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605 lines
21 KiB
JavaScript
Executable File
605 lines
21 KiB
JavaScript
Executable File
angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength', 'calcJumpRange', 'calcTotalRange', 'calcSpeed', 'lodash', 'ArmourMultiplier', function(Components, calcShieldStrength, calcJumpRange, calcTotalRange, calcSpeed, _, ArmourMultiplier) {
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/**
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* Returns the power usage type of a slot and it's particular component
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* @param {object} slot The Slot
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* @param {object} component The component in the slot
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* @return {string} The key for the power usage type
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*/
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function powerUsageType(slot, component) {
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if (component) {
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if (component.passive) {
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return 'retracted';
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}
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}
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return slot.cat != 1 ? 'retracted' : 'deployed';
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}
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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.cargoHatch = { c: Components.cargoHatch(), type: 'SYS' };
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this.bulkheads = { incCost: true, maxClass: 8 };
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this.availCS = Components.forShip(id);
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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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if (typeof slotGroup[i] == 'object') {
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group.push({ id: null, c: null, incCost: true, maxClass: slotGroup[i].class, eligible: slotGroup[i].eligible });
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} else {
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group.push({ id: null, c: null, incCost: true, maxClass: slotGroup[i] });
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}
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}
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}
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// Make a Ship 'slot'/item similar to other slots
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this.c = { incCost: true, type: 'SHIP', discountedCost: this.hullCost, c: { name: this.name, cost: this.hullCost } };
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this.costList = _.union(this.internal, this.common, this.hardpoints);
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this.costList.push(this.bulkheads); // Add The bulkheads
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this.costList.unshift(this.c); // Add the ship itself to the list
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this.powerList = _.union(this.internal, this.hardpoints);
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this.powerList.unshift(this.cargoHatch);
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this.powerList.unshift(this.common[1]); // Add Thrusters
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this.powerList.unshift(this.common[5]); // Add Sensors
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this.powerList.unshift(this.common[4]); // Add Power Distributor
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this.powerList.unshift(this.common[3]); // Add Life Support
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this.powerList.unshift(this.common[2]); // Add FSD
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this.powerList.unshift(this.common[0]); // Add Power Plant
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this.shipCostMultiplier = 1;
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this.componentCostMultiplier = 1;
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this.priorityBands = [
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{ deployed: 0, retracted: 0, retOnly: 0 },
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{ deployed: 0, retracted: 0, retOnly: 0 },
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{ deployed: 0, retracted: 0, retOnly: 0 },
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{ deployed: 0, retracted: 0, retOnly: 0 },
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{ deployed: 0, retracted: 0, retOnly: 0 }
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];
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}
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//*********//
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// GETTERS //
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//*********//
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Ship.prototype.getAvailableComponents = function() {
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return this.availCS;
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};
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Ship.prototype.getSlotStatus = function(slot, deployed) {
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if (!slot.c) { // Empty Slot
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return 0; // No Status (Not possible to be active in this state)
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} else if (!slot.enabled) {
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return 1; // Disabled
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} else if (deployed) {
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return this.priorityBands[slot.priority].deployedSum >= this.powerAvailable ? 2 : 3; // Offline : Online
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// Active hardpoints have no retracted status
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} else if ((slot.cat === 1 && !slot.c.passive)) {
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return 0; // No Status (Not possible to be active in this state)
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}
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return this.priorityBands[slot.priority].retractedSum >= this.powerAvailable ? 2 : 3; // Offline : Online
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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.getJumpRangeForMass = 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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var index;
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if (group == 'sg' || group == 'psg') {
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index = _.findIndex(this.internal, function(slot) {
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return slot.c && (slot.c.grp == 'sg' || slot.c.grp == 'psg');
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});
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} else {
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index = _.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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if (index !== -1) {
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return this.internal[index];
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}
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return null;
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};
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//**********************//
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// Mutate / Update Ship //
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//**********************//
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/**
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* Recalculate all item costs and total based on discounts.
