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feat: generalized tank stats
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@@ -14,25 +14,17 @@ import { lerp } from 'three/src/math/MathUtils';
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import { ShellButton } from '../../../../../../components/ModuleButtons/ShellButton';
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import { applyPitchYawLimits } from '../../../../../../core/blitz/applyPitchYawLimits';
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import { isExplosive } from '../../../../../../core/blitz/isExplosive';
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import { resolveNearPenetration } from '../../../../../../core/blitz/resolveNearPenetration';
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import { coefficient } from '../../../../../../core/blitzkrieg/coefficient';
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import { degressiveStat } from '../../../../../../core/blitzkrieg/degressiveStat';
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import { modelDefinitions } from '../../../../../../core/blitzkrieg/modelDefinitions';
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import { normalizeBoundingBox } from '../../../../../../core/blitzkrieg/normalizeBoundingBox';
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import { progressiveStat } from '../../../../../../core/blitzkrieg/progressiveStat';
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import { resolveDpm } from '../../../../../../core/blitzkrieg/resolveDpm';
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import { sum } from '../../../../../../core/blitzkrieg/sum';
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import { provisionDefinitions } from '../../../../../../core/blitzkrieg/provisionDefinitions';
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import {
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CREW_MEMBER_NAMES,
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GUN_TYPE_NAMES,
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SHELL_NAMES,
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} from '../../../../../../core/blitzkrieg/tankDefinitions/constants';
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import { unionBoundingBox } from '../../../../../../core/blitzkrieg/unionBoundingBox';
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import { useConsumable } from '../../../../../../hooks/useConsumable';
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import { useEquipment } from '../../../../../../hooks/useEquipment';
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import { useFullScreen } from '../../../../../../hooks/useFullScreen';
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import { useProvision } from '../../../../../../hooks/useProvision';
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import { useProvisions } from '../../../../../../hooks/useProvisions';
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import { useTankCharacteristics } from '../../../../../../hooks/useTankCharacteristics';
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import { mutateDuel, useDuel } from '../../../../../../stores/duel';
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import { useTankopediaTemporary } from '../../../../../../stores/tankopedia';
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import { Info } from './components/Info';
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@@ -40,22 +32,31 @@ import { InfoWithDelta } from './components/InfoWithDelta';
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export function Characteristics() {
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const awaitedModelDefinitions = use(modelDefinitions);
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const awaitedProvisionDefinitions = use(provisionDefinitions);
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const crewSkills = useTankopediaTemporary((state) => state.skills);
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const { tank, turret, gun, engine, track, shell } = useDuel(
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(state) => state.protagonist!,
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);
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const penetrationDistanceInput = useRef<HTMLInputElement>(null);
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const isFullScreen = useFullScreen();
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const hasImprovedVentilation = useEquipment(102);
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const provisions = useProvisions();
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const crewMastery = useDuel((state) => state.protagonist!.crewMastery);
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const [penetrationDistance, setPenetrationDistance] = useState(250);
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const provisions = useDuel((state) => state.protagonist!.provisions);
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const provisionCrewBonus =
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provisions.reduce(
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(total, provision) =>
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provision.crew ? total + provision.crew / 100 : total,
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awaitedProvisionDefinitions[provision].crew
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? total + awaitedProvisionDefinitions[provision].crew! / 100
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: total,
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0,
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) + (hasImprovedVentilation ? 0.05 : 0);
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const commanderMastery = crewMastery + provisionCrewBonus;
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const crewMemberMastery = commanderMastery * 1.1;
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const consumables = useDuel((state) => state.protagonist!.consumables);
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const camouflage = useDuel((state) => state.protagonist!.camouflage);
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const equipmentMatrix = useDuel((state) => state.protagonist!.equipment);
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const { tank, turret, gun, engine, track, shell } = useDuel(
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(state) => state.protagonist!,
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);
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const stockEngine = tank.engines[0];
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const stockTrack = tank.tracks[0];
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const stockTurret = tank.turrets[0];
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@@ -63,187 +64,36 @@ export function Characteristics() {
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const tankModelDefinition = awaitedModelDefinitions[tank.id];
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const turretModelDefinition = tankModelDefinition.turrets[turret.id];
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const gunModelDefinition = turretModelDefinition.guns[gun.id];
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const size = normalizeBoundingBox(
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unionBoundingBox(
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tankModelDefinition.boundingBox,
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turretModelDefinition.boundingBox,
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),
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);
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const gunDefaultPitch = tankModelDefinition.turretRotation?.pitch ?? 0;
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const weight =
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tank.weight + engine.weight + track.weight + turret.weight + gun.weight;
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const weightTons = weight / 1000;
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const stockWeight =
