- add requirements for units, sergeants, buildings and weapons - add uiIndexHint for units, buildings, researches and addons - add addon affects - improve campaign entities clear - add dds converter definitive edition - add all files lowercase function before mod parse - add addon modifiers info - add advanced build menu grid - add title according building/unit/mod/race
444 lines
28 KiB
TypeScript
444 lines
28 KiB
TypeScript
import React from "react";
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import {IWeapon, IWeaponPiercing} from "../types/IUnit";
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import {
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Accordion,
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AccordionDetails,
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AccordionSummary,
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Grid2,
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Paper,
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styled,
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Table,
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TableBody,
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TableCell,
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tableCellClasses,
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TableContainer,
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TableHead,
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TableRow, ToggleButton, ToggleButtonGroup
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} from "@mui/material";
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import ArmorType from "./ArmorType";
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import ArmorTypeNames from "../types/ArmorTypeValues";
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import {IconUrl} from "../core/api";
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import {ExpandMore} from "@mui/icons-material";
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import Sergeant from "./Sergeant";
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import {IMod} from "../types/Imod";
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import {Irace} from "../types/Irace";
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import {renderAffectedResearches} from "./building/Research";
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import Required from "./Required";
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interface IWeaponProps {
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weapon: IWeapon,
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isDefault: Boolean,
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renderRequired: Boolean,
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mod: IMod,
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race: Irace,
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haveReinforceMenu: Boolean,
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}
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class Weapon extends React.Component<IWeaponProps, any> {
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public static defaultProps = {
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isDefault: false,
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renderRequired: true,
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};
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humanReadableName(unit: string) {
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const firstUpper = String(unit).charAt(0).toUpperCase() + String(unit).slice(1);
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return firstUpper.replaceAll('_', ' ').replace('.rgd', '');
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}
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constructor(props: any) {
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super(props);
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this.state = ({
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currentTable: 'dps'
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});
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}
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getPiercingK(armorType: string): number {
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const weaponPiercing = this.props.weapon.weaponArmorPiercing.find((p) => p.armorType.name === armorType)
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return (typeof weaponPiercing !== "undefined" ? weaponPiercing.piercingValue : 10) / 100
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}
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handleChange = (e: React.MouseEvent, selectedDamageTable: String | null) => {
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this.setState({
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currentTable: selectedDamageTable
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});
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}
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render() {
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const weapon = this.props.weapon
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const dpsK = (this.state.currentTable == "dps") ? weapon.accuracy * (1 / (weapon.reloadTime - (weapon.reloadTime % 0.125))) : 1
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const infLowPiercing = this.getPiercingK(ArmorTypeNames.InfantryLow)
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const infMedPiercing = this.getPiercingK(ArmorTypeNames.InfantryMedium)
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const infHighPiercing = this.getPiercingK(ArmorTypeNames.InfantryHigh)
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const infHeavyMedPiercing = this.getPiercingK(ArmorTypeNames.InfantryHeavyMedium)
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const infHeavyHighPiercing = this.getPiercingK(ArmorTypeNames.InfantryHeavyHigh)
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const demonPiercing = this.getPiercingK(ArmorTypeNames.DemonMedium)
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const demonHighPiercing = this.getPiercingK(ArmorTypeNames.DemonHigh)
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const commanderPiercing = this.getPiercingK(ArmorTypeNames.Commander)
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const airPiercing = this.getPiercingK(ArmorTypeNames.Air)
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const vehLowPiercing = this.getPiercingK(ArmorTypeNames.VehicleLow)
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const vehMedPiercing = this.getPiercingK(ArmorTypeNames.VehicleMedium)
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const vehHighPiercing = this.getPiercingK(ArmorTypeNames.VehicleHigh)
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const buildingLowPiercing = this.getPiercingK(ArmorTypeNames.BuildingLow)
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const buildingMedPiercing = this.getPiercingK(ArmorTypeNames.BuildingMedium)
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const buildingHighPiercing = this.getPiercingK(ArmorTypeNames.BuildingHigh)
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// UA mod
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const demonLowPiercing = this.getPiercingK(ArmorTypeNames.DemonLow)
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const buildingSuperPiercing = this.getPiercingK(ArmorTypeNames.BuildingSuper)
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const livingMetalPiercing = this.getPiercingK(ArmorTypeNames.LivingMetal)
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const titanPiercing = this.getPiercingK(ArmorTypeNames.Titan)
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const getTotalDamage = (damagePiercing: number, isAir: boolean = false) => {
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if (!isAir && !weapon.canAttackGround && !weapon.isMeleeWeapon) return ""
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if (isAir && !weapon.canAttackAir) return ""
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var minDamage = damagePiercing * weapon.minDamage
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var maxDamage = damagePiercing * weapon.maxDamage
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if (minDamage < weapon.minDamageValue) {
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minDamage = weapon.minDamageValue
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}
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if (maxDamage < weapon.minDamageValue) {
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maxDamage = weapon.minDamageValue
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}
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const averageDmg = (minDamage + maxDamage) / 2
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return (averageDmg * dpsK).toFixed(2)
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}
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const getMoraleDamage = () => {
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return (weapon.moraleDamage * dpsK / 2).toFixed(2)
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}
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const StyledTableCell = styled(TableCell)(({theme}) => ({
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[`&.${tableCellClasses.head}`]: {
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backgroundColor: "rgb(244,244,244)",
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marginRight: 'auto',
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marginLeft: 'auto',
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paddingLeft: 10
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},
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[`&.${tableCellClasses.body}`]: {
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fontSize: 12,
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textAlign: 'center',
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paddingRight: 18,
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paddingLeft: 10
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},
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}));
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return (
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<div style={{marginBottom: 10}}><Accordion>
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<AccordionSummary
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expandIcon={<ExpandMore/>}
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aria-controls="panel1-content"
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id="panel1-header"
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>
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<span style={{fontSize: 18}}> {!this.props.isDefault && weapon.icon && !weapon.icon.endsWith("upgrade.png") ?
