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woohoo more data driven stats!
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@@ -1,3 +1,3 @@
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export function degressiveStat(crew: number) {
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return 0.875 / (0.00375 * 100 * crew + 0.5) - 1;
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return 0.875 / (0.00375 * 100 * crew + 0.5);
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}
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@@ -17,7 +17,6 @@ export * from "./normalizeBoundingBox";
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export * from "./patientFetchJSON";
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export * from "./popularTanks";
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export * from "./progressiveStat";
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export * from "./resolveDpm";
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export * from "./resolvePenetrationCoefficient";
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export * from "./reviews";
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export * from "./romanize";
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@@ -1,3 +1,3 @@
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export function progressiveStat(crew: number) {
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return (0.00375 * 100 * crew + 0.5) / 0.875 - 1;
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return (0.00375 * 100 * crew + 0.5) / 0.875;
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}
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@@ -1,63 +0,0 @@
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import {
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GunDefinition,
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GunDefinitionAutoReloader,
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ShellDefinition,
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} from '../protos';
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export function resolveDpm(
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gun: GunDefinition,
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shell: ShellDefinition,
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damageCoefficient = 1,
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reloadCoefficient = 1,
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intraClipCoefficient = 1,
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) {
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const alpha = shell.armor_damage * damageCoefficient;
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let dps: number;
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if (gun.gun_type!.$case === 'regular') {
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dps = alpha / (reloadCoefficient * gun.gun_type!.value.reload);
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} else if (gun.gun_type!.$case === 'auto_loader') {
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const damage = alpha * gun.gun_type!.value.shell_count;
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let time = gun.gun_type!.value.clip_reload * reloadCoefficient;
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if (gun.burst) {
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time +=
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(gun.gun_type!.value.shell_count / gun.burst.count - 1) *
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gun.gun_type!.value.intra_clip *
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intraClipCoefficient;
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time +=
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(gun.gun_type!.value.shell_count / gun.burst.count) *
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(gun.burst.count - 1) *
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gun.burst.interval;
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} else {
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time +=
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(gun.gun_type!.value.shell_count - 1) *
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gun.gun_type!.value.intra_clip *
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intraClipCoefficient;
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}
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dps = damage / time;
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} else {
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const mostOptimalShell = gun.gun_type!.value.shell_reloads.reduce<null | {
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index: number;
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reload: number;
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}>((current, reloadRaw, index) => {
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const reload =
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reloadRaw * reloadCoefficient +
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(index > 0
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? (gun.gun_type!.value as GunDefinitionAutoReloader).intra_clip *
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intraClipCoefficient
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: 0);
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if (current === null || reload < current.reload) {
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return { index, reload };
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}
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return current;
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}, null)!;
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dps = alpha / mostOptimalShell?.reload;
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}
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return dps * 60;
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}
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@@ -8,6 +8,13 @@
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"s": "{value}s",
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"percentage": "{value}%",
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"deg_s": "{value}°/s",
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"m_s": "{value}m/s",
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"km_h": "{value}km/h",
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"t": "{value}t",
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"bhp": "{value}bhp",
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"bhp_t": "{value}bhp/t",
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"kN": "{value}kN",
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"hp_s": "{value}hp/s",
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"plus": "+{value}"
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},
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@@ -38,7 +45,7 @@
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"burst_size": "Burst size",
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"intra_burst": "Intra-burst",
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"penetration": "Penetration",
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"penetration_loss_by_distance": "Penetration loss by distance",
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"penetration_loss_by_distance": "Penetration loss by 500m",
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"penetration_loss_after_ricochet": "Penetration loss after ricochet",
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"shell_velocity": "Shell velocity",
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"shell_range": "Shell range",
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@@ -1,18 +1,243 @@
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import { blitzkitToBlitzShellKind } from "@blitzkit/core";
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import { ShellType } from "@blitzkit/protos";
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import {
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blitzkitToBlitzShellKind,
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isExplosive,
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normalizeBoundingBox,