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tank.weight +
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stockEngine.weight +
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stockTrack.weight +
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stockTurret.weight +
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stockGun.weight;
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const [penetrationDistance, setPenetrationDistance] = useState(250);
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const camouflage = useDuel((state) => state.protagonist!.camouflage);
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const hasRammer = useEquipment(100);
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const hasCalibratedShells = useEquipment(103);
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const hasEnhancedGunLayingDrive = useEquipment(104);
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const hasSupercharger = useEquipment(107);
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const hasVerticalStabilizer = useEquipment(105);
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const hasRefinedGun = useEquipment(106);
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const hasImprovedAssembly = useEquipment(111);
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const hasImprovedOptics = useEquipment(114);
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const hasImprovedControl = useEquipment(116);
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const hasEngineAccelerator = useEquipment(117);
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const hasCamouflageNet = useEquipment(115);
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const hasImprovedVerticalStabilizer = useEquipment(122);
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const hasImprovedSuspension = useEquipment(123);
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const penetrationDistanceInput = useRef<HTMLInputElement>(null);
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const hasEnginePowerBoost = useConsumable(14);
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const hasImprovedEnginePowerBoost = useConsumable(27);
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const hasAdrenaline = useConsumable(18);
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const hasTungsten = useConsumable(45);
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const hasReticleCalibration = useConsumable(28);
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const hasShellReloadBoost = useConsumable(29);
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const hasStandardFuel = useProvision(18);
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const hasImprovedFuel = useProvision(19);
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const hasProtectiveKit = useProvision(22);
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const hasSandbagArmor = useProvision(28);
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const hasEnhancedSandbagArmor = useProvision(29);
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const hasImprovedGunPowder = useProvision(46);
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const hasGearOil = useProvision(44);
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const hasImprovedGearOil = useProvision(45);
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const stats = useTankCharacteristics({
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tank,
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camouflage,
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consumables,
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crewMastery,
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crewSkills,
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engine,
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equipmentMatrix,
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gun,
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provisions,
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shell,
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turret,
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track,
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stockEngine,
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stockGun,
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stockTrack,
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stockTurret,
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});
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const healthCoefficient = coefficient(
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[hasSandbagArmor, 0.03],
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[hasEnhancedSandbagArmor, 0.06],
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[hasImprovedAssembly, 0.06],
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);
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const reloadCoefficient =
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(coefficient([hasRammer, -0.07]) *
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coefficient([true, degressiveStat(crewMemberMastery)])) /
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coefficient([hasAdrenaline && gun.type === 'regular', 0.2]);
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const hasSupercharger = useEquipment(107);
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const hasCalibratedShells = useEquipment(103);
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const hasImprovedVerticalStabilizer = useEquipment(122);
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const penetrationCoefficient = coefficient([
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hasCalibratedShells,
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isExplosive(shell.type) ? 0.1 : 0.05,
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]);
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const damageCoefficient = coefficient(
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// TODO: add max rolls
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[hasTungsten, 0.15],
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);
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const intraClipCoefficient = coefficient([hasShellReloadBoost, -0.3]);
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const shellVelocityCoefficient = coefficient(
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[hasSupercharger, 0.3],
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[hasImprovedGunPowder, 0.3],
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);
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const penetrationLossOverDistanceCoefficient = coefficient([
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hasSupercharger,
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-0.5,
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]);
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const aimTimeCoefficient =
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coefficient(
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[hasEnhancedGunLayingDrive, -0.1],
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[hasReticleCalibration, -0.4],
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) * coefficient([true, degressiveStat(crewMemberMastery)]);
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const dispersionStillCoefficient =
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coefficient([hasRefinedGun, -0.1], [hasReticleCalibration, -0.4]) *
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coefficient([true, degressiveStat(crewMemberMastery)]);
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const dispersionDamagedCoefficient = coefficient([
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hasVerticalStabilizer,
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-0.15,
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]);
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const dispersionHullTraverseCoefficient = coefficient(
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[hasVerticalStabilizer, -0.15],
