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323 lines
15 KiB
JavaScript
323 lines
15 KiB
JavaScript
import React from 'react';
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import PropTypes from 'prop-types';
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import TranslatedComponent from './TranslatedComponent';
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import * as Calc from '../shipyard/Calculations';
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import PieChart from './PieChart';
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import { nameComparator } from '../utils/SlotFunctions';
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import { MountFixed, MountGimballed, MountTurret } from './SvgIcons';
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/**
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* Generates an internationalization friendly weapon comparator that will
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* sort by specified property (if provided) then by name/group, class, rating
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* @param {function} translate Translation function
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* @param {function} propComparator Optional property comparator
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* @param {boolean} desc Use descending order
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* @return {function} Comparator function for names
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*/
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export function weaponComparator(translate, propComparator, desc) {
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return (a, b) => {
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if (!desc) { // Flip A and B if ascending order
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let t = a;
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a = b;
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b = t;
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}
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// If a property comparator is provided use it first
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let diff = propComparator ? propComparator(a, b) : nameComparator(translate, a, b);
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if (diff) {
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return diff;
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}
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// Property matches so sort by name / group, then class, rating
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if (a.name === b.name && a.grp === b.grp) {
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if(a.class == b.class) {
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return a.rating > b.rating ? 1 : -1;
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}
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return a.class - b.class;
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}
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return nameComparator(translate, a, b);
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};
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}
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/**
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* Creates a tooltip that shows damage by type.
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* @param {function} translate Translation function
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* @param {Object} formats Object that holds format functions
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* @param {Calc.SDps} sdpsObject Object that holds sdps split up by type
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* @returns {Array} Tooltip
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*/
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function getSDpsTooltip(translate, formats, sdpsObject) {
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return Object.keys(sdpsObject).filter(key => sdpsObject[key])
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.map(key => {
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return (
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<div key={key}>
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{translate(key) + ' ' + formats.f1(sdpsObject[key])}
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</div>
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);
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});
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}
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/**
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* Returns a data object used by {@link PieChart} that shows damage by type.
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* @param {function} translate Translation function
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* @param {Calc.SDps} sdpsObject Object that holds sdps split up by type
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* @returns {Object} Data object
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*/
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function getSDpsData(translate, sdpsObject) {
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return Object.keys(sdpsObject).map(key => {
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return {
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value: Math.round(sdpsObject[key]),
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label: translate(key)
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};
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});
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}
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/**
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* Adds all damage of `add` onto `addOn`.
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* @param {Calc.SDps} addOn Object that holds sdps split up by type (will be mutated)
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* @param {Calc.SDps} add Object that holds sdps split up by type
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*/
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function addSDps(addOn, add) {
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Object.keys(addOn).map(k => addOn[k] += (add[k] ? add[k] : 0));
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}
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/**
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* Calculates the overall sdps of an sdps object.
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* @param {Calc.SDps} sdpsObject Object that holds sdps spluit up by type
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*/
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function sumSDps(sdpsObject) {
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if (sdpsObject.total) {
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return sdpsObject.total;
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}
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return Object.keys(sdpsObject).reduce(
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(acc, k) => acc + (sdpsObject[k] ? sdpsObject[k] : 0),
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0
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);
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}
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/**
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* Offence information
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* Offence information consists of four panels:
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* - textual information (time to drain cap, time to take down shields etc.)