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* @param {number} shipCostMultiplier Ship cost multiplier discount (e.g. 0.9 === 10% discount)
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* @param {number} componentCostMultiplier Component cost multiplier discount (e.g. 0.75 === 25% discount)
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*/
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Ship.prototype.applyDiscounts = function(shipCostMultiplier, componentCostMultiplier) {
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var total = 0;
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var costList = this.costList;
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for (var i = 0, l = costList.length; i < l; i++) {
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var item = costList[i];
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if (item.c && item.c.cost) {
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item.discountedCost = item.c.cost * (item.type == 'SHIP' ? shipCostMultiplier : componentCostMultiplier);
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if (item.incCost) {
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total += item.discountedCost;
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}
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}
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}
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this.shipCostMultiplier = shipCostMultiplier;
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this.componentCostMultiplier = componentCostMultiplier;
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this.totalCost = total;
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return this;
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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, priorities, enabled) {
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var internal = this.internal,
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common = this.common,
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hps = this.hardpoints,
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bands = this.priorityBands,
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cl = common.length,
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i, l;
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// Reset Cumulative stats
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this.fuelCapacity = 0;
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this.cargoCapacity = 0;
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this.ladenMass = 0;
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this.armourAdded = 0;
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this.armourMultiplier = 1;
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this.shieldMultiplier = 1;
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this.totalCost = this.c.incCost ? this.c.discountedCost : 0;
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this.unladenMass = this.hullMass;
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this.totalDps = 0;
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this.bulkheads.c = null;
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this.useBulkhead(comps && comps.bulkheads ? comps.bulkheads : 0, true);
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this.cargoHatch.priority = priorities ? priorities[0] * 1 : 0;
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this.cargoHatch.enabled = enabled ? enabled[0] * 1 : true;
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for (i = 0, l = this.priorityBands.length; i < l; i++) {
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this.priorityBands[i].deployed = 0;
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this.priorityBands[i].retracted = 0;
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this.priorityBands[i].retOnly = 0;
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}
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if (this.cargoHatch.enabled) {
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bands[this.cargoHatch.priority].retracted += this.cargoHatch.c.power;
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}
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for (i = 0; i < cl; i++) {
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common[i].cat = 0;
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common[i].enabled = enabled ? enabled[i + 1] * 1 : true;
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common[i].priority = priorities ? priorities[i + 1] * 1 : 0;
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common[i].type = 'SYS';
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common[i].c = common[i].id = null; // Resetting 'old' component if there was one
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common[i].discountedCost = 0;
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if (comps) {
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this.use(common[i], comps.common[i], Components.common(i, comps.common[i]), true);
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}
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}
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common[1].type = 'ENG'; // Thrusters
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common[2].type = 'ENG'; // FSD
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cl++; // Increase accounts for Cargo Scoop
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for (i = 0, l = hps.length; i < l; i++) {
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hps[i].cat = 1;
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hps[i].enabled = enabled ? enabled[cl + i] * 1 : true;
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hps[i].priority = priorities ? priorities[cl + i] * 1 : 0;
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hps[i].type = hps[i].maxClass ? 'WEP' : 'SYS';
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hps[i].c = hps[i].id = null; // Resetting 'old' component if there was one
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hps[i].discountedCost = 0;
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if (comps && comps.hardpoints[i] !== 0) {
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this.use(hps[i], comps.hardpoints[i], Components.hardpoints(comps.hardpoints[i]), true);
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}
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}
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cl += hps.length; // Increase accounts for hardpoints
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for (i = 0, l = internal.length; i < l; i++) {
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internal[i].cat = 2;
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internal[i].enabled = enabled ? enabled[cl + i] * 1 : true;
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internal[i].priority = priorities ? priorities[cl + i] * 1 : 0;
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internal[i].type = 'SYS';
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internal[i].id = internal[i].c = null; // Resetting 'old' component if there was one
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internal[i].discountedCost = 0;
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if (comps && comps.internal[i] !== 0) {
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this.use(internal[i], comps.internal[i], Components.internal(comps.internal[i]), true);
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}
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}
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// Update aggragated stats
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if (comps) {
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this.updatePower()
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.updateJumpStats()
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.updateShieldStrength()
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.updateTopSpeed();
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}
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return this;
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};
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Ship.prototype.emptyHardpoints = function() {
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for (var i = this.hardpoints.length; i--; ) {
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this.use(this.hardpoints[i], null, null);
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}
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return this;
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};
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Ship.prototype.emptyInternal = function() {
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for (var i = this.internal.length; i--; ) {
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this.use(this.internal[i], null, null);
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}
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return this;
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};
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Ship.prototype.emptyUtility = function() {
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for (var i = this.hardpoints.length; i--; ) {
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if (!this.hardpoints[i].maxClass) {
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this.use(this.hardpoints[i], null, null);
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}
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}
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return this;
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};
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Ship.prototype.emptyWeapons = function() {
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for (var i = this.hardpoints.length; i--; ) {
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if (this.hardpoints[i].maxClass) {
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this.use(this.hardpoints[i], null, null);
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}
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}
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return this;
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};
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/**
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* Optimize for the lower mass build that can still boost and power the ship
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* without power management.