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[true, -crewSkills.smooth_turn / 100],
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);
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const dispersionAfterShotCoefficient = coefficient(
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[hasVerticalStabilizer, -0.15],
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[true, -crewSkills.soft_recoil / 100],
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);
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const dispersionMovingCoefficient = coefficient(
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[hasVerticalStabilizer, -0.15],
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[true, -crewSkills.smooth_driving / 100],
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);
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const dispersionTurretTraverseCoefficient = coefficient(
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[hasVerticalStabilizer, -0.15],
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[true, -crewSkills.smooth_turret * (2 / 100)],
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);
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const enginePowerCoefficient = coefficient(
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[
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hasEngineAccelerator &&
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(tank.class === 'lightTank' || tank.class === 'mediumTank'),
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0.05,
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],
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[
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hasEngineAccelerator &&
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(tank.class === 'heavyTank' || tank.class === 'AT-SPG'),
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0.07,
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],
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[hasEnginePowerBoost, 0.2],
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[hasImprovedEnginePowerBoost, 0.4],
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[hasStandardFuel, 0.03],
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[hasImprovedFuel, 0.1],
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[hasGearOil, 0.03],
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[hasImprovedGearOil, 0.06],
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);
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const turretTraverseCoefficient =
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coefficient([hasStandardFuel, 0.03], [hasImprovedFuel, 0.1]) *
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coefficient([true, progressiveStat(crewMemberMastery)]);
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const hullTraverseCoefficient =
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coefficient(
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[hasImprovedControl, 0.1],
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[hasImprovedEnginePowerBoost, 0.05],
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[true, crewSkills.virtuoso / 100],
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) * coefficient([true, progressiveStat(crewMemberMastery)]);
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const resistanceCoefficient = coefficient([hasImprovedSuspension, -0.25]);
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const viewRangeCoefficient =
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coefficient([
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hasImprovedOptics,
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tank.class === 'AT-SPG' ? 0.05 : tank.class === 'heavyTank' ? 0.07 : 0.1,
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]) * coefficient([true, progressiveStat(commanderMastery)]);
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const fireChanceCoefficient = coefficient([hasProtectiveKit, -0.2]);
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const speedForwardsSum = sum(
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[hasImprovedEnginePowerBoost, 5],
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[hasGearOil, 2],
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[hasImprovedGearOil, 4],
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);
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const speedBackwardsSum = sum(
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[hasImprovedEnginePowerBoost, 10],
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[hasGearOil, 2],
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[hasImprovedGearOil, 4],
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);
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const camouflageSumMoving = sum(
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[
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hasCamouflageNet,
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tank.class === 'heavyTank' ? 0.03 : tank.class === 'AT-SPG' ? 0.07 : 0.05,
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],
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[
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camouflage,
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tank.class === 'AT-SPG' ? 0.04 : tank.class === 'heavyTank' ? 0.03 : 0.02,
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],
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);
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const camouflageSumStill = sum(
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[
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hasCamouflageNet,
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2 *
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(tank.class === 'heavyTank'
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? 0.03
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: tank.class === 'AT-SPG'
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? 0.07
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: 0.05),
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],
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[
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camouflage,
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tank.class === 'AT-SPG' ? 0.04 : tank.class === 'heavyTank' ? 0.03 : 0.02,
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],
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[true, crewSkills.camouflage * (3 / 100)],
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);
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const resolvedEnginePower = engine.power * enginePowerCoefficient;
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const dpm = resolveDpm(
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gun,
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shell,
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damageCoefficient,
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reloadCoefficient,
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intraClipCoefficient,
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);
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useEffect(() => {
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if (penetrationDistanceInput.current) {
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@@ -294,19 +144,12 @@ export function Characteristics() {
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<Info name="Gun type">{GUN_TYPE_NAMES[gun.type]}</Info>
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<InfoWithDelta name="DPM" decimals={0} unit="hp / min">
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{dpm}
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{stats.dpm}
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</InfoWithDelta>
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{gun.type === 'autoReloader' && (
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<>
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<InfoWithDelta decimals={0} indent name="Maximum" unit="hp / min">
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{gun.reload.at(-1)! < gun.reload.at(-2)!