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* - breakdown of damage sources (pie chart)
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* - comparison of shield resistances (table chart)
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* - effective sustained DPS of weapons (bar chart)
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*/
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export default class Offence extends TranslatedComponent {
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static propTypes = {
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marker: PropTypes.string.isRequired,
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ship: PropTypes.object.isRequired,
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opponent: PropTypes.object.isRequired,
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engagementrange: PropTypes.number.isRequired,
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wep: PropTypes.number.isRequired,
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opponentSys: PropTypes.number.isRequired
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};
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/**
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* Constructor
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* @param {Object} props React Component properties
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*/
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constructor(props) {
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super(props);
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this._sort = this._sort.bind(this);
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const damage = Calc.offenceMetrics(props.ship, props.opponent, props.wep, props.opponentSys, props.engagementrange);
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this.state = {
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predicate: 'n',
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desc: true,
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damage
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};
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}
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/**
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* Update the state if our properties change
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* @param {Object} nextProps Incoming/Next properties
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* @return {boolean} Returns true if the component should be rerendered
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*/
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componentWillReceiveProps(nextProps) {
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if (this.props.marker != nextProps.marker || this.props.eng != nextProps.eng) {
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const damage = Calc.offenceMetrics(nextProps.ship, nextProps.opponent, nextProps.wep, nextProps.opponentSys, nextProps.engagementrange);
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this.setState({ damage });
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}
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return true;
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}
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/**
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* Set the sort order and sort
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* @param {string} predicate Sort predicate
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*/
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_sortOrder(predicate) {
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let desc = this.state.desc;
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if (predicate == this.state.predicate) {
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desc = !desc;
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} else {
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desc = true;
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}
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this._sort(predicate, desc);
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this.setState({ predicate, desc });
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}
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/**
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* Sorts the weapon list
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* @param {string} predicate Sort predicate
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* @param {Boolean} desc Sort order descending
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*/
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_sort(predicate, desc) {
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let comp = weaponComparator.bind(null, this.context.language.translate);
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switch (predicate) {
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case 'n': comp = comp(null, desc); break;
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case 'esdpss': comp = comp((a, b) => a.sdps.shields.total - b.sdps.shields.total, desc); break;
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case 'es': comp = comp((a, b) => a.effectiveness.shields.total - b.effectiveness.shields.total, desc); break;
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case 'esdpsh': comp = comp((a, b) => a.sdps.armour.total - b.sdps.armour.total, desc); break;
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case 'eh': comp = comp((a, b) => a.effectiveness.armour.total - b.effectiveness.armour.total, desc); break;
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}
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this.state.damage.sort(comp);
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}
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/**
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* Render offence
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* @return {React.Component} contents
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*/
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render() {
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const { ship, opponent, wep, engagementrange } = this.props;
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const { language, tooltip, termtip } = this.context;
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const { formats, translate, units } = language;
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const { damage } = this.state;
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const sortOrder = this._sortOrder;
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const pd = ship.standard[4].m;
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const opponentShields = Calc.shieldMetrics(opponent, 4);