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unionBoundingBox,
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} from "@blitzkit/core";
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import { ShellType, TankClass } from "@blitzkit/protos";
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import {
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CharacteristicType,
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type Characteristic,
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type CharacteristicContext,
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} from "../types/characteristics";
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function intraClipCoefficient({
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script,
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}: Pick<CharacteristicContext, "script">) {
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let coefficient = 1;
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script("protagonist", "NewAutoloader", (effect) => {
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coefficient *= effect.clipReloadTimeFactor;
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});
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return coefficient;
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}
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function aimTimeCoefficient({ script }: Pick<CharacteristicContext, "script">) {
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let coefficient = 1;
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script("protagonist", "miscAttrs/gunAimingTimeFactor", (effect) => {
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coefficient += effect.bonusValues!.percent / 100;
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});
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script("protagonist", "FireControlSystem", (effect) => {
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coefficient *= effect.aimingTimeFactor;
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});
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return coefficient;
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}
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function dispersionCoefficient({
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script,
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}: Pick<CharacteristicContext, "script">) {
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let coefficient = 1;
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script("protagonist", "miscAttrs/shotDispersionAngleFactor", (effect) => {
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coefficient += effect.bonusValues!.percent / 100;
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});
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script("protagonist", "FireControlSystem", (effect) => {
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coefficient *= effect.shotDispersionAngleFactor;
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});
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return coefficient;
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}
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export const characteristics = {
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gun_type: {
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type: CharacteristicType.Enum,
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compute({ gun }) {
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return gun.gun_type!.$case;
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},
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},
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damage: {
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type: CharacteristicType.Number,
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compute({ shell, environment, equalizer, script, gun }) {
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let coefficient = 1;
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if (environment.equalize) coefficient *= equalizer.damage;
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script("protagonist", "TungstenTip", (effect) => {
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coefficient *= (effect.minDamageFactor + effect.maxDamageFactor) / 2;
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});
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script("antagonist", "ShieldKit", (effect) => {
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if (shell.type === ShellType.SHELL_TYPE_HE) return;
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coefficient *= 1 - effect.shieldCoef;
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});
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script("antagonist", "ArmorMover", (effect) => {
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coefficient *= 1 - effect.bonusValues!.damageReductionPercent / 100;
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});
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script("antagonist", "AntiHighExplosive", (effect) => {
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if (shell.type !== ShellType.SHELL_TYPE_HE) return;
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coefficient *= effect.bonusValues!.factor;
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});
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if (gun.assault_ranges?.types.includes(shell.type)) {
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const range = gun.assault_ranges.ranges.find(
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({ distance }) => distance >= environment.distance,
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);
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coefficient *= range?.factor ?? 0;
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}
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return coefficient * shell.armor_damage;
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},
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},
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_reload_coefficient: {
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type: CharacteristicType.Number,
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compute({ script, degressive }) {
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let c0 = 1;
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script("protagonist", "miscAttrs/gunReloadTimeFactor", (effect) => {
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c0 += effect.bonusValues!.percent / 100;
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});
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const c1 = degressive("loader");
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let c2 = 1;
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script("protagonist", "Berserk", (effect) => {
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c2 += effect.bonusValues!.gunReloadSpeedIncrease / 100;
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});
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return (c0 * c1) / c2;
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},
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},
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reload: {
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type: CharacteristicType.Number,
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should_render({ gun }) {
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return gun.gun_type!.$case !== "auto_reloader";
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},
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compute({ gun, characteristic }) {
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if (gun.gun_type!.$case === "auto_reloader") return -Infinity;
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const c = characteristic("_reload_coefficient") as number;
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if (gun.gun_type!.$case === "regular") {
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return c * gun.gun_type!.value.reload;
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}
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return c * gun.gun_type!.value.clip_reload;
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},