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? ((damageCoefficient * shell.damage.armor) /
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(gun.reload.at(-1)! * reloadCoefficient +
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gun.intraClip * intraClipCoefficient)) *
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60
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: ((damageCoefficient * shell.damage.armor) /
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(gun.reload[0] * reloadCoefficient)) *
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60}
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{stats.dpmMaximum!}
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</InfoWithDelta>
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<InfoWithDelta
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decimals={0}
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@@ -314,27 +157,7 @@ export function Characteristics() {
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name="Effective at 60s"
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unit="hp / min"
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>
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{gun.reload.at(-1)! < gun.reload.at(-2)!
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? ((damageCoefficient * shell.damage.armor) /
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(gun.reload.at(-1)! * reloadCoefficient +
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gun.intraClip * intraClipCoefficient)) *
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(60 -
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(gun.reload.slice(0, -1).length - 1) *
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gun.intraClip *
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intraClipCoefficient) +
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damageCoefficient *
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shell.damage.armor *
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gun.reload.slice(0, -1).length
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: ((damageCoefficient * shell.damage.armor) /
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(gun.reload[0] * reloadCoefficient +
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gun.intraClip * intraClipCoefficient)) *
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(60 -
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(gun.reload.slice(1).length - 1) *
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gun.intraClip *
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intraClipCoefficient) +
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damageCoefficient *
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shell.damage.armor *
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gun.reload.slice(1).length}
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{stats.dpmEffective!}
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</InfoWithDelta>
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<Info
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indent
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@@ -349,14 +172,17 @@ export function Characteristics() {
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/>
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</>
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)}
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{gun.type !== 'regular' && (
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<InfoWithDelta name="Shells">{stats.shells}</InfoWithDelta>
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)}
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{gun.type === 'autoReloader' ? (
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<>
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<InfoWithDelta name="Shells">{gun.reload.length}</InfoWithDelta>
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<Info indent name="Most optimal">
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{gun.reload.at(-1)! < gun.reload.at(-2)! ? gun.reload.length : 1}
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{stats.mostOptimalShellIndex}
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</Info>
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<Info name="Shell reloads" unit="s" />
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{gun.reload.map((reload, index) => (
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{stats.shellReloads!.map((reload, index) => (
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<InfoWithDelta
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key={index}
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indent
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@@ -364,7 +190,7 @@ export function Characteristics() {
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decimals={2}
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deltaType="lowerIsBetter"
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>
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{reload * reloadCoefficient}
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{reload}
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</InfoWithDelta>
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))}
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</>
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@@ -375,7 +201,7 @@ export function Characteristics() {
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unit="s"
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deltaType="lowerIsBetter"
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>
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{gun.reload * reloadCoefficient}