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<img className="weaponIcon" src={IconUrl + weapon.icon.replaceAll('\\', '/')}/> : (
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weapon.isMeleeWeapon ?
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<img className="weaponIcon" src="/images/MeleeStance_icon_bw.jpg"/> :
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<img className="weaponIcon" src="/images/RangedStance_icon_bw.jpg"/>
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)} {weapon.name ? weapon.name : this.humanReadableName(weapon.filename)} </span>
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</AccordionSummary>
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<AccordionDetails>
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<Grid2 container spacing={2}>
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<Grid2 size={12}>
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<div style={{whiteSpace: "pre-wrap"}}>
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<span
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className="weaponDescription">{this.props.isDefault ? "Default weapon" : weapon.description}</span>
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</div>
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</Grid2>
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<Grid2 size={{xs: 12, md: 4}}>
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<TableContainer component={Paper}>
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<Table size="small" aria-label="a dense table">
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{/*<TableHead><TableRow><TableCell component="th" scope="row"><b>Damage</b></TableCell><TableCell/></TableRow></TableHead>*/}
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<TableBody>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Base damage</TableCell>
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<TableCell component="th"
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scope="row">{weapon.minDamage} {weapon.maxDamage !== weapon.minDamage && "- " + weapon.maxDamage}
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</TableCell>
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</TableRow>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Accuracy</TableCell>
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<TableCell component="th"
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scope="row">{weapon.accuracy.toFixed(3).replace(/[,.]?0+$/, '')}
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</TableCell>
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</TableRow>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Accuracy moving</TableCell>
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<TableCell component="th"
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scope="row">{weapon.setupTime === 0 && weapon.accuracy - weapon.accuracyReductionMoving > 0 ? (weapon.accuracy - weapon.accuracyReductionMoving).toFixed(3).replace(/[,.]?0+$/, '') : "-"}
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</TableCell>
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</TableRow>
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</TableBody>
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</Table>
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</TableContainer>
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</Grid2>
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<Grid2 size={{xs: 12, md: 4}}>
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<TableContainer component={Paper}>
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<Table size="small" aria-label="a dense table">
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<TableBody>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Reload time</TableCell>
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<TableCell component="th"
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scope="row">{weapon.reloadTime}
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</TableCell>
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</TableRow>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Range</TableCell>
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<TableCell component="th"
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scope="row">{weapon.maxRange ? (weapon.maxRange) : "-"} {weapon.minRange ? "(min " + (weapon.minRange) + ")" : ""}
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</TableCell>
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</TableRow>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Damage radius</TableCell>
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<TableCell component="th"
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scope="row">{weapon.damageRadius ? (weapon.damageRadius) : "-"}
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</TableCell>
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</TableRow>
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</TableBody>
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</Table>
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</TableContainer>
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</Grid2>
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<Grid2 size={{xs: 12, md: 4}}>
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<TableContainer component={Paper}>
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<Table size="small" aria-label="a dense table">
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<TableBody>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Cost</TableCell>
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{(weapon.costRequisition > 0 || weapon.costPower > 0) ?
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<TableCell component="th"
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scope="row">
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{weapon.costRequisition > 0 &&
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<span> <img style={{verticalAlign: "top"}}
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src="/images/Resource_requisition.gif"/>
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{weapon.costRequisition.toFixed(0)}</span>}
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{weapon.costPower > 0 &&
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<span> <img style={{verticalAlign: "top"}}
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src="/images/Resource_power.gif"/>
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{weapon.costPower.toFixed(0)}</span>}
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</TableCell> : <TableCell component="th" scope="row"> - </TableCell>
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}
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</TableRow>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Setup time</TableCell>
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<TableCell component="th"
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scope="row">{weapon.setupTime != 0 ? (weapon.setupTime).toFixed(3).replace(/[,.]?0+$/, '') : "-"}
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</TableCell>
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</TableRow>
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<TableRow
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sx={{'&:last-child td, &:last-child th': {border: 0}}}
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>
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<TableCell component="th" scope="row">Throw force</TableCell>
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<TableCell component="th"
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scope="row">{weapon.throwForceMin != 0 ? weapon.throwForceMin + " - " + weapon.throwForceMax : "-"}
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</TableCell>
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</TableRow>
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</TableBody>
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</Table>
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</TableContainer>
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</Grid2>
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<Grid2 size={12}>
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<ToggleButtonGroup
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color="primary"
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exclusive
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value={this.state.currentTable}
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onChange={this.handleChange}
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aria-label="Platform"
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>
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<ToggleButton size="small" value="dps">Dps</ToggleButton>
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<ToggleButton size="small" value="one hit">One hit average damage</ToggleButton>
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</ToggleButtonGroup>
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<TableContainer>
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{ this.props.mod !== undefined && this.props.mod.name.includes("Ultimate Apocalypse") ?
