/>
</button>
<button onClick={this._eddbShoppingList} onMouseOver={termtip.bind(null, 'PHRASE_SHOPPING_LIST')} onMouseOut={hide}>
<ShoppingIcon className='lg' />
</button>
<button onClick={this._genShortlink} onMouseOver={termtip.bind(null, 'shortlink')} onMouseOut={hide}>
<LinkIcon className='lg' />
</button>
<button onClick={this._genOrbis} onMouseOver={termtip.bind(null, 'PHASE_UPLOAD_ORBIS')} onMouseOut={hide}>
<OrbisIcon className='lg' />
</button>
<button onClick={this._genShoppingList} onMouseOver={termtip.bind(null, 'PHRASE_SHOPPING_MATS')} onMouseOut={hide}>
<MatIcon className='lg' />
</button>
</div>
</div>
{/* Main tables */}
<ShipSummaryTable ship={ship} fuel={fuel} cargo={cargo} marker={shipSummaryMarker} pips={{ sys: this.state.sys, wep: this.state.wep, eng: this.state.eng }} />
<StandardSlotSection ship={ship} fuel={fuel} cargo={cargo} code={standardSlotMarker} onChange={shipUpdated} onCargoChange={this._cargoUpdated} onFuelChange={this._fuelUpdated} currentMenu={menu} sectionMenuRefs={this._sectionMenuRefs}/>
<InternalSlotSection ship={ship} code={internalSlotMarker} onChange={shipUpdated} onCargoChange={this._cargoUpdated} onFuelChange={this._fuelUpdated} currentMenu={menu} sectionMenuRefs={this._sectionMenuRefs}/>
<HardpointSlotSection ship={ship} code={hardpointsSlotMarker} onChange={shipUpdated} onCargoChange={this._cargoUpdated} onFuelChange={this._fuelUpdated} currentMenu={menu} sectionMenuRefs={this._sectionMenuRefs}/>
<UtilitySlotSection ship={ship} code={hardpointsSlotMarker} onChange={shipUpdated} onCargoChange={this._cargoUpdated} onFuelChange={this._fuelUpdated} currentMenu={menu} sectionMenuRefs={this._sectionMenuRefs}/>
{/* Control of ship and opponent */}
<div className='group quarter'>
<div className='group half'>
<h2 style={{ verticalAlign: 'middle', textAlign: 'left' }}>{translate('ship control')}</h2>
</div>
<div className='group half'>
<Boost marker={boostMarker} ship={ship} boost={boost} onChange={this._boostUpdated} />
</div>
</div>
<div className='group quarter'>
<Pips sys={sys} eng={eng} wep={wep} onChange={this._pipsUpdated} />
</div>
<div className='group quarter'>
<Fuel fuelCapacity={ship.fuelCapacity} fuel={fuel} onChange={this._fuelUpdated}/>
</div>
<div className='group quarter'>
{ ship.cargoCapacity > 0 ? <Cargo cargoCapacity={ship.cargoCapacity} cargo={cargo} onChange={this._cargoUpdated}/> : null }
</div>
<div className='group half'>
<div className='group quarter'>
<h2 style={{ verticalAlign: 'middle', textAlign: 'left' }}>{translate('opponent')}</h2>
</div>
<div className='group threequarters'>
<ShipPicker ship={opponent.id} build={opponentBuild} onChange={this._opponentUpdated}/>
</div>
</div>
<div className='group half'>
<EngagementRange ship={ship} engagementRange={engagementRange} onChange={this._engagementRangeUpdated}/>
</div>
{/* Tabbed subpages */}
<OutfittingSubpages
ship={ship}
code={code}
buildName={buildName}
onChange={shipUpdated}
sys={sys}
eng={eng}
wep={wep}
boost={boost}
cargo={cargo}
fuel={fuel}
engagementRange={engagementRange}
opponent={opponent}
opponentBuild={opponentBuild}
opponentSys={opponentSys}
opponentEng={opponentEng}
opponentWep={opponentWep}
/>
</div>
);
}
}