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{stats.shellReload!}
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</InfoWithDelta>
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)}
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{gun.type === 'autoLoader' ||
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@@ -387,14 +213,14 @@ export function Characteristics() {
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unit="s"
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deltaType="lowerIsBetter"
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>
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{gun.intraClip * intraClipCoefficient}
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{stats.intraClip!}
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</InfoWithDelta>
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))}
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<InfoWithDelta name="Caliber" decimals={0} unit="mm">
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{shell.caliber}
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{stats.caliber}
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</InfoWithDelta>
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<InfoWithDelta decimals={0} name="Penetration" unit="mm">
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{resolveNearPenetration(shell.penetration) * penetrationCoefficient}
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{stats.penetration}
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</InfoWithDelta>
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{typeof shell.penetration !== 'number' && (
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<>
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@@ -446,18 +272,18 @@ export function Characteristics() {
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</>
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)}
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<InfoWithDelta name="Damage" unit="hp" decimals={0}>
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{shell.damage.armor * damageCoefficient}
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{stats.damage}
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</InfoWithDelta>
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<InfoWithDelta name="Module damage" unit="hp" decimals={0}>
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{shell.damage.module * damageCoefficient}
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{stats.moduleDamage}
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</InfoWithDelta>
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{isExplosive(shell.type) && (
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<InfoWithDelta name="Splash radius" unit="m" decimals={0}>
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{shell.explosionRadius!}
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{stats.explosionRadius!}
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</InfoWithDelta>
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)}
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<InfoWithDelta name="Shell velocity" unit="m/s" decimals={0}>
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{shell.speed * shellVelocityCoefficient}
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{stats.shellVelocity}
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</InfoWithDelta>
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<InfoWithDelta
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decimals={2}
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@@ -465,7 +291,7 @@ export function Characteristics() {
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unit="s"
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deltaType="lowerIsBetter"
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>
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{gun.aimTime * aimTimeCoefficient}
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{stats.aimTime}
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</InfoWithDelta>
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<Info name="Dispersion at 100m" />
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<InfoWithDelta
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@@ -475,7 +301,7 @@ export function Characteristics() {
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unit="m"
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deltaType="lowerIsBetter"
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>
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{gun.dispersion.base * dispersionStillCoefficient}
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{stats.dispersion}
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</InfoWithDelta>
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<InfoWithDelta
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prefix="+ "
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@@ -484,7 +310,7 @@ export function Characteristics() {
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name="Moving"
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deltaType="lowerIsBetter"
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>
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{track.dispersion.move * dispersionMovingCoefficient}
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{stats.dispersionMoving}
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</InfoWithDelta>
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<InfoWithDelta
|
||||
decimals={3}
|
||||
@@ -493,7 +319,7 @@ export function Characteristics() {
|
||||
name="Hull traversing"
|
||||
deltaType="lowerIsBetter"
|
||||
>
|
||||
{track.dispersion.traverse * dispersionHullTraverseCoefficient}