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* @param {object} c Common Component overrides
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*/
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Ship.prototype.optimizeMass = function(c) {
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return this.emptyHardpoints().emptyInternal().useLightestCommon(c);
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};
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Ship.prototype.setCostIncluded = function(item, included) {
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if (item.incCost != included && item.c) {
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this.totalCost += included ? item.discountedCost : -item.discountedCost;
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}
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item.incCost = included;
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return this;
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};
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Ship.prototype.setSlotEnabled = function(slot, enabled) {
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if (slot.enabled != enabled) { // Enabled state is changing
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slot.enabled = enabled;
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if (slot.c) {
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this.priorityBands[slot.priority][powerUsageType(slot, slot.c)] += enabled ? slot.c.power : -slot.c.power;
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if (slot.c.grp == 'sg' || slot.c.grp == 'psg') {
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this.updateShieldStrength();
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} else if (slot.c.grp == 'sb') {
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this.shieldMultiplier += slot.c.shieldmul * (enabled ? 1 : -1);
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this.updateShieldStrength();
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} else if (slot.c.dps) {
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this.totalDps += slot.c.dps * (enabled ? 1 : -1);
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}
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this.updatePower();
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}
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}
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return this;
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};
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/**
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* Updates the ship's cumulative and aggregated stats based on the component change.
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*/
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Ship.prototype.updateStats = function(slot, n, old, preventUpdate) {
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var powerChange = slot == this.common[0];
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if (old) { // Old component now being removed
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switch (old.grp) {
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case 'ft':
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this.fuelCapacity -= old.capacity;
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break;
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case 'cr':
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this.cargoCapacity -= old.capacity;
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break;
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case 'hr':
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this.armourAdded -= old.armouradd;
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break;
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case 'sb':
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this.shieldMultiplier -= slot.enabled ? old.shieldmul : 0;
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break;
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}
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if (slot.incCost && old.cost) {
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this.totalCost -= old.cost * this.componentCostMultiplier;
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}
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if (old.power && slot.enabled) {
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this.priorityBands[slot.priority][powerUsageType(slot, old)] -= old.power;
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powerChange = true;
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if (old.dps) {
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this.totalDps -= old.dps;
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}
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}
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this.unladenMass -= old.mass || 0;
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}
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if (n) {
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switch (n.grp) {
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case 'ft':
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this.fuelCapacity += n.capacity;
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break;
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case 'cr':
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this.cargoCapacity += n.capacity;
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break;
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case 'hr':
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this.armourAdded += n.armouradd;
