Files
coriolis/src/app/components/Shields.jsx
2017-03-12 18:37:07 +00:00

195 lines
8.7 KiB
JavaScript

import React from 'react';
import cn from 'classnames';
import TranslatedComponent from './TranslatedComponent';
import * as Calc from '../shipyard/Calculations';
import { DamageAbsolute, DamageExplosive, DamageKinetic, DamageThermal } from './SvgIcons';
/**
* Shields
* Effective shield strength (including SCBs)
* Time for opponent to down shields
* - need sustained DPS for each type of damage (K/T/E/R)
* - turn in to % of shields removed per second
*/
export default class Shields extends TranslatedComponent {
static propTypes = {
marker: React.PropTypes.string.isRequired,
ship: React.PropTypes.object.isRequired,
opponent: React.PropTypes.object.isRequired,
sys: React.PropTypes.number.isRequired
};
/**
* Constructor
* @param {Object} props React Component properties
*/
constructor(props) {
super(props);
const { shield, absolute, explosive, kinetic, thermal } = this._calcMetrics(props.ship, props.opponent, props.sys);
this.state = { shield, absolute, explosive, kinetic, thermal };
}
/**
* Update the state if our properties change
* @param {Object} nextProps Incoming/Next properties
* @return {boolean} Returns true if the component should be rerendered
*/
componentWillReceiveProps(nextProps) {
if (this.props.marker != nextProps.marker || this.props.sys != nextProps.sys) {
const { shield, absolute, explosive, kinetic, thermal } = this._calcMetrics(nextProps.ship, nextProps.opponent, nextProps.sys);
this.setState({ shield, absolute, explosive, kinetic, thermal });
return true;
}
}
/**
* Calculate shield metrics
* @param {Object} ship The ship
* @param {Object} opponent The opponent ship
* @param {int} sys The opponent ship
* @returns {Object} Shield metrics
*/
_calcMetrics(ship, opponent, sys) {
const sysResistance = this._calcSysResistance(sys);
const shieldGenerator = ship.findShieldGenerator();
// Boosters
let boost = 1;
let boosterExplDmg = 1;
let boosterKinDmg = 1;
let boosterThermDmg = 1;
for (let slot of ship.hardpoints) {
if (slot.enabled && slot.m && slot.m.grp == 'sb') {
boost += slot.m.getShieldBoost();
boosterExplDmg = boosterExplDmg * (1 - slot.m.getExplosiveResistance());
boosterKinDmg = boosterKinDmg * (1 - slot.m.getKineticResistance());
boosterThermDmg = boosterThermDmg * (1 - slot.m.getThermalResistance());
}
}
// Calculate diminishing returns for boosters
boost = Math.min(boost, (1 - Math.pow(Math.E, -0.7 * boost)) * 2.5);
// Remove base shield generator strength
boost -= 1;
boosterExplDmg = boosterExplDmg > 0.7 ? boosterExplDmg : 0.7 - (0.7 - boosterExplDmg) / 2;
boosterKinDmg = boosterKinDmg > 0.7 ? boosterExplDmg : 0.7 - (0.7 - boosterKinDmg) / 2;
boosterThermDmg = boosterThermDmg > 0.7 ? boosterExplDmg : 0.7 - (0.7 - boosterThermDmg) / 2;
const generatorStrength = Calc.shieldStrength(ship.hullMass, ship.baseShieldStrength, shieldGenerator, 1);
const boostersStrength = generatorStrength * boost;
const shield = {
generator: generatorStrength,
boosters: boostersStrength,
total: generatorStrength + boostersStrength
};
// Resistances have three components: the shield generator, the shield boosters and the SYS pips.