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},
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intra_clip: {
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type: CharacteristicType.Number,
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should_render({ gun }) {
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return gun.gun_type!.$case !== "regular";
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},
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compute({ gun, script }) {
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if (gun.gun_type!.$case === "regular") return 0;
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let c = 1;
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script("protagonist", "NewAutoloader", (effect) => {
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c = effect.clipReloadTimeFactor;
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});
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return c * gun.gun_type!.value.intra_clip;
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},
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},
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dpm: {
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type: CharacteristicType.Number,
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compute({ gun, characteristic }) {
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const alpha = characteristic("damage") as number;
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let dps: number;
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if (gun.gun_type!.$case === "regular") {
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const reload = characteristic("reload") as number;
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dps = alpha / reload;
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} else if (gun.gun_type!.$case === "auto_loader") {
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const damage = alpha * gun.gun_type!.value.shell_count;
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const intraClip = characteristic("intra_clip") as number;
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let time = characteristic("reload") as number;
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if (gun.burst) {
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time +=
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(gun.gun_type!.value.shell_count / gun.burst.count - 1) * intraClip;
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time +=
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(gun.gun_type!.value.shell_count / gun.burst.count) *
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(gun.burst.count - 1) *
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gun.burst.interval;
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} else {
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time += (gun.gun_type!.value.shell_count - 1) * intraClip;
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}
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dps = damage / time;
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} else {
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const intraClip = characteristic("intra_clip") as number;
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const reloadCoefficient = characteristic(
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"_reload_coefficient",
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) as number;
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const mostOptimalShell =
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gun.gun_type!.value.shell_reloads.reduce<null | {
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index: number;
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reload: number;
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}>((current, reloadRaw, index) => {
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const reload =
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reloadRaw * reloadCoefficient + (index > 0 ? intraClip : 0);
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if (current === null || reload < current.reload) {
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return { index, reload };
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}
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return current;
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}, null)!;
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dps = alpha / mostOptimalShell?.reload;
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}
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return dps * 60;
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},
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},
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// damage_range: unavailable,
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module_damage: {
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type: CharacteristicType.Number,
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compute({ shell, script }) {
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let c = 1;
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script("protagonist", "TungstenTip", (effect) => {
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c *= (effect.minDamageFactor + effect.maxDamageFactor) / 2;
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});
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return c * shell.module_damage;
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},
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},
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// module_damage_range: unavailable,
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// reloads: unavailable,
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clip_size: {
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type: CharacteristicType.Number,
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@@ -26,99 +251,455 @@ export const characteristics = {
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},
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},
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damage: {
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clipping_potential: {
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type: CharacteristicType.Number,
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compute({ shell, environment, equalizer, script, gun }) {
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let coefficient = 1;
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if (environment.equalize) coefficient *= equalizer.damage;
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should_render({ gun }) {
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return gun.gun_type!.$case !== "regular";
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},
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// tungsten shells
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script("protagonist", "TungstenTip", (effect) => {
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coefficient *= (effect.minDamageFactor + effect.maxDamageFactor) / 2;
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});
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compute({ characteristic }) {
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const clipSize = characteristic("clip_size") as number;
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const damage = characteristic("damage") as number;
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// reactive armor
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script("antagonist", "ShieldKit", (effect) => {
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if (shell.type === ShellType.SHELL_TYPE_HE) return;
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coefficient *= 1 - effect.shieldCoef;
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});
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// dynamic armour system
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script("antagonist", "ArmorMover", (effect) => {
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coefficient *= 1 - effect.bonusValues!.damageReductionPercent / 100;
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});