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break;
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case 'sb':
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this.shieldMultiplier += slot.enabled ? n.shieldmul : 0;
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break;
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}
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if (slot.incCost && n.cost) {
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this.totalCost += n.cost * this.componentCostMultiplier;
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}
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if (n.power && slot.enabled) {
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this.priorityBands[slot.priority][powerUsageType(slot, n)] += n.power;
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powerChange = true;
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if (n.dps) {
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this.totalDps += n.dps;
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}
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}
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this.unladenMass += n.mass || 0;
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}
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this.ladenMass = this.unladenMass + this.cargoCapacity + this.fuelCapacity;
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this.armour = this.armourAdded + Math.round(this.baseArmour * this.armourMultiplier);
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if (!preventUpdate) {
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if (powerChange) {
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this.updatePower();
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}
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this.updateTopSpeed();
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this.updateJumpStats();
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this.updateShieldStrength();
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}
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return this;
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};
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Ship.prototype.updatePower = function() {
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var bands = this.priorityBands;
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var prevRetracted = 0, prevDeployed = 0;
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for (var i = 0, l = bands.length; i < l; i++) {
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var band = bands[i];
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prevRetracted = band.retractedSum = prevRetracted + band.retracted + band.retOnly;
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prevDeployed = band.deployedSum = prevDeployed + band.deployed + band.retracted;
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}
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this.powerAvailable = this.common[0].c.pGen;
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this.powerRetracted = prevRetracted;
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this.powerDeployed = prevDeployed;
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return this;
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};
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Ship.prototype.updateTopSpeed = function() {
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var speeds = calcSpeed(this.unladenMass + this.fuelCapacity, this.speed, this.boost, this.common[1].c, this.pipSpeed);
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this.topSpeed = speeds['4 Pips'];
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this.topBoost = speeds.boost;
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return this;
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};
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Ship.prototype.updateShieldStrength = function() {
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var sgSlot = this.findInternalByGroup('sg'); // Find Shield Generator slot Index if any
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this.shieldStrength = sgSlot && sgSlot.enabled ? calcShieldStrength(this.hullMass, this.baseShieldStrength, sgSlot.c, this.shieldMultiplier) : 0;
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return this;
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};
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/**
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* Jump Range and total range calculations
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*/
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Ship.prototype.updateJumpStats = function() {
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var fsd = this.common[2].c; // Frame Shift Drive;
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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.unladenTotalRange = calcTotalRange(this.unladenMass, fsd, this.fuelCapacity);
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this.ladenTotalRange = calcTotalRange(this.unladenMass + this.cargoCapacity, fsd, this.fuelCapacity);
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this.maxJumpCount = Math.ceil(this.fuelCapacity / fsd.maxfuel);
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return this;
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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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* @param {boolean} preventUpdate If true, do not update aggregated stats
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*/
