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216 lines
8.9 KiB
JavaScript
Executable File
216 lines
8.9 KiB
JavaScript
Executable File
angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength', 'calcJumpRange', 'lodash', function (Components, calcShieldStrength, calcJumpRange, _) {
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/**
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* Ship model used to track all ship components and properties.
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*
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* @param {string} id Unique ship Id / Key
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* @param {object} properties Basic ship properties such as name, manufacturer, mass, etc
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* @param {object} slots Collection of slot groups (standard/common, internal, hardpoints) with their max class size.
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*/
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function Ship(id, properties, slots) {
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this.id = id;
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this.incCost = true;
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this.cargoScoop = { enabled: true, c: Components.cargoScoop() };
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this.bulkheads = { incCost: true, maxClass: 8 };
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for (var p in properties) { this[p] = properties[p]; } // Copy all base properties from shipData
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for (var slotType in slots) { // Initialize all slots
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var slotGroup = slots[slotType];
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var group = this[slotType] = []; // Initialize Slot group (Common, Hardpoints, Internal)
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for(var i = 0; i < slotGroup.length; i++){
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group.push({id: null, c: null, enabled: true, incCost: true, maxClass: slotGroup[i]});
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}
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}
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}
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/**
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* Builds/Updates the ship instance with the components[comps] passed in.
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* @param {object} comps Collection of components used to build the ship
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*/
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Ship.prototype.buildWith = function(comps) {
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var internal = this.internal;
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var common = this.common;
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var hps = this.hardpoints;
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var i,l;
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this.bulkheads.id = comps.bulkheads || 0;
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this.bulkheads.c = Components.bulkheads(this.id, this.bulkheads.id);
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for(i = 0, l = comps.common.length; i < l; i++) {
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common[i].id = comps.common[i];
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common[i].c = Components.common(i, comps.common[i]);
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}
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for(i = 0, l = comps.hardpoints.length; i < l; i++) {
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if (comps.hardpoints[i] !== 0) {
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hps[i].id = comps.hardpoints[i];
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hps[i].c = Components.hardpoints(comps.hardpoints[i]);
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} else {
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hps[i].c = hps[i].id = null;
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}
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}
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for(i = 0, l = comps.internal.length; i < l; i++) {
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if (comps.internal[i] !== 0) {
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internal[i].id = comps.internal[i];
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internal[i].c = Components.internal(comps.internal[i]);
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} else {
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internal[i].id = internal[i].c = null;
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}
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}
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this.updateTotals();
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};
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/**
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* Updates the ship totals based on the components for every slot.
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*/
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Ship.prototype.updateTotals = function() {
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var c = _.reduce(this.common, optsSum, {cost: 0, power: 0, mass: 0});
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var i = _.reduce(this.internal, optsSum, {cost: 0, power: 0, mass: 0, fuel: 0, cargo: 0, armouradd: 0});
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var h = _.reduce(this.hardpoints, hpSum, {cost: 0, active: 0, passive: 0, mass: 0, shieldmul: 1});
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var fsd = this.common[2].c; // Frame Shift Drive;
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var sgSI = this.findInternalByGroup('sg'); // Find Shield Generator slot Index if any
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this.totalCost = c.cost + i.cost + h.cost + (this.incCost? this.cost : 0) + (this.bulkheads.incCost? this.bulkheads.c.cost : 0);
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this.unladenMass = c.mass + i.mass + h.mass + this.mass + this.bulkheads.c.mass;
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this.powerAvailable = this.common[0].c.pGen; // Power Plant
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this.fuelCapacity = this.common[6].c.capacity + i.fuel; // Fuel Tank + Internal Fuel Tanks
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this.maxMass = this.common[1].c.maxmass; // Thrusters Max Mass
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this.cargoCapacity = i.cargo;
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this.ladenMass = this.unladenMass + this.cargoCapacity + this.fuelCapacity;
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this.powerRetracted = c.power + i.power + h.passive + (this.cargoScoop.enabled? this.cargoScoop.c.power : 0);
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this.powerDeployed = this.powerRetracted + h.active;
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this.armourAdded = i.armouradd;
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this.shieldMultiplier = h.shieldmul;
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this.shieldStrength = sgSI != -1? calcShieldStrength(this.mass, this.shields, this.internal[sgSI].c, this.shieldMultiplier) : 0;
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this.armourTotal = this.armourAdded + this.armour;
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// Jump Range and total range calculations
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var fuelRemaining = this.fuelCapacity % fsd.maxfuel; // Fuel left after making N max jumps
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var jumps = this.fuelCapacity / fsd.maxfuel;
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this.unladenRange = calcJumpRange(this.unladenMass + fsd.maxfuel, fsd, this.fuelCapacity); // Include fuel weight for jump
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this.fullTankRange = calcJumpRange(this.unladenMass + this.fuelCapacity, fsd, this.fuelCapacity); // Full Tanke
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this.ladenRange = calcJumpRange(this.ladenMass, fsd, this.fuelCapacity);
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this.maxJumpCount = Math.ceil(jumps); // Number of full fuel jumps + final jump to empty tank
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// Going backwards, start with the last jump using the remaining fuel
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this.unladenTotalRange = fuelRemaining > 0? calcJumpRange(this.unladenMass + fuelRemaining, fsd, fuelRemaining): 0;
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this.ladenTotalRange = fuelRemaining > 0? calcJumpRange(this.unladenMass + this.cargoCapacity + fuelRemaining, fsd, fuelRemaining): 0;
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// For each max fuel jump, calculate the max jump range based on fuel left in the tank