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// spall liner
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script("antagonist", "AntiHighExplosive", (effect) => {
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if (shell.type !== ShellType.SHELL_TYPE_HE) return;
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coefficient *= effect.bonusValues!.factor;
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});
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if (gun.assault_ranges && gun.assault_ranges.types.includes(shell.type)) {
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const range = gun.assault_ranges.ranges.find(
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({ distance }) => distance >= environment.distance,
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);
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if (range) coefficient *= range.factor;
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}
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|
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return coefficient * shell.armor_damage;
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return clipSize * damage;
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},
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},
|
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|
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module_damage: {
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// TODO: custom type of shell index
|
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// optimal_shell: {
|
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// type: CharacteristicType.Number,
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|
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// should_render({ gun }) {
|
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// return gun.gun_type!.$case === "auto_reloader";
|
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// },
|
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|
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// compute({ gun, script, degressive }) {
|
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// if (gun.gun_type!.$case !== "auto_reloader") return -1;
|
||||
|
||||
// const autoReloader = gun.gun_type!.value;
|
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// const coefficient = reloadCoefficient({ script, degressive, gun });
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// const intraClip = intraClipCoefficient({ script });
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|
||||
// return autoReloader.shell_reloads.reduce(
|
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// (bestIndex, reload, index, reloads) => {
|
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// const effectiveReload =
|
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// reload * coefficient +
|
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// (index > 0 ? autoReloader.intra_clip * intraClip : 0);
|
||||
// const bestReload =
|
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// reloads[bestIndex] * coefficient +
|
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// (bestIndex > 0 ? autoReloader.intra_clip * intraClip : 0);
|
||||
|
||||
// return effectiveReload < bestReload ? index : bestIndex;
|
||||
// },
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||||
// 0,
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||||
// );
|
||||
// },
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||||
// },
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||||
|
||||
burst_size: {
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||||
type: CharacteristicType.Number,
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compute({ shell, script }) {
|
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let coefficient = 1;
|
||||
|
||||
// tungsten shells
|
||||
script("protagonist", "TungstenTip", (effect) => {
|
||||
coefficient *= (effect.minDamageFactor + effect.maxDamageFactor) / 2;
|
||||
});
|
||||
should_render({ gun }) {
|
||||
return gun.burst !== undefined;
|
||||
},
|
||||
|
||||
return coefficient * shell.module_damage;
|
||||
compute({ gun }) {
|
||||
return gun.burst!.count;
|
||||
},
|
||||
},
|
||||
|
||||
intra_burst: {
|
||||
type: CharacteristicType.Number,
|
||||
|
||||
should_render({ gun }) {
|
||||
return gun.burst !== undefined;
|
||||
},
|
||||
|
||||
compute({ gun }) {
|
||||
return gun.burst!.interval;
|
||||
},
|
||||
},
|
||||
|
||||
penetration: {
|
||||
type: CharacteristicType.Number,
|
||||
compute({ shell, script }) {
|
||||
let coefficient = 1;
|
||||
|
||||
compute({ shell, environment, equalizer, script }) {
|
||||
let c = 1;
|
||||
|
||||
script("protagonist", "CalibratedShells", (effect) => {
|
||||
coefficient +=
|
||||
c +=
|
||||
effect.piercingFactors![blitzkitToBlitzShellKind[shell.type]] / 100;
|
||||
});
|
||||
|
||||
return coefficient * shell.penetration!.near;
|
||||
if (environment.equalize) c *= equalizer.penetration;
|
||||
|
||||
return c * shell.penetration!.near;
|
||||
},
|
||||
},
|
||||
|
||||
reload: {
|
||||
penetration_loss_by_distance: {
|
||||
type: CharacteristicType.Number,
|
||||
|
||||
should_render({ gun }) {
|
||||
return gun.gun_type!.$case !== "auto_reloader";
|
||||
},
|
||||
compute({ shell, script }) {
|
||||
let c = 1;
|
||||
|
||||
compute({ gun, script, degressive }) {
|
||||
// should never happen! just for typescript
|
||||
if (gun.gun_type!.$case === "auto_reloader") return -Infinity;
|
||||
|
||||
let c0 = 1;
|
||||
|
||||
script("protagonist", "miscAttrs/gunReloadTimeFactor", (effect) => {
|
||||
c0 += effect.bonusValues!.percent / 100;
|
||||
script("protagonist", "StaticMiscAttrsModifier", (effect) => {
|
||||
c += effect.bonusValues!.piercingPenaltyFactor500m / 100;
|
||||
});
|
||||
|
||||
const c = c0 * degressive;
|
||||
return (
|
||||
c *
|
||||
100 *
|
||||
((shell.penetration!.near - shell.penetration!.far) /
|
||||
shell.penetration!.near)
|
||||
);
|
||||
},
|
||||
},
|
||||
|
||||
if (gun.gun_type!.$case === "regular") {
|
||||
return c * gun.gun_type!.value.reload;
|
||||
// penetration_loss_after_ricochet: unavailable,
|
||||
|
||||
shell_velocity: {
|
||||
type: CharacteristicType.Number,
|
||||
|
||||
compute({ shell, script }) {
|
||||
let c = 1;
|
||||
|
||||
script("protagonist", "StaticMiscAttrsModifier", (effect) => {
|
||||
c += effect.bonusValues!.projectileSpeedFactor / 100;
|
||||
});
|
||||
|
||||
script("protagonist", "GunPowder", (effect) => {
|
||||
c += effect.bonusValues!.projectileSpeedFactor / 100;
|
||||
});
|
||||
|
||||
return c * shell.velocity;
|
||||
},
|
||||
},
|
||||
|
||||
shell_range: {
|
||||
type: CharacteristicType.Number,
|
||||
|
||||
compute({ shell }) {
|
||||
return shell.range;
|
||||
},
|
||||
},
|
||||
|
||||
shell_capacity: {
|
||||
type: CharacteristicType.Number,
|
||||
|
||||
compute({ gun }) {
|
||||
return gun.shell_capacity;
|
||||
},
|
||||
},
|
||||
|
||||
caliber: {
|
||||
type: CharacteristicType.Number,
|
||||
|
||||
compute({ shell }) {
|
||||
return shell.caliber;
|
||||
},
|
||||
},
|
||||
|
||||
ricochet: {
|
||||
type: CharacteristicType.Number,
|
||||
|
||||
should_render({ shell }) {
|
||||
return !isExplosive(shell.type);
|
||||
},
|
||||
|
||||
compute({ shell }) {
|
||||
return shell.ricochet ?? 0;
|
||||
},
|
||||
},
|
||||
|
||||
normalization: {
|
||||
type: CharacteristicType.Number,
|
||||
|
||||
should_render({ shell }) {
|
||||
return !isExplosive(shell.type);
|
||||
},
|
||||
|
||||
compute({ shell }) {
|
||||
return shell.normalization ?? 0;
|
||||
},
|
||||
},
|
||||
|
||||
speed_forward: {
|
||||
type: CharacteristicType.Number,
|
||||
compute({ tank }) {
|
||||
return tank.speed_forwards;
|
||||
},
|
||||
},
|
||||
|
||||
speed_backward: {
|
||||
type: CharacteristicType.Number,
|
||||
compute({ tank }) {
|
||||
return tank.speed_backwards;
|
||||
},
|
||||
},
|
||||
|
||||
aim_time: {
|
||||
type: CharacteristicType.Number,
|
||||
compute({ gun, turret, track, degressive, script, characteristic }) {
|
||||
/*
|
||||
T = (A / C) × ln(√(1 + k² × S)) / (1 − p/100)
|
||||
|
||||
S = (turret rotation speed × turret dispersion factor)²
|
||||
+ (hull rotation speed × hull dispersion factor)²
|
||||
+ (min(top speed, 30) × movement dispersion factor)²
|
||||
A: the gun’s raw aimingTime—the time for the reticle to shrink by a factor of e ≈ 2.718.
