anibus 9d4bb49713 - Add death explosions info
- Add mob bonus info
- Reworked abilities, add child objects
- Add unit morale break behaviour
- Rework UA mod frontend
2026-03-14 15:05:45 +03:00

239 lines
14 KiB
TypeScript

import React from "react";
import ArmorTypeNames from "../types/ArmorTypeValues";
import {
styled,
Table,
TableBody,
TableCell,
tableCellClasses,
TableContainer,
TableHead,
TableRow
} from "@mui/material";
import ArmorType from "./ArmorType";
import {IMod} from "../types/Imod";
import {IPiercing} from "../types/IPiercing";
import {IArmorType} from "../types/IArmorType";
export default function DpsTable(props: { mod: IMod, minDamageValue?: number, minDamage?: number, maxDamage?: number, piercings: IPiercing[], targetFilter: IArmorType[], moraleDamage?: number }) {
const StyledTableCell = styled(TableCell)(({theme}) => ({
[`&.${tableCellClasses.head}`]: {
backgroundColor: "rgb(244,244,244)",
marginRight: 'auto',
marginLeft: 'auto',
paddingLeft: 10
},
[`&.${tableCellClasses.body}`]: {
fontSize: 12,
textAlign: 'center',
paddingRight: 18,
paddingLeft: 10
},
}));
function getPiercingK(armorType: string): number|null {
if(props.targetFilter.length > 0 && props.targetFilter.find(tf => tf.name == armorType) === undefined) return null
const piercing = props.piercings.find((p) => p.armorType.name === armorType)
return (typeof piercing !== "undefined" ? piercing.piercingValue : 10) / 100
}
const infLowPiercing = getPiercingK(ArmorTypeNames.InfantryLow)
const infMedPiercing = getPiercingK(ArmorTypeNames.InfantryMedium)
const infHighPiercing = getPiercingK(ArmorTypeNames.InfantryHigh)
const infHeavyMedPiercing = getPiercingK(ArmorTypeNames.InfantryHeavyMedium)
const infHeavyHighPiercing = getPiercingK(ArmorTypeNames.InfantryHeavyHigh)
const demonPiercing = getPiercingK(ArmorTypeNames.DemonMedium)
const demonHighPiercing = getPiercingK(ArmorTypeNames.DemonHigh)
const commanderPiercing = getPiercingK(ArmorTypeNames.Commander)
const airPiercing = getPiercingK(ArmorTypeNames.Air)
const vehLowPiercing = getPiercingK(ArmorTypeNames.VehicleLow)
const vehMedPiercing = getPiercingK(ArmorTypeNames.VehicleMedium)
const vehHighPiercing = getPiercingK(ArmorTypeNames.VehicleHigh)
const buildingLowPiercing = getPiercingK(ArmorTypeNames.BuildingLow)
const buildingMedPiercing = getPiercingK(ArmorTypeNames.BuildingMedium)
const buildingHighPiercing = getPiercingK(ArmorTypeNames.BuildingHigh)
// UA mod
const demonLowPiercing = getPiercingK(ArmorTypeNames.DemonLow)
const buildingSuperPiercing = getPiercingK(ArmorTypeNames.BuildingSuper)
const livingMetalPiercing = getPiercingK(ArmorTypeNames.LivingMetal)
const titanPiercing = getPiercingK(ArmorTypeNames.Titan)
const getTotalDamage = (damagePiercing: number|null) => {
if(damagePiercing === null) return ""
if(props.minDamageValue !== undefined && props.minDamage !== undefined && props.maxDamage !== undefined){
var minDamage = damagePiercing * props.minDamage
var maxDamage = damagePiercing * props.maxDamage
if(props.minDamageValue !== undefined){
if (minDamage < props.minDamageValue) {
minDamage = props.minDamageValue
}
if (maxDamage < props.minDamageValue) {
maxDamage = props.minDamageValue
}
}
const averageDmg = (minDamage + maxDamage) / 2
return averageDmg.toFixed(2)
}
}
const getMoraleDamage = () => {
if(props.moraleDamage !== undefined) return (props.moraleDamage / 2).toFixed(2)
}
return (
<TableContainer>
{ props.mod !== undefined && props.mod.name.includes("Ultimate Apocalypse") ?
<Table sx={{ textAlign: "center"}} size="small" aria-label="a dense table">
<TableHead>
<TableRow>
<StyledTableCell><ArmorType
name={ArmorTypeNames.InfantryLow}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.InfantryMedium}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.InfantryHigh}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.InfantryHeavyMedium}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.InfantryHeavyHigh}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.Commander}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.DemonLow}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.DemonMedium}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.DemonHigh}/></StyledTableCell>
<StyledTableCell><ArmorType name={ArmorTypeNames.Air}/></StyledTableCell>
</TableRow>
</TableHead>
<TableBody>
<TableRow>
<StyledTableCell>{getTotalDamage(infLowPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(infMedPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(infHighPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(infHeavyMedPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(infHeavyHighPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(commanderPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(demonLowPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(demonPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(demonHighPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(airPiercing)}</StyledTableCell>
</TableRow>
</TableBody>
<TableHead>
<TableRow>
<StyledTableCell><ArmorType
name={ArmorTypeNames.VehicleLow}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.VehicleMedium}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.VehicleHigh}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.LivingMetal}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.Titan}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.BuildingLow}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.BuildingMedium}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.BuildingHigh}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.BuildingSuper}/></StyledTableCell>
<StyledTableCell><img style={{verticalAlign: "top"}}
src="/images/ARM_Morale.webp"/>
<div style={{width: 20, fontSize: 12, height: 50}}>
<i>Morale</i></div>
</StyledTableCell>
</TableRow>
</TableHead>
<TableBody>
<TableRow>
<StyledTableCell>{getTotalDamage(vehLowPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(vehMedPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(vehHighPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(livingMetalPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(titanPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(buildingLowPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(buildingMedPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(buildingHighPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(buildingSuperPiercing)}</StyledTableCell>
<StyledTableCell>{getMoraleDamage()}</StyledTableCell>
</TableRow>
</TableBody>
</Table> :
<Table size="small" aria-label="a dense table">
<TableHead>
<TableRow>
<StyledTableCell><ArmorType
name={ArmorTypeNames.InfantryLow}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.InfantryMedium}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.InfantryHigh}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.InfantryHeavyMedium}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.InfantryHeavyHigh}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.Commander}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.DemonMedium}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.DemonHigh}/></StyledTableCell>
<StyledTableCell><ArmorType name={ArmorTypeNames.Air}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.VehicleLow}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.VehicleMedium}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.VehicleHigh}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.BuildingLow}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.BuildingMedium}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.BuildingHigh}/></StyledTableCell>
<StyledTableCell><img style={{verticalAlign: "top"}}
src="/images/ARM_Morale.webp"/>
<div style={{width: 20, fontSize: 12, height: 50}}>
<i>Morale</i></div>
</StyledTableCell>
</TableRow>
</TableHead>
<TableBody>
<TableRow>
<StyledTableCell>{getTotalDamage(infLowPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(infMedPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(infHighPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(infHeavyMedPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(infHeavyHighPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(commanderPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(demonPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(demonHighPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(airPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(vehLowPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(vehMedPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(vehHighPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(buildingLowPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(buildingMedPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(buildingHighPiercing)}</StyledTableCell>
<StyledTableCell>{getMoraleDamage()}</StyledTableCell>
</TableRow>
</TableBody>
</Table>
}
</TableContainer>
)
}