Files
coriolis/app/js/shipyard/factory-ship.js
2015-10-07 20:06:04 -07:00

601 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) {
/**
* Returns the power usage type of a slot and it's particular component
* @param {object} slot The Slot
* @param {object} component The component in the slot
* @return {string} The key for the power usage type
*/
function powerUsageType(slot, component) {
if (component) {
if (component.passive) {
return 'retracted';
}
}
return slot.cat != 1 ? 'retracted' : 'deployed';
}
/**
* Ship model used to track all ship components and properties.
*
* @param {string} id Unique ship Id / Key
* @param {object} properties Basic ship properties such as name, manufacturer, mass, etc
* @param {object} slots Collection of slot groups (standard/common, internal, hardpoints) with their max class size.
*/
function Ship(id, properties, slots) {
this.id = id;
this.cargoHatch = { c: Components.cargoHatch(), type: 'SYS' };
this.bulkheads = { incCost: true, maxClass: 8 };
this.availCS = Components.forShip(id);
for (var p in properties) { this[p] = properties[p]; } // Copy all base properties from shipData
for (var slotType in slots) { // Initialize all slots
var slotGroup = slots[slotType];
var group = this[slotType] = []; // Initialize Slot group (Common, Hardpoints, Internal)
for (var i = 0; i < slotGroup.length; i++) {
if (typeof slotGroup[i] == 'object') {
group.push({ id: null, c: null, incCost: true, maxClass: slotGroup[i].class, eligible: slotGroup[i].eligible });
} else {
group.push({ id: null, c: null, incCost: true, maxClass: slotGroup[i] });
}
}
}
// Make a Ship 'slot'/item similar to other slots
this.c = { incCost: true, type: 'SHIP', discountedCost: this.hullCost, c: { name: this.name, cost: this.hullCost } };
this.costList = _.union(this.internal, this.common, this.hardpoints);
this.costList.push(this.bulkheads); // Add The bulkheads
this.costList.unshift(this.c); // Add the ship itself to the list
this.powerList = _.union(this.internal, this.hardpoints);
this.powerList.unshift(this.cargoHatch);
this.powerList.unshift(this.common[1]); // Add Thrusters
this.powerList.unshift(this.common[5]); // Add Sensors
this.powerList.unshift(this.common[4]); // Add Power Distributor
this.powerList.unshift(this.common[3]); // Add Life Support
this.powerList.unshift(this.common[2]); // Add FSD
this.powerList.unshift(this.common[0]); // Add Power Plant
this.shipCostMultiplier = 1;
this.componentCostMultiplier = 1;
this.priorityBands = [
{ deployed: 0, retracted: 0, retOnly: 0 },
{ deployed: 0, retracted: 0, retOnly: 0 },
{ deployed: 0, retracted: 0, retOnly: 0 },
{ deployed: 0, retracted: 0, retOnly: 0 },
{ deployed: 0, retracted: 0, retOnly: 0 }
];
}
//*********//
// GETTERS //
//*********//
Ship.prototype.getAvailableComponents = function() {
return this.availCS;
};
Ship.prototype.getSlotStatus = function(slot, deployed) {
if (!slot.c) { // Empty Slot
return 0; // No Status (Not possible to be active in this state)
} else if (!slot.enabled) {
return 1; // Disabled
} else if (deployed) {
return this.priorityBands[slot.priority].deployedSum >= this.powerAvailable ? 2 : 3; // Offline : Online
// Active hardpoints have no retracted status
} else if ((slot.cat === 1 && !slot.c.passive)) {
return 0; // No Status (Not possible to be active in this state)
}
return this.priorityBands[slot.priority].retractedSum >= this.powerAvailable ? 2 : 3; // Offline : Online
};
/**
* Calculate jump range using the installed FSD and the
* specified mass which can be more or less than ships actual mass
* @param {number} mass Mass in tons
* @param {number} fuel Fuel available in tons
* @return {number} Jump range in Light Years
*/
Ship.prototype.getJumpRangeForMass = function(mass, fuel) {
return calcJumpRange(mass, this.common[2].c, fuel);
};
/**
* Find an internal slot that has an installed component of the specific group.