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const opponentArmour = Calc.armourMetrics(opponent);
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const timeToDrain = Calc.timeToDrainWep(ship, wep);
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let totalSEps = 0;
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let totalSDpsObject = { 'absolute': 0, 'explosive': 0, 'kinetic': 0, 'thermal': 0 };
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let shieldsSDpsObject = { 'absolute': 0, 'explosive': 0, 'kinetic': 0, 'thermal': 0 };
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let armourSDpsObject = { 'absolute': 0, 'explosive': 0, 'kinetic': 0, 'thermal': 0 };
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const rows = [];
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for (let i = 0; i < damage.length; i++) {
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const weapon = damage[i];
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totalSEps += weapon.seps;
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addSDps(totalSDpsObject, weapon.sdps.base);
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addSDps(shieldsSDpsObject, weapon.sdps.shields);
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addSDps(armourSDpsObject, weapon.sdps.armour);
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const baseSDpsTooltipDetails = getSDpsTooltip(translate, formats, weapon.sdps.base);
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const effectivenessShieldsTooltipDetails = [];
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effectivenessShieldsTooltipDetails.push(<div key='range'>{translate('range') + ' ' + formats.pct1(weapon.effectiveness.shields.range)}</div>);
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effectivenessShieldsTooltipDetails.push(<div key='resistance'>{translate('resistance') + ' ' + formats.pct1(weapon.effectiveness.shields.resistance)}</div>);
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effectivenessShieldsTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(weapon.effectiveness.shields.sys)}</div>);
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const effectiveShieldsSDpsTooltipDetails = getSDpsTooltip(translate, formats, weapon.sdps.armour);
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const effectivenessArmourTooltipDetails = [];
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effectivenessArmourTooltipDetails.push(<div key='range'>{translate('range') + ' ' + formats.pct1(weapon.effectiveness.armour.range)}</div>);
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effectivenessArmourTooltipDetails.push(<div key='resistance'>{translate('resistance') + ' ' + formats.pct1(weapon.effectiveness.armour.resistance)}</div>);
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effectivenessArmourTooltipDetails.push(<div key='hardness'>{translate('hardness') + ' ' + formats.pct1(weapon.effectiveness.armour.hardness)}</div>);
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const effectiveArmourSDpsTooltipDetails = getSDpsTooltip(translate, formats, weapon.sdps.armour);
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rows.push(
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<tr key={weapon.id}>
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<td className='ri'>
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{weapon.mount == 'F' ? <span onMouseOver={termtip.bind(null, 'fixed')} onMouseOut={tooltip.bind(null, null)}><MountFixed className='icon'/></span> : null}
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{weapon.mount == 'G' ? <span onMouseOver={termtip.bind(null, 'gimballed')} onMouseOut={tooltip.bind(null, null)}><MountGimballed /></span> : null}
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{weapon.mount == 'T' ? <span onMouseOver={termtip.bind(null, 'turreted')} onMouseOut={tooltip.bind(null, null)}><MountTurret /></span> : null}
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{weapon.classRating} {translate(weapon.name)}
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{weapon.engineering ? ' (' + weapon.engineering + ')' : null }
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</td>
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<td className='ri'><span onMouseOver={termtip.bind(null, baseSDpsTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>{formats.f1(weapon.sdps.base.total)}</span></td>
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<td className='ri'><span onMouseOver={termtip.bind(null, effectiveShieldsSDpsTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>{formats.f1(weapon.sdps.shields.total)}</span></td>
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<td className='ri'><span onMouseOver={termtip.bind(null, effectivenessShieldsTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(weapon.effectiveness.shields.total)}</span></td>
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<td className='ri'><span onMouseOver={termtip.bind(null, effectiveArmourSDpsTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>{formats.f1(weapon.sdps.armour.total)}</span></td>
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<td className='ri'><span onMouseOver={termtip.bind(null, effectivenessArmourTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(weapon.effectiveness.armour.total)}</span></td>
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</tr>);
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}
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const totalSDps = sumSDps(totalSDpsObject);
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const totalSDpsTooltipDetails = getSDpsTooltip(translate, formats, totalSDpsObject);
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const totalSDpsData = getSDpsData(translate, totalSDpsObject);
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const totalShieldsSDps = sumSDps(shieldsSDpsObject);
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const totalShieldsSDpsTooltipDetails = getSDpsTooltip(translate, formats, shieldsSDpsObject);
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const shieldsSDpsData = getSDpsData(translate, shieldsSDpsObject);
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const totalArmourSDps = sumSDps(armourSDpsObject);
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const totalArmourSDpsTooltipDetails = getSDpsTooltip(translate, formats, armourSDpsObject);
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const armourSDpsData = getSDpsData(translate, armourSDpsObject);
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const timeToDepleteShields = Calc.timeToDeplete(opponentShields.total, totalShieldsSDps, totalSEps, pd.getWeaponsCapacity(), pd.getWeaponsRechargeRate() * (wep / 4));
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const timeToDepleteArmour = Calc.timeToDeplete(opponentArmour.total, totalArmourSDps, totalSEps, pd.getWeaponsCapacity(), pd.getWeaponsRechargeRate() * (wep / 4));