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Ship.prototype.use = function(slot, id, component, preventUpdate) {
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if (slot.id != id) { // Selecting a different component
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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 (slot.cat == 2 && component && _.includes(['psg', '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 similarSlot = 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 (!preventUpdate && similarSlot && similarSlot !== slot) {
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this.updateStats(similarSlot, null, similarSlot.c, true); // Update stats but don't trigger a global update
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similarSlot.id = similarSlot.c = null; // Empty the slot
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similarSlot.discountedCost = 0;
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}
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}
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var oldComponent = slot.c;
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slot.id = id;
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slot.c = component;
|
|
slot.discountedCost = (component && component.cost) ? component.cost * this.componentCostMultiplier : 0;
|
|
this.updateStats(slot, component, oldComponent, preventUpdate);
|
|
}
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* [useBulkhead description]
|
|
* @param {[type]} index [description]
|
|
* @param {[type]} preventUpdate [description]
|
|
* @return {[type]} [description]
|
|
*/
|
|
Ship.prototype.useBulkhead = function(index, preventUpdate) {
|
|
var oldBulkhead = this.bulkheads.c;
|
|
this.bulkheads.id = index;
|
|
this.bulkheads.c = Components.bulkheads(this.id, index);
|
|
this.bulkheads.discountedCost = this.bulkheads.c.cost * this.componentCostMultiplier;
|
|
this.armourMultiplier = ArmourMultiplier[index];
|
|
this.updateStats(this.bulkheads, this.bulkheads.c, oldBulkhead, preventUpdate);
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* [useCommon description]
|
|
* @param {[type]} rating [description]
|
|
* @return {[type]} [description]
|
|
*/
|
|
Ship.prototype.useCommon = function(rating) {
|
|
for (var i = this.common.length - 1; i--; ) { // All except Fuel Tank
|
|
var id = this.common[i].maxClass + rating;
|
|
this.use(this.common[i], id, Components.common(i, id));
|
|
}
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Use the lightest common components unless otherwise specified
|
|
* @param {object} c Component overrides
|
|
*/
|
|
Ship.prototype.useLightestCommon = function(c) {
|
|
c = c || {};
|
|
|
|
var common = this.common,
|
|
pd = c.pd || this.availCS.lightestPowerDist(this.boostEnergy), // Find lightest Power Distributor that can still boost;
|
|
fsd = c.fsd || common[2].maxClass + 'A',
|
|
ls = c.ls || common[3].maxClass + 'D',
|
|
s = c.s || common[5].maxClass + 'D',
|
|
updated;
|
|
|
|
this.useBulkhead(0)
|
|
.use(common[2], fsd, Components.common(2, fsd)) // FSD
|
|
.use(common[3], ls, Components.common(3, ls)) // Life Support
|
|
.use(common[5], s, Components.common(5, s)) // Sensors
|
|
.use(common[4], pd, Components.common(4, pd)); // Power Distributor
|
|
|
|
// Thrusters and Powerplant must be determined after all other components are mounted
|
|
// Loop at least once to determine absolute lightest PD and TH
|
|
do {
|
|
updated = false;
|
|
// Find lightest Thruster that still works for the ship at max mass
|
|
var th = c.th || this.availCS.lightestThruster(this.ladenMass);
|
|
if (th != common[1].id) {
|
|
this.use(common[1], th, Components.common(1, th));
|
|
updated = true;
|
|
}
|
|
// Find lightest Power plant that can power the ship
|
|
var pp = c.pp || this.availCS.lightestPowerPlant(Math.max(this.powerRetracted, this.powerDeployed), c.ppRating);
|
|
|
|
if (pp != common[0].id) {
|
|
this.use(common[0], pp, Components.common(0, pp));
|
|
updated = true;
|
|
}
|
|
} while (updated);
|
|
|
|
return this;
|
|
};
|
|
|
|
Ship.prototype.useUtility = function(group, rating) {
|
|
var component = Components.findHardpoint(group, 0, rating);
|
|
for (var i = this.hardpoints.length; i--; ) {
|
|
if (!this.hardpoints[i].maxClass) {
|
|
this.use(this.hardpoints[i], component.id, component);
|
|
}
|
|
}
|
|
return this;
|
|
};
|
|
|
|
Ship.prototype.useWeapon = function(group, mount) {
|
|
var hps = this.hardpoints;
|
|
for (var i = hps.length; i--; ) {
|
|
if (hps[i].maxClass) {
|
|
var size = hps[i].maxClass, component;
|
|
do {
|
|
if (group == 'mr') {
|
|
component = Components.findHardpoint(group, size, null, null, 'F', mount);
|
|
} else {
|
|
component = Components.findHardpoint(group, size, null, null, mount);
|
|
}
|
|
if (component) {
|
|
this.use(hps[i], component.id, component);
|
|
break;
|
|
}
|
|
} while (!component && (--size > 0));
|
|
}
|
|
}
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Will change the priority of the specified slot if the new priority is valid
|
|
* @param {object} slot The slot to be updated
|
|
* @param {number} newPriority The new priority to be set
|
|
* @return {boolean} Returns true if the priority was changed (within range)
|
|
*/
|
|
Ship.prototype.changePriority = function(slot, newPriority) {
|
|
if (newPriority >= 0 && newPriority < this.priorityBands.length) {
|
|
var oldPriority = slot.priority;
|
|
slot.priority = newPriority;
|
|
|
|
if (slot.enabled) { // Only update power if the slot is enabled
|
|
var usage = powerUsageType(slot, slot.c);
|
|
this.priorityBands[oldPriority][usage] -= slot.c.power;
|
|
this.priorityBands[newPriority][usage] += slot.c.power;
|
|
this.updatePower();
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
};
|
|
|
|
return Ship;
|
|
}]);
|