|
||||
C: gunner crew factor, accounting for training, provisions, and shared crew roles.
|
||||
k: stabilization multiplier; normally 1, reduced by the stabilizer.
|
||||
p: signed aiming-drive modifier. For −12%, the displayed time is divided by 1.12, reducing it by approximately 10.7%.
|
||||
*/
|
||||
|
||||
const topSpeed = characteristic("speed_forward") as number;
|
||||
|
||||
const S =
|
||||
(turret.traverse_speed * gun.dispersion_traverse) ** 2 +
|
||||
(track.traverse_speed * track.dispersion_traverse) ** 2 +
|
||||
(Math.min(topSpeed, 30) * track.dispersion_move) ** 2;
|
||||
|
||||
const A = gun.aim_time;
|
||||
const C = degressive("gunner");
|
||||
|
||||
let p = 0;
|
||||
|
||||
script("protagonist", "miscAttrs/gunAimingTimeFactor", (effect) => {
|
||||
p = effect.bonusValues!.percent / 100;
|
||||
});
|
||||
|
||||
let k = 1;
|
||||
|
||||
script(
|
||||
"protagonist",
|
||||
"miscAttrs/additiveShotDispersionFactor",
|
||||
(effect) => {
|
||||
k += effect.bonusValues!.percent / 100;
|
||||
},
|
||||
);
|
||||
|
||||
const T = ((A / C) * Math.log(Math.sqrt(1 + k ** 2 * S))) / (1 - p / 100);
|
||||
|
||||
return T;
|
||||
},
|
||||
},
|
||||
|
||||
dispersion: {
|
||||
type: CharacteristicType.Number,
|
||||
compute({ gun, degressive, script }) {
|
||||
return (
|
||||
gun.dispersion_base *
|
||||
degressive("gunner") *
|
||||
dispersionCoefficient({ script })
|
||||
);
|
||||
},
|
||||
},
|
||||
|
||||
// dispersion_angle: unavailable,
|
||||
|
||||
gun_depression: {
|
||||
type: CharacteristicType.Number,
|
||||
compute({ state, turret, gun }) {
|
||||
const turretModel = state.model.turrets[turret.id];
|
||||
const gunModel = turretModel.guns[gun.id];
|
||||
|
||||
return (
|
||||
gunModel.pitch!.max + (state.model.initial_turret_rotation?.pitch ?? 0)
|
||||
);
|
||||
},
|
||||
},
|
||||
|
||||
gun_elevation: {
|
||||
type: CharacteristicType.Number,
|
||||
compute({ state, turret, gun }) {
|
||||
const turretModel = state.model.turrets[turret.id];
|
||||
const gunModel = turretModel.guns[gun.id];
|
||||
|
||||
return (
|
||||
-gunModel.pitch!.min - (state.model.initial_turret_rotation?.pitch ?? 0)
|
||||
);
|
||||
},
|
||||
},
|
||||
|
||||
azimuth_left: {
|
||||
type: CharacteristicType.Number,
|
||||
should_render({ state, turret }) {
|
||||
return state.model.turrets[turret.id].yaw !== undefined;
|
||||
},
|
||||
compute({ state, turret }) {
|
||||
return -state.model.turrets[turret.id].yaw!.min;
|
||||
},
|
||||
},
|
||||
|
||||
azimuth_right: {
|
||||
type: CharacteristicType.Number,
|
||||
should_render({ state, turret }) {
|
||||
return state.model.turrets[turret.id].yaw !== undefined;
|
||||
},
|
||||
compute({ state, turret }) {
|
||||
return state.model.turrets[turret.id].yaw!.max;
|
||||
},
|
||||
},
|
||||
|
||||
weight: {
|
||||
type: CharacteristicType.Number,
|
||||
compute({ tank, engine, track, turret, gun }) {
|
||||
return (
|
||||
(tank.weight +
|
||||
engine.weight +
|
||||
track.weight +
|
||||
turret.weight +
|
||||
gun.weight) /
|
||||
1000
|
||||
);
|
||||
},
|
||||
},
|
||||
|
||||
engine_power: {
|
||||
type: CharacteristicType.Number,
|
||||
compute({ engine }) {
|
||||
return engine.power;
|
||||
},
|
||||
},
|
||||
|
||||
power_to_weight: {
|
||||
type: CharacteristicType.Number,
|
||||
compute({ engine, characteristic }) {
|
||||
const weight = characteristic("weight");
|
||||
if (typeof weight !== "number") {
|
||||
throw new Error("Weight characteristic must be numeric");
|
||||
}
|
||||
|
||||
return c * gun.gun_type!.value.clip_reload;
|
||||
return engine.power / weight;
|
||||
},
|
||||
},
|
||||
|
||||
// brake_force: unavailable,
|
||||
// terrain_coefficient: unavailable,
|
||||
|
||||