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for (var j = 0, jumps = Math.floor(jumps); j < jumps; j++) {
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fuelRemaining += fsd.maxfuel;
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this.unladenTotalRange += calcJumpRange(this.unladenMass + fuelRemaining, fsd);
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this.ladenTotalRange += calcJumpRange(this.unladenMass + this.cargoCapacity + fuelRemaining, fsd);
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}
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// TODO: armor bonus / damage reduction for bulkheads
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// TODO: Damage / DPS total (for all weapons)
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};
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/**
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* Utilify function for summing the components properties
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*
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* @private
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* @param {object} sum Sum of cost, power, mass, capacity
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* @param {object} slot Slot object
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* @return {object} The mutated sum object
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*/
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function optsSum(sum, slot) {
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var c = slot.c;
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if (c) { // The slot has a component installed
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sum.cost += (slot.incCost && c.cost)? c.cost : 0;
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sum.power += (slot.enabled && c.power)? c.power : 0;
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sum.mass += c.mass || 0;
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if (c.grp == 'ft') { // Internal Fuel Tank
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sum.fuel += c.capacity;
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}
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else if (c.grp == 'cr') { // Internal Cargo Rack
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sum.cargo += c.capacity;
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}
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sum.armouradd += c.armouradd || 0;
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}
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return sum;
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}
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/**
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* Utilify function for summing the hardpoint properties
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*
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* @private
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* @param {object} sum Sum of cost, power, etc
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* @param {object} slot Slot object
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* @return {object} The mutated sum object
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*/
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function hpSum(sum, slot) {
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var c = slot.c;
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if (c) { // The slot has a component installed
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sum.cost += (slot.incCost && c.cost)? c.cost : 0;
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sum[c.passive? 'passive': 'active'] += slot.enabled? c.power : 0;
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sum.mass += c.mass || 0;
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sum.shieldmul += c.shieldmul || 0;
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}
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return sum;
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}
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Ship.prototype.useBulkhead = function(index) {
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this.bulkheads.id = index;
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this.bulkheads.c = Components.bulkheads(this.id, index);
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this.updateTotals(); // Update mass, range, shield strength, armor
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};
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/**
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* Update a slot with a the component if the id is different from the current id for this slot.
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* Has logic handling components that you may only have 1 of (Shield Generator or Refinery).
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*
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* @param {object} slot The component slot
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* @param {string} id Unique ID for the selected component
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* @param {object} component Properties for the selected component
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*/
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Ship.prototype.use = function(slot, id, component) {
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if (slot.id != id) { // Selecting a different component
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var slotIndex = this.internal.indexOf(slot);
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// Slot is an internal slot, is not being emptied, and the selected component group/type must be of unique
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if(slotIndex != -1 && component && _.includes(['sg','rf','fs'],component.grp)) {
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// Find another internal slot that already has this type/group installed
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var similarSlotIndex = this.findInternalByGroup(component.grp);
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// If another slot has an installed component with of the same type
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if (similarSlotIndex != -1 && similarSlotIndex != slotIndex) {
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// Empty the slot
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this.internal[similarSlotIndex].id = null;
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this.internal[similarSlotIndex].c = null;
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}
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}
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// Update slot with selected component (or empty)
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slot.id = id;
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slot.c = component;
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this.updateTotals();
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}
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};
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/**
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* Calculate jump range using the installed FSD and the
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* specified mass which can be more or less than ships actual mass
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* @param {number} mass Mass in tons
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* @param {number} fuel Fuel available in tons
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* @return {number} Jump range in Light Years
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*/
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Ship.prototype.jumpRangeWithMass = function (mass, fuel) {
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return calcJumpRange(mass, this.common[2].c, fuel);
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};
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/**
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* Find an internal slot that has an installed component of the specific group.
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*
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* @param {string} group Component group/type
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* @return {number} The index of the slot in ship.internal
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*/
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Ship.prototype.findInternalByGroup = function(group) {
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return _.findIndex(this.internal, function (slot) {
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return slot.c && slot.c.grp == group;
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});
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};
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return Ship;
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}]);
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