*
* @param {string} group Component group/type
* @return {number} The index of the slot in ship.internal
*/
Ship.prototype.findInternalByGroup = function(group) {
var index;
if (group == 'sg' || group == 'psg') {
index = _.findIndex(this.internal, function(slot) {
return slot.c && (slot.c.grp == 'sg' || slot.c.grp == 'psg');
});
} else {
index = _.findIndex(this.internal, function(slot) {
return slot.c && slot.c.grp == group;
});
}
if (index !== -1) {
return this.internal[index];
}
return null;
};
//**********************//
// Mutate / Update Ship //
//**********************//
/**
* Recalculate all item costs and total based on discounts.
* @param {number} shipCostMultiplier Ship cost multiplier discount (e.g. 0.9 === 10% discount)
* @param {number} componentCostMultiplier Component cost multiplier discount (e.g. 0.75 === 25% discount)
*/
Ship.prototype.applyDiscounts = function(shipCostMultiplier, componentCostMultiplier) {
var total = 0;
var costList = this.costList;
for (var i = 0, l = costList.length; i < l; i++) {
var item = costList[i];
if (item.c && item.c.cost) {
item.discountedCost = item.c.cost * (item.type == 'SHIP' ? shipCostMultiplier : componentCostMultiplier);
if (item.incCost) {
total += item.discountedCost;
}
}
}
this.shipCostMultiplier = shipCostMultiplier;
this.componentCostMultiplier = componentCostMultiplier;
this.totalCost = total;
return this;
};
/**
* Builds/Updates the ship instance with the components[comps] passed in.
* @param {object} comps Collection of components used to build the ship
*/
Ship.prototype.buildWith = function(comps, priorities, enabled) {
var internal = this.internal,
common = this.common,
hps = this.hardpoints,
bands = this.priorityBands,
cl = common.length,
i, l;
// Reset Cumulative stats
this.fuelCapacity = 0;
this.cargoCapacity = 0;
this.ladenMass = 0;
this.armourAdded = 0;
this.armourMultiplier = 1;
this.shieldMultiplier = 1;
this.totalCost = this.c.incCost ? this.c.discountedCost : 0;
this.unladenMass = this.hullMass;
this.totalDps = 0;
this.bulkheads.c = null;
this.useBulkhead(comps && comps.bulkheads ? comps.bulkheads : 0, true);
this.cargoHatch.priority = priorities ? priorities[0] * 1 : 0;
this.cargoHatch.enabled = enabled ? enabled[0] * 1 : true;
for (i = 0, l = this.priorityBands.length; i < l; i++) {
this.priorityBands[i].deployed = 0;
this.priorityBands[i].retracted = 0;
this.priorityBands[i].retOnly = 0;
}
if (this.cargoHatch.enabled) {
bands[this.cargoHatch.priority].retracted += this.cargoHatch.c.power;
}
for (i = 0; i < cl; i++) {
common[i].cat = 0;
common[i].enabled = enabled ? enabled[i + 1] * 1 : true;
common[i].priority = priorities ? priorities[i + 1] * 1 : 0;
common[i].type = 'SYS';
common[i].c = common[i].id = null; // Resetting 'old' component if there was one
common[i].discountedCost = 0;
if (comps) {
this.use(common[i], comps.common[i], Components.common(i, comps.common[i]), true);
}
}
common[1].type = 'ENG'; // Thrusters
common[2].type = 'ENG'; // FSD
cl++; // Increase accounts for Cargo Scoop
for (i = 0, l = hps.length; i < l; i++) {
hps[i].cat = 1;
hps[i].enabled = enabled ? enabled[cl + i] * 1 : true;
hps[i].priority = priorities ? priorities[cl + i] * 1 : 0;
hps[i].type = hps[i].maxClass ? 'WEP' : 'SYS';
hps[i].c = hps[i].id = null; // Resetting 'old' component if there was one
hps[i].discountedCost = 0;
if (comps && comps.hardpoints[i] !== 0) {
this.use(hps[i], comps.hardpoints[i], Components.hardpoints(comps.hardpoints[i]), true);
}
}
cl += hps.length; // Increase accounts for hardpoints
for (i = 0, l = internal.length; i < l; i++) {
internal[i].cat = 2;
internal[i].enabled = enabled ? enabled[cl + i] * 1 : true;