hull_traverse_speed: {
|
||||
type: CharacteristicType.Number,
|
||||
compute({ track, progressive }) {
|
||||
return track.traverse_speed * progressive("driver");
|
||||
},
|
||||
},
|
||||
|
||||
turret_traverse_speed: {
|
||||
type: CharacteristicType.Number,
|
||||
compute({ turret, progressive }) {
|
||||
return turret.traverse_speed * progressive("gunner");
|
||||
},
|
||||
},
|
||||
|
||||
gun_traverse_speed: {
|
||||
type: CharacteristicType.Number,
|
||||
compute({ gun, progressive }) {
|
||||
return gun.rotation_speed * progressive("gunner");
|
||||
},
|
||||
},
|
||||
|
||||
health: {
|
||||
type: CharacteristicType.Number,
|
||||
compute({ tank, turret, environment, equalizer, script }) {
|
||||
let c0 = 1;
|
||||
|
||||
script("protagonist", "SmallHPStock", (effect) => {
|
||||
c0 += effect.hpStockPercent / 100;
|
||||
});
|
||||
|
||||
script("protagonist", "HighQualityAssembly", (effect) => {
|
||||
c0 += effect.maxHpBonusPercent / 100;
|
||||
});
|
||||
|
||||
let c1 = 1;
|
||||
|
||||
if (environment.equalize) {
|
||||
c1 *= equalizer.health;
|
||||
}
|
||||
|
||||
let health = tank.health + turret.health;
|
||||
|
||||
health *= c0 * c1;
|
||||
|
||||
if (environment.equalize) {
|
||||
health = 50 * Math.round(health / 50);
|
||||
}
|
||||
|
||||
return health;
|
||||
},
|
||||
},
|
||||
|
||||
fire_chance: {
|
||||
type: CharacteristicType.Number,
|
||||
compute({ engine }) {
|
||||
return engine.fire_chance;
|
||||
},
|
||||
},
|
||||
|
||||
// fire_rate: unavailable,
|
||||
// ramming_resistance: unavailable,
|
||||
|
||||
view_range: {
|
||||
type: CharacteristicType.Number,
|
||||
compute({ turret, progressive }) {
|
||||
return turret.view_range * progressive("commander");
|
||||
},
|
||||
},
|
||||
|
||||
camouflage: {
|
||||
type: CharacteristicType.Number,
|
||||
compute({ tank, state }) {
|
||||
const camouflageBonus =
|
||||
tank.class === TankClass.TANK_CLASS_TANK_DESTROYER
|
||||
? 0.04
|
||||
: tank.class === TankClass.TANK_CLASS_HEAVY
|
||||
? 0.03
|
||||
: 0.02;
|
||||
|
||||
return (
|
||||
tank.camouflage_still * (1 + (state.camouflage ? camouflageBonus : 0))
|
||||
);
|
||||
},
|
||||
},
|
||||
|
||||
width: {
|
||||
type: CharacteristicType.Number,
|
||||
compute({ state, turret }) {
|
||||
const size = normalizeBoundingBox(
|
||||
unionBoundingBox(
|
||||
state.model.bounding_box!,
|
||||
state.model.turrets[turret.id].bounding_box!,
|
||||
),
|
||||
);
|
||||
return size.z;
|
||||
},
|
||||
},
|
||||
|
||||
height: {
|
||||
type: CharacteristicType.Number,
|
||||
compute({ state, turret }) {
|
||||
const size = normalizeBoundingBox(
|
||||
unionBoundingBox(
|
||||
state.model.bounding_box!,
|
||||
state.model.turrets[turret.id].bounding_box!,
|
||||
),
|
||||
);
|
||||
return size.x;
|
||||
},
|
||||
},
|
||||
|
||||
length: {
|
||||
type: CharacteristicType.Number,
|
||||
compute({ state, turret }) {
|
||||
const size = normalizeBoundingBox(
|
||||
unionBoundingBox(
|
||||
state.model.bounding_box!,
|
||||
state.model.turrets[turret.id].bounding_box!,
|
||||
),
|
||||
);
|
||||
return size.y;
|
||||
},
|
||||
},
|
||||
} satisfies Record<string, Characteristic>;
|
||||
@@ -110,7 +110,7 @@ export const characteristicsGroups: CharacteristicsGroup[] = [
|
||||
// render: CharacteristicsGroupRender.Statistical,
|
||||
order: [
|
||||
{ name: "penetration", units: "mm" },
|
||||
{ name: "penetration_loss_by_distance" },
|
||||
{ name: "penetration_loss_by_distance", units: "percentage" },
|
||||
{ name: "penetration_loss_after_ricochet" },
|
||||
{ name: "shell_velocity", units: "m_s" },
|
||||
{ name: "shell_range", units: "m" },
|
||||
@@ -127,7 +127,7 @@ export const characteristicsGroups: CharacteristicsGroup[] = [