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<Table sx={{marginTop: "10px", textAlign: "center"}} size="small" aria-label="a dense table">
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<TableHead>
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<TableRow>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.InfantryLow}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.InfantryMedium}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.InfantryHigh}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.InfantryHeavyMedium}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.InfantryHeavyHigh}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.Commander}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.DemonLow}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.DemonMedium}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.DemonHigh}/></StyledTableCell>
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<StyledTableCell><ArmorType name={ArmorTypeNames.Air}/></StyledTableCell>
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</TableRow>
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</TableHead>
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<TableBody>
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<TableRow>
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<StyledTableCell>{getTotalDamage(infLowPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(infMedPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(infHighPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(infHeavyMedPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(infHeavyHighPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(commanderPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(demonLowPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(demonPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(demonHighPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(airPiercing, true)}</StyledTableCell>
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</TableRow>
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</TableBody>
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<TableHead>
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<TableRow>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.VehicleLow}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.VehicleMedium}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.VehicleHigh}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.LivingMetal}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.Titan}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.BuildingLow}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.BuildingMedium}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.BuildingHigh}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.BuildingSuper}/></StyledTableCell>
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<StyledTableCell><img style={{verticalAlign: "top"}}
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src="/images/ARM_Morale.webp"/>
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<div style={{width: 20, fontSize: 12, height: 50}}>
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<i>Morale</i></div>
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</StyledTableCell>
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</TableRow>
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</TableHead>
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<TableBody>
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<TableRow>
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<StyledTableCell>{getTotalDamage(vehLowPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(vehMedPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(vehHighPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(livingMetalPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(titanPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(buildingLowPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(buildingMedPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(buildingHighPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(buildingSuperPiercing)}</StyledTableCell>
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<StyledTableCell>{getMoraleDamage()}</StyledTableCell>
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</TableRow>
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</TableBody>
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</Table> :
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<Table sx={{marginTop: "10px"}} size="small" aria-label="a dense table">
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<TableHead>
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<TableRow>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.InfantryLow}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.InfantryMedium}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.InfantryHigh}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.InfantryHeavyMedium}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.InfantryHeavyHigh}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.Commander}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.DemonMedium}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.DemonHigh}/></StyledTableCell>
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<StyledTableCell><ArmorType name={ArmorTypeNames.Air}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.VehicleLow}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.VehicleMedium}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.VehicleHigh}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.BuildingLow}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.BuildingMedium}/></StyledTableCell>
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<StyledTableCell><ArmorType
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name={ArmorTypeNames.BuildingHigh}/></StyledTableCell>
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<StyledTableCell><img style={{verticalAlign: "top"}}
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src="/images/ARM_Morale.webp"/>
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<div style={{width: 20, fontSize: 12, height: 50}}>
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<i>Morale</i></div>
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</StyledTableCell>
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</TableRow>
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</TableHead>
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<TableBody>
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<TableRow>
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<StyledTableCell>{getTotalDamage(infLowPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(infMedPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(infHighPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(infHeavyMedPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(infHeavyHighPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(commanderPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(demonPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(demonHighPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(airPiercing, true)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(vehLowPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(vehMedPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(vehHighPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(buildingLowPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(buildingMedPiercing)}</StyledTableCell>
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<StyledTableCell>{getTotalDamage(buildingHighPiercing)}</StyledTableCell>
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<StyledTableCell>{getMoraleDamage()}</StyledTableCell>
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</TableRow>
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</TableBody>
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</Table>
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}
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</TableContainer>
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<i className="rgdFrom">{weapon.filename}</i>
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</Grid2>
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{weapon.requirements !== null && !this.props.isDefault && this.props.haveReinforceMenu &&
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<Grid2 size={{xs: 12, md: 12}}>
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<Required requirement={weapon.requirements} modId={this.props.mod.id} raceId={this.props.race.id}/>
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</Grid2>}
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<Grid2 size={12}>
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{renderAffectedResearches(weapon.affectedResearches, this.props.mod.id, this.props.race.id)}
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</Grid2>
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</Grid2>
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</AccordionDetails>
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</Accordion></div>
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);
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}
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}
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export default Weapon; |