internal[i].priority = priorities ? priorities[cl + i] * 1 : 0;
internal[i].type = 'SYS';
internal[i].id = internal[i].c = null; // Resetting 'old' component if there was one
internal[i].discountedCost = 0;
if (comps && comps.internal[i] !== 0) {
this.use(internal[i], comps.internal[i], Components.internal(comps.internal[i]), true);
}
}
// Update aggragated stats
if (comps) {
this.updatePower()
.updateJumpStats()
.updateShieldStrength()
.updateTopSpeed();
}
return this;
};
Ship.prototype.emptyHardpoints = function() {
for (var i = this.hardpoints.length; i--; ) {
this.use(this.hardpoints[i], null, null);
}
return this;
};
Ship.prototype.emptyInternal = function() {
for (var i = this.internal.length; i--; ) {
this.use(this.internal[i], null, null);
}
return this;
};
Ship.prototype.emptyUtility = function() {
for (var i = this.hardpoints.length; i--; ) {
if (!this.hardpoints[i].maxClass) {
this.use(this.hardpoints[i], null, null);
}
}
return this;
};
Ship.prototype.emptyWeapons = function() {
for (var i = this.hardpoints.length; i--; ) {
if (this.hardpoints[i].maxClass) {
this.use(this.hardpoints[i], null, null);
}
}
return this;
};
/**
* Optimize for the lower mass build that can still boost and power the ship
* without power management.
* @param {object} c Common Component overrides
*/
Ship.prototype.optimizeMass = function(c) {
return this.emptyHardpoints().emptyInternal().useLightestCommon(c);
};
Ship.prototype.setCostIncluded = function(item, included) {
if (item.incCost != included && item.c) {
this.totalCost += included ? item.discountedCost : -item.discountedCost;
}
item.incCost = included;
return this;
};
Ship.prototype.setSlotEnabled = function(slot, enabled) {
if (slot.enabled != enabled) { // Enabled state is changing
slot.enabled = enabled;
if (slot.c) {
this.priorityBands[slot.priority][powerUsageType(slot, slot.c)] += enabled ? slot.c.power : -slot.c.power;
if (slot.c.grp == 'sg' || slot.c.grp == 'psg') {
this.updateShieldStrength();
} else if (slot.c.grp == 'sb') {
this.shieldMultiplier += slot.c.shieldmul * (enabled ? 1 : -1);
this.updateShieldStrength();
} else if (slot.c.dps) {
this.totalDps += slot.c.dps * (enabled ? 1 : -1);
}
this.updatePower();
}
}
return this;
};
/**
* Updates the ship's cumulative and aggregated stats based on the component change.
*/
Ship.prototype.updateStats = function(slot, n, old, preventUpdate) {
var powerChange = slot == this.common[0];
if (old) { // Old component now being removed
switch (old.grp) {
case 'ft':
this.fuelCapacity -= old.capacity;
break;
case 'cr':
this.cargoCapacity -= old.capacity;
break;
case 'hr':
this.armourAdded -= old.armouradd;
break;
case 'sb':
this.shieldMultiplier -= slot.enabled ? old.shieldmul : 0;
break;
}
if (slot.incCost && old.cost) {
this.totalCost -= old.cost * this.componentCostMultiplier;
}
if (old.power && slot.enabled) {
this.priorityBands[slot.priority][powerUsageType(slot, old)] -= old.power;
powerChange = true;
if (old.dps) {
this.totalDps -= old.dps;
}
}
this.unladenMass -= old.mass || 0;
}
if (n) {
switch (n.grp) {
case 'ft':
this.fuelCapacity += n.capacity;
break;
case 'cr':
this.cargoCapacity += n.capacity;
break;
case 'hr':
this.armourAdded += n.armouradd;
break;
case 'sb':
this.shieldMultiplier += slot.enabled ? n.shieldmul : 0;
break;
}
if (slot.incCost && n.cost) {
this.totalCost += n.cost * this.componentCostMultiplier;
}
if (n.power && slot.enabled) {
this.priorityBands[slot.priority][powerUsageType(slot, n)] += n.power;
powerChange = true;
if (n.dps) {
this.totalDps += n.dps;
}
}
this.unladenMass += n.mass || 0;
}