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return (
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<span id='offence'>
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<div className='group full'>
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<table>
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<thead>
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<tr className='main'>
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<th rowSpan='2' className='sortable' onClick={sortOrder.bind(this, 'n')}>{translate('weapon')}</th>
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<th colSpan='1'>{translate('overall')}</th>
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<th colSpan='2'>{translate('opponent\'s shields')}</th>
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<th colSpan='2'>{translate('opponent\'s armour')}</th>
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</tr>
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<tr>
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<th className='lft sortable' onMouseOver={termtip.bind(null, 'TT_EFFECTIVE_SDPS_SHIELDS')} onMouseOut={tooltip.bind(null, null)} onClick={sortOrder.bind(this, 'esdpss')}>{'sdps'}</th>
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<th className='lft sortable' onMouseOver={termtip.bind(null, 'TT_EFFECTIVE_SDPS_SHIELDS')} onMouseOut={tooltip.bind(null, null)} onClick={sortOrder.bind(this, 'esdpss')}>{'sdps'}</th>
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<th className='sortable' onMouseOver={termtip.bind(null, 'TT_EFFECTIVENESS_SHIELDS')} onMouseOut={tooltip.bind(null, null)}onClick={sortOrder.bind(this, 'es')}>{'eft'}</th>
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<th className='lft sortable' onMouseOver={termtip.bind(null, 'TT_EFFECTIVE_SDPS_ARMOUR')} onMouseOut={tooltip.bind(null, null)}onClick={sortOrder.bind(this, 'esdpsh')}>{'sdps'}</th>
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<th className='sortable' onMouseOver={termtip.bind(null, 'TT_EFFECTIVENESS_ARMOUR')} onMouseOut={tooltip.bind(null, null)}onClick={sortOrder.bind(this, 'eh')}>{'eft'}</th>
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</tr>
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</thead>
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<tbody>
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{rows}
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{rows.length > 0 &&
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<tr>
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<td></td>
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<td className='ri'><span onMouseOver={termtip.bind(null, totalSDpsTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>={formats.f1(totalSDps)}</span></td>
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<td className='ri'><span onMouseOver={termtip.bind(null, totalShieldsSDpsTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>={formats.f1(totalShieldsSDps)}</span></td>
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<td></td>
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<td className='ri'><span onMouseOver={termtip.bind(null, totalArmourSDpsTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>={formats.f1(totalArmourSDps)}</span></td>
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<td></td>
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</tr>
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}
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</tbody>
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</table>
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</div>
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<div className='group quarter'>
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<h2>{translate('offence metrics')}</h2>
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<h2 onMouseOver={termtip.bind(null, translate('TT_TIME_TO_DRAIN_WEP'))} onMouseOut={tooltip.bind(null, null)}>{translate('PHRASE_TIME_TO_DRAIN_WEP')}<br/>{timeToDrain === Infinity ? translate('never') : formats.time(timeToDrain)}</h2>
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<h2 onMouseOver={termtip.bind(null, translate('TT_EFFECTIVE_SDPS_SHIELDS'))} onMouseOut={tooltip.bind(null, null)}>{translate('PHRASE_EFFECTIVE_SDPS_SHIELDS')}<br/>{formats.f1(totalShieldsSDps)}</h2>
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<h2 onMouseOver={termtip.bind(null, translate('TT_TIME_TO_REMOVE_SHIELDS'))} onMouseOut={tooltip.bind(null, null)}>{translate('PHRASE_TIME_TO_REMOVE_SHIELDS')}<br/>{timeToDepleteShields === Infinity ? translate('never') : formats.time(timeToDepleteShields)}</h2>
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<h2 onMouseOver={termtip.bind(null, translate('TT_EFFECTIVE_SDPS_ARMOUR'))} onMouseOut={tooltip.bind(null, null)}>{translate('PHRASE_EFFECTIVE_SDPS_ARMOUR')}<br/>{formats.f1(totalArmourSDps)}</h2>
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<h2 onMouseOver={termtip.bind(null, translate('TT_TIME_TO_REMOVE_ARMOUR'))} onMouseOut={tooltip.bind(null, null)}>{translate('PHRASE_TIME_TO_REMOVE_ARMOUR')}<br/>{timeToDepleteArmour === Infinity ? translate('never') : formats.time(timeToDepleteArmour)}</h2>
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</div>
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<div className='group quarter'>
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<h2 onMouseOver={termtip.bind(null, translate('PHRASE_OVERALL_DAMAGE'))} onMouseOut={tooltip.bind(null, null)}>{translate('overall damage')}</h2>
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<PieChart data={totalSDpsData} />
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</div>
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<div className='group quarter'>
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<h2 onMouseOver={termtip.bind(null, translate('PHRASE_SHIELD_DAMAGE'))} onMouseOut={tooltip.bind(null, null)}>{translate('shield damage sources')}</h2>
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<PieChart data={shieldsSDpsData} />
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</div>
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<div className='group quarter'>
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<h2 onMouseOver={termtip.bind(null, translate('PHRASE_ARMOUR_DAMAGE'))} onMouseOut={tooltip.bind(null, null)}>{translate('armour damage sources')}</h2>
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<PieChart data={armourSDpsData} />
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</div>
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</span>);
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}
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}
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