// We re-cast these as damage percentages
const absolute = {
generator: 1,
boosters: 1,
sys: 1 - sysResistance,
total: 1 - sysResistance
};
const explosive = {
generator: 1 - shieldGenerator.getExplosiveResistance(),
boosters: boosterExplDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getExplosiveResistance()) * boosterExplDmg * (1 - sysResistance)
};
const kinetic = {
generator: 1 - shieldGenerator.getKineticResistance(),
boosters: boosterKinDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getKineticResistance()) * boosterKinDmg * (1 - sysResistance)
};
const thermal = {
generator: 1 - shieldGenerator.getThermalResistance(),
boosters: boosterThermDmg,
sys: (1 - sysResistance),
total: (1 - shieldGenerator.getThermalResistance()) * boosterThermDmg * (1 - sysResistance)
};
return { shield, absolute, explosive, kinetic, thermal };
}
/**
* Calculate the resistance provided by SYS pips
* @param {integer} sys the value of the SYS pips
* @returns {integer} the resistance for the given pips
*/
_calcSysResistance(sys) {
return Math.pow(sys,0.85) * 0.6 / Math.pow(4,0.85);
}
/**
* Render shields
* @return {React.Component} contents
*/
render() {
const { ship, sys } = this.props;
const { language, tooltip, termtip } = this.context;
const { formats, translate, units } = language;
const { shield, absolute, explosive, kinetic, thermal } = this.state;
const shieldTooltipDetails = [];
shieldTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.int(shield.generator)}{units.MJ}</div>);
shieldTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.int(shield.boosters)}{units.MJ}</div>);
const absoluteTooltipDetails = [];
absoluteTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(absolute.generator)}</div>);
absoluteTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(absolute.boosters)}</div>);
absoluteTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(absolute.sys)}</div>);
const explosiveTooltipDetails = [];
explosiveTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(explosive.generator)}</div>);
explosiveTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(explosive.boosters)}</div>);
explosiveTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(explosive.sys)}</div>);
const kineticTooltipDetails = [];
kineticTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(kinetic.generator)}</div>);
kineticTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(kinetic.boosters)}</div>);
kineticTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(kinetic.sys)}</div>);
const thermalTooltipDetails = [];
thermalTooltipDetails.push(<div key='generator'>{translate('generator') + ' ' + formats.pct1(thermal.generator)}</div>);
thermalTooltipDetails.push(<div key='boosters'>{translate('boosters') + ' ' + formats.pct1(thermal.boosters)}</div>);
thermalTooltipDetails.push(<div key='power distributor'>{translate('power distributor') + ' ' + formats.pct1(thermal.sys)}</div>);
return (
<span id='shields'>
<table>
<tbody>
<tr>
<td colSpan='5' onMouseOver={termtip.bind(null, <div>{shieldTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)} className='summary'>{translate('shields')}: {formats.int(shield.total)}{units.MJ}</td>
</tr>
<tr>
<td className='le'>{translate('damage from')}</td>
<td className='ri'>
<span onMouseOver={termtip.bind(null, 'absolute')} onMouseOut={tooltip.bind(null, null)}><DamageAbsolute /></span>&nbsp;
<span onMouseOver={termtip.bind(null, <div>{absoluteTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(absolute.total)}</span>
</td>
<td className='ri'>
<span onMouseOver={termtip.bind(null, 'explosive')} onMouseOut={tooltip.bind(null, null)}><DamageExplosive /></span>&nbsp;
<span onMouseOver={termtip.bind(null, <div>{explosiveTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(explosive.total)}</span>
</td>
<td className='ri'>
<span onMouseOver={termtip.bind(null, 'kinetic')} onMouseOut={tooltip.bind(null, null)}><DamageKinetic /></span>&nbsp;
<span onMouseOver={termtip.bind(null, <div>{kineticTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(kinetic.total)}</span>
</td>
<td className='ri'>
<span onMouseOver={termtip.bind(null, 'thermal')} onMouseOut={tooltip.bind(null, null)}><DamageThermal /></span>&nbsp;
<span onMouseOver={termtip.bind(null, <div>{thermalTooltipDetails}</div>)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(thermal.total)}</span>
</td>
</tr>
</tbody>
</table>
</span>);
}
}