this.ladenMass = this.unladenMass + this.cargoCapacity + this.fuelCapacity;
this.armour = this.armourAdded + Math.round(this.baseArmour * this.armourMultiplier);
if (!preventUpdate) {
if (powerChange) {
this.updatePower();
}
this.updateTopSpeed();
this.updateJumpStats();
this.updateShieldStrength();
}
return this;
};
Ship.prototype.updatePower = function() {
var bands = this.priorityBands;
var prevRetracted = 0, prevDeployed = 0;
for (var i = 0, l = bands.length; i < l; i++) {
var band = bands[i];
prevRetracted = band.retractedSum = prevRetracted + band.retracted + band.retOnly;
prevDeployed = band.deployedSum = prevDeployed + band.deployed + band.retracted;
}
this.powerAvailable = this.common[0].c.pGen;
this.powerRetracted = prevRetracted;
this.powerDeployed = prevDeployed;
return this;
};
Ship.prototype.updateTopSpeed = function() {
var speeds = calcSpeed(this.unladenMass + this.fuelCapacity, this.speed, this.boost, this.common[1].c, this.pipSpeed);
this.topSpeed = speeds['4 Pips'];
this.topBoost = speeds.boost;
return this;
};
Ship.prototype.updateShieldStrength = function() {
var sgSlot = this.findInternalByGroup('sg'); // Find Shield Generator slot Index if any
this.shieldStrength = sgSlot && sgSlot.enabled ? calcShieldStrength(this.hullMass, this.baseShieldStrength, sgSlot.c, this.shieldMultiplier) : 0;
return this;
};
/**
* Jump Range and total range calculations
*/
Ship.prototype.updateJumpStats = function() {
var fsd = this.common[2].c; // Frame Shift Drive;
this.unladenRange = calcJumpRange(this.unladenMass + fsd.maxfuel, fsd, this.fuelCapacity); // Include fuel weight for jump
this.fullTankRange = calcJumpRange(this.unladenMass + this.fuelCapacity, fsd, this.fuelCapacity); // Full Tanke
this.ladenRange = calcJumpRange(this.ladenMass, fsd, this.fuelCapacity);
this.unladenTotalRange = calcTotalRange(this.unladenMass, fsd, this.fuelCapacity);
this.ladenTotalRange = calcTotalRange(this.unladenMass + this.cargoCapacity, fsd, this.fuelCapacity);
this.maxJumpCount = Math.ceil(this.fuelCapacity / fsd.maxfuel);
return this;
};
/**
* Update a slot with a the component if the id is different from the current id for this slot.
* Has logic handling components that you may only have 1 of (Shield Generator or Refinery).
*
* @param {object} slot The component slot
* @param {string} id Unique ID for the selected component
* @param {object} component Properties for the selected component
* @param {boolean} preventUpdate If true, do not update aggregated stats
*/
Ship.prototype.use = function(slot, id, component, preventUpdate) {
if (slot.id != id) { // Selecting a different component
// Slot is an internal slot, is not being emptied, and the selected component group/type must be of unique
if (slot.cat == 2 && component && _.includes(['psg', 'sg', 'rf', 'fs'], component.grp)) {
// Find another internal slot that already has this type/group installed
var similarSlot = this.findInternalByGroup(component.grp);
// If another slot has an installed component with of the same type
if (!preventUpdate && similarSlot && similarSlot !== slot) {
this.updateStats(similarSlot, null, similarSlot.c, true); // Update stats but don't trigger a global update
similarSlot.id = similarSlot.c = null; // Empty the slot
similarSlot.discountedCost = 0;
}
}
var oldComponent = slot.c;
slot.id = id;
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, missile) {
var hps = this.hardpoints;
for (var i = hps.length; i--; ) {
if (hps[i].maxClass) {
var size = hps[i].maxClass, component;
do {
component = Components.findHardpoint(group, size, null, null, mount, missile);
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;
}]);