|
||||
name: "accuracy",
|
||||
// render: CharacteristicsGroupRender.Statistical,
|
||||
order: [
|
||||
{ name: "aim_time", decimals: 1, units: "s" },
|
||||
{ name: "aim_time", decimals: 2, units: "s" },
|
||||
{ name: "dispersion", decimals: 3, units: "m" },
|
||||
{ name: "dispersion_angle", decimals: 3, units: "deg" },
|
||||
{ toy: "aim_time" },
|
||||
@@ -178,9 +178,9 @@ export const characteristicsGroups: CharacteristicsGroup[] = [
|
||||
// render: CharacteristicsGroupRender.Statistical,
|
||||
order: [
|
||||
{ name: "health", units: "hp" },
|
||||
{ name: "fire_chance", units: "%" },
|
||||
{ name: "fire_chance", units: "percentage" },
|
||||
{ name: "fire_rate", units: "hp_s" },
|
||||
{ name: "ramming_resistance", units: "%" },
|
||||
{ name: "ramming_resistance", units: "percentage" },
|
||||
|
||||
{ toy: "fire_health_burn" },
|
||||
|
||||
@@ -193,7 +193,7 @@ export const characteristicsGroups: CharacteristicsGroup[] = [
|
||||
// render: CharacteristicsGroupRender.Statistical,
|
||||
order: [
|
||||
{ name: "view_range", units: "m" },
|
||||
{ name: "camouflage", decimals: 0, units: "%" },
|
||||
{ name: "camouflage", decimals: 0, units: "percentage" },
|
||||
|
||||
{ toy: "view_range" },
|
||||
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
import { degressiveStat, progressiveStat } from "@blitzkit/core";
|
||||
import type { BlitzEffectScript } from "@blitzkit/core/src/types/blitzEffectScript";
|
||||
import { CrewType } from "@blitzkit/protos";
|
||||
import { api } from "../api/dynamic";
|
||||
import { characteristics } from "../config/characteristics";
|
||||
import { defaultEqualizer } from "../config/equalizer";
|
||||
@@ -44,39 +46,91 @@ export function computeCharacteristics(
|
||||
(shell) => shell.id === states.protagonist.shell,
|
||||
)!;
|
||||
|
||||
const equipmentPreset = equipment.presets[tank.equipment_preset];
|
||||
|
||||
const scriptsMap: Record<DuelSide, Map<string, BlitzEffectScript>> = {
|
||||
const scriptsMap: Record<DuelSide, Map<string, BlitzEffectScript[]>> = {
|
||||
protagonist: new Map(),
|
||||
antagonist: new Map(),
|
||||
};
|
||||
|
||||
function addScript(side: DuelSide, name: string, script: BlitzEffectScript) {
|
||||
if (!scriptsMap[side].has(name)) {
|
||||
scriptsMap[side].set(name, []);
|
||||
}
|
||||
|
||||
scriptsMap[side].get(name)!.push(script);
|
||||
}
|
||||
|
||||
for (const side of duelSides) {
|
||||
const sideTank = tanks.tanks[states[side].tank];
|
||||
const sideEquipmentPreset = equipment.presets[sideTank.equipment_preset];
|
||||
|
||||
for (const id of states[side].consumables) {
|
||||
if (!(id in scripts.consumables)) continue;
|
||||
|
||||
const script = scripts.consumables[id];
|
||||
scriptsMap.protagonist.set(script["#text"], script);
|
||||
|
||||
addScript(side, script["#text"], script);
|
||||
}
|
||||
|
||||
for (const id of states[side].provisions) {
|
||||
if (!(id in scripts.provisions)) continue;
|
||||
|
||||
const script = scripts.provisions[id];
|
||||
scriptsMap.protagonist.set(script["#text"], script);
|
||||
|
||||
addScript(side, script["#text"], script);
|
||||
}
|
||||
|
||||
for (const index in states[side].equipment) {
|
||||
const choice = states[side].equipment[index];
|
||||
const id = equipmentPreset.slots[index].options[choice];
|
||||
const id = sideEquipmentPreset.slots[index].options[choice];
|
||||
|
||||
if (!(id in scripts.equipment)) continue;
|
||||
|
||||
const script = scripts.equipment[id];
|
||||
scriptsMap.protagonist.set(script["#text"], script);
|
||||
|
||||
addScript(side, script["#text"], script);
|
||||
}
|
||||
}
|
||||
|
||||
const protagonist = states.protagonist;
|
||||
