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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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return coefficient * shell.armor_damage;
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return clipSize * damage;
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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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// should_render({ gun }) {
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// return gun.gun_type!.$case === "auto_reloader";
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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;
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// 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);
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// const bestReload =
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// reloads[bestIndex] * coefficient +
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// (bestIndex > 0 ? autoReloader.intra_clip * intraClip : 0);
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// return effectiveReload < bestReload ? index : bestIndex;
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// },
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// 0,
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// );
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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;
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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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should_render({ gun }) {
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return gun.burst !== undefined;
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},
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return coefficient * shell.module_damage;
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compute({ gun }) {
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return gun.burst!.count;
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},
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},
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intra_burst: {
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type: CharacteristicType.Number,
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should_render({ gun }) {
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return gun.burst !== undefined;
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},
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compute({ gun }) {
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return gun.burst!.interval;
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},
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},
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penetration: {
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type: CharacteristicType.Number,
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compute({ shell, script }) {
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let coefficient = 1;
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compute({ shell, environment, equalizer, script }) {
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let c = 1;
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script("protagonist", "CalibratedShells", (effect) => {
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coefficient +=
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c +=
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effect.piercingFactors![blitzkitToBlitzShellKind[shell.type]] / 100;
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});
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return coefficient * shell.penetration!.near;
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if (environment.equalize) c *= equalizer.penetration;
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return c * shell.penetration!.near;
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},
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},
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reload: {
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penetration_loss_by_distance: {
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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({ shell, script }) {
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let c = 1;
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compute({ gun, script, degressive }) {
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// should never happen! just for typescript
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if (gun.gun_type!.$case === "auto_reloader") return -Infinity;
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let c0 = 1;
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script("protagonist", "miscAttrs/gunReloadTimeFactor", (effect) => {
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c0 += effect.bonusValues!.percent / 100;
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script("protagonist", "StaticMiscAttrsModifier", (effect) => {
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c += effect.bonusValues!.piercingPenaltyFactor500m / 100;
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});
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const c = c0 * degressive;
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return (
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c *
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100 *
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((shell.penetration!.near - shell.penetration!.far) /
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shell.penetration!.near)
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);
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},
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},
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if (gun.gun_type!.$case === "regular") {
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return c * gun.gun_type!.value.reload;
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// penetration_loss_after_ricochet: unavailable,
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shell_velocity: {
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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", "StaticMiscAttrsModifier", (effect) => {
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c += effect.bonusValues!.projectileSpeedFactor / 100;
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});
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script("protagonist", "GunPowder", (effect) => {
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c += effect.bonusValues!.projectileSpeedFactor / 100;
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});
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return c * shell.velocity;
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},
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},
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shell_range: {
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type: CharacteristicType.Number,
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compute({ shell }) {
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return shell.range;
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},
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},
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shell_capacity: {
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type: CharacteristicType.Number,
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||||
|
||||
compute({ gun }) {
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return gun.shell_capacity;
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},
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||||
},
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||||
|
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caliber: {
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type: CharacteristicType.Number,
|
||||
|
||||
compute({ shell }) {
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return shell.caliber;
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},
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},
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|
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ricochet: {
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||||
type: CharacteristicType.Number,
|
||||
|
||||
should_render({ shell }) {
|
||||
return !isExplosive(shell.type);
|
||||
},
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||||
|
||||
compute({ shell }) {
|
||||
return shell.ricochet ?? 0;
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||||
},
|
||||
},
|
||||
|
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normalization: {
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||||
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 }) {
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||||
/*
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||||
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%.
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||||
*/
|
||||
|
||||
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" },
|
||||
|
||||
|
||||
Reference in new issue
Block a user