const protagonistEquipmentPreset = equipment.presets[tank.equipment_preset];
|
||||
const hasImprovedVentilation = Object.entries(protagonist.equipment).some(
|
||||
([index, choice]) =>
|
||||
protagonistEquipmentPreset.slots[Number(index)]?.options[choice] === 102,
|
||||
);
|
||||
const provisionCrewBonus =
|
||||
protagonist.provisions.reduce(
|
||||
(total, id) =>
|
||||
total +
|
||||
(scripts.provisions[id]?.bonusValues?.crewLevelIncrease ?? 0) / 100,
|
||||
0,
|
||||
) + (hasImprovedVentilation ? 0.08 : 0);
|
||||
const commanderMastery = 1 + provisionCrewBonus;
|
||||
const crewMastery = {
|
||||
commander: commanderMastery,
|
||||
loader:
|
||||
commanderMastery *
|
||||
(tank.crew.some(({ type }) => type === CrewType.CREW_TYPE_LOADER)
|
||||
? 1.1
|
||||
: 1.05),
|
||||
gunner:
|
||||
commanderMastery *
|
||||
(tank.crew.some(({ type }) => type === CrewType.CREW_TYPE_GUNNER)
|
||||
? 1.1
|
||||
: 1.05),
|
||||
driver:
|
||||
commanderMastery *
|
||||
(tank.crew.some(({ type }) => type === CrewType.CREW_TYPE_DRIVER)
|
||||
? 1.1
|
||||
: 1.05),
|
||||
};
|
||||
|
||||
function progressive(role: keyof typeof crewMastery) {
|
||||
return progressiveStat(crewMastery[role]);
|
||||
}
|
||||
function degressive(role: keyof typeof crewMastery) {
|
||||
return degressiveStat(crewMastery[role]);
|
||||
}
|
||||
|
||||
function characteristic(name: CharacteristicName) {
|
||||
if (!computed.has(name)) {
|
||||
throw new Error(`Characteristic ${name} not computed yet`);
|
||||
@@ -93,7 +147,12 @@ export function computeCharacteristics(
|
||||
callback: (effect: BlitzEffectScript) => void,
|
||||
) {
|
||||
if (!scriptsMap[side].has(name)) return;
|
||||
callback(scriptsMap[side].get(name)!);
|
||||
|
||||
const scripts = scriptsMap[side].get(name)!;
|
||||
|
||||
for (const script of scripts) {
|
||||
callback(script);
|
||||
}
|
||||
}
|
||||
|
||||
const context = {
|
||||
@@ -125,6 +184,7 @@ export function computeCharacteristics(
|
||||
}
|
||||
|
||||
if (!shouldRender) continue;
|
||||
if (!("compute" in characteristic)) continue;
|
||||
|
||||
const value = characteristic.compute(context);
|
||||
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
export function createTankEquipment() {
|
||||
return { 0: 0, 1: 1, 2: 0 };
|
||||
}
|
||||
@@ -1,6 +1,7 @@
|
||||
import { createDefaultProvisions } from "@blitzkit/core";
|
||||
import type { TankDefinition } from "@blitzkit/protos";
|
||||
import { api } from "../api/dynamic";
|
||||
import { createTankEquipment } from "./createTankEquipment";
|
||||
import { createTankStatus } from "./createTankStatus";
|
||||
import type { TankState } from "./tankState";
|
||||
|
||||
@@ -27,13 +28,9 @@ export function createTankState(tank: TankDefinition) {
|
||||
shell: gun.shells[0].id,
|
||||
track: tank.tracks.at(-1)!.id,
|
||||
|
||||
environment: {
|
||||
assault_distance: (gun.assault_ranges?.ranges[0].distance ?? 0) / 2,
|
||||
},
|
||||
|
||||
speed: 0,
|
||||
|
||||
equipment: {},
|
||||
equipment: createTankEquipment(),
|
||||
status: createTankStatus(),
|
||||
|
||||
model: models.models[tank.id],
|
||||
|
||||
@@ -34,8 +34,8 @@ export interface CharacteristicContext {
|
||||
|
||||
equalizer: Equalizer;
|
||||
|
||||
progressive: number;
|
||||
degressive: number;
|
||||
progressive(role: CrewStatRole): number;
|
||||
degressive(role: CrewStatRole): number;
|
||||
|
||||
tank: TankDefinition;
|
||||
engine: EngineDefinition;
|
||||
@@ -55,6 +55,8 @@ export interface CharacteristicContext {
|
||||
): void;
|
||||
}
|
||||
|
||||
export type CrewStatRole = "commander" | "loader" | "gunner" | "driver";
|
||||
|
||||
export enum CharacteristicType {
|
||||
Enum,
|
||||
Number,
|
||||
|
||||
Reference in new issue
Block a user