|
||||
{stats.dispersionHullTraversing}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta
|
||||
decimals={3}
|
||||
@@ -502,7 +328,7 @@ export function Characteristics() {
|
||||
name="Turret traversing"
|
||||
deltaType="lowerIsBetter"
|
||||
>
|
||||
{gun.dispersion.traverse * dispersionTurretTraverseCoefficient}
|
||||
{stats.dispersionTurretTraversing}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta
|
||||
decimals={3}
|
||||
@@ -511,7 +337,7 @@ export function Characteristics() {
|
||||
name="After shooting"
|
||||
deltaType="lowerIsBetter"
|
||||
>
|
||||
{gun.dispersion.shot * dispersionAfterShotCoefficient}
|
||||
{stats.dispersionShooting}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta
|
||||
decimals={1}
|
||||
@@ -521,46 +347,42 @@ export function Characteristics() {
|
||||
unit="scalar"
|
||||
deltaType="lowerIsBetter"
|
||||
>
|
||||
{gun.dispersion.damaged * dispersionDamagedCoefficient}
|
||||
{stats.dispersionGunDamaged}
|
||||
</InfoWithDelta>
|
||||
<Info name="Gun flexibility" unit="°" />
|
||||
<InfoWithDelta decimals={1} indent name="Depression">
|
||||
{gunModelDefinition.pitch.max +
|
||||
gunDefaultPitch +
|
||||
(hasImprovedVerticalStabilizer ? 3 : 0)}
|
||||
{stats.gunDepression}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta decimals={1} indent name="Elevation">
|
||||
{-gunModelDefinition.pitch.min -
|
||||
gunDefaultPitch +
|
||||
(hasImprovedVerticalStabilizer ? 3 : 0)}
|
||||
{stats.gunElevation}
|
||||
</InfoWithDelta>
|
||||
{gunModelDefinition.pitch.front && (
|
||||
<>
|
||||
<InfoWithDelta decimals={1} indent name="Frontal depression">
|
||||
{gunModelDefinition.pitch.front.max}
|
||||
{stats.gunFrontalDepression!}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta decimals={1} indent name="Frontal elevation">
|
||||
{-gunModelDefinition.pitch.front.min}
|
||||
{stats.gunFrontalElevation!}
|
||||
</InfoWithDelta>
|
||||
</>
|
||||
)}
|
||||
{gunModelDefinition.pitch.back && (
|
||||
<>
|
||||
<InfoWithDelta decimals={1} indent name="Rear depression">
|
||||
{gunModelDefinition.pitch.back.max}
|
||||
{stats.gunRearDepression!}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta decimals={1} indent name="Rear elevation">
|
||||
{-gunModelDefinition.pitch.back.min}
|
||||
{stats.gunRearElevation!}
|
||||
</InfoWithDelta>
|
||||
</>
|
||||
)}
|
||||
{turretModelDefinition.yaw && (
|
||||
<>
|
||||
<InfoWithDelta decimals={1} indent name="Azimuth left">
|
||||
{-turretModelDefinition.yaw.min}
|
||||
{stats.azimuthLeft!}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta decimals={1} indent name="Azimuth right">
|
||||
{turretModelDefinition.yaw.max}
|
||||
{stats.azimuthRight!}
|
||||
</InfoWithDelta>
|
||||
</>
|
||||
)}
|
||||
@@ -570,29 +392,23 @@ export function Characteristics() {
|
||||
<Heading size="5">Maneuverability</Heading>
|
||||
<Info name="Speed" unit="km/hr" />
|
||||
<InfoWithDelta decimals={0} indent name="Forwards">
|
||||
{tank.speed.forwards + speedForwardsSum}
|
||||
{stats.speedForwards}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta decimals={0} indent name="Backwards">
|
||||
{tank.speed.backwards + speedBackwardsSum}
|
||||
{stats.speedBackwards}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta decimals={0} name="Power" unit="hp">
|
||||
{resolvedEnginePower}
|
||||
{stats.enginePower}
|
||||
</InfoWithDelta>
|
||||
<Info name="Power to weight ratio" unit="hp/tn" />
|
||||
<InfoWithDelta decimals={1} indent name="On hard terrain">
|
||||
{resolvedEnginePower /
|
||||
weightTons /
|
||||
(track.resistance.hard * resistanceCoefficient)}
|
||||
{stats.powerToWeightRatioHardTerrain}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta decimals={1} indent name="On medium terrain">
|
||||
{resolvedEnginePower /
|
||||
weightTons /
|
||||
(track.resistance.medium * resistanceCoefficient)}
|
||||
{stats.powerToWeightRatioMediumTerrain}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta decimals={1} indent name="On soft terrain">
|
||||
{resolvedEnginePower /
|
||||
weightTons /
|
||||
(track.resistance.soft * resistanceCoefficient)}
|
||||
{stats.powerToWeightRatioSoftTerrain}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta
|
||||
decimals={1}
|
||||
@@ -600,71 +416,57 @@ export function Characteristics() {
|
||||
unit="tn"
|
||||
deltaType="lowerIsBetter"
|
||||
>
|
||||
{weightTons}
|
||||
{stats.weight}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta name="Turret traverse speed" unit="°/s" decimals={0}>
|
||||
{turret.traverseSpeed * turretTraverseCoefficient}
|
||||
{stats.turretTraverseSpeed}
|
||||
</InfoWithDelta>
|
||||
<Info name="Effective traverse speed" unit="°/s" />
|
||||
<InfoWithDelta decimals={1} indent name="On hard terrain">
|
||||
{(resolvedEnginePower / stockEngine.power) *
|
||||
track.traverseSpeed *
|
||||
hullTraverseCoefficient *
|
||||
(track.resistance.hard /
|
||||
(track.resistance.hard * resistanceCoefficient)) *
|
||||
(stockWeight / weight)}
|
||||
{stats.hullTraverseHardTerrain}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta decimals={1} indent name="On medium terrain">
|
||||
{(resolvedEnginePower / stockEngine.power) *
|
||||
track.traverseSpeed *
|
||||
hullTraverseCoefficient *
|
||||
(track.resistance.hard /
|
||||
(track.resistance.medium * resistanceCoefficient)) *
|
||||
(stockWeight / weight)}
|
||||
{stats.hullTraverseMediumTerrain}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta decimals={1} indent name="On soft terrain">
|
||||
{(resolvedEnginePower / stockEngine.power) *
|
||||
track.traverseSpeed *
|
||||
hullTraverseCoefficient *
|
||||
(track.resistance.hard /
|
||||
(track.resistance.soft * resistanceCoefficient)) *
|
||||
(stockWeight / weight)}
|
||||
{stats.hullTraverseSoftTerrain}
|
||||
</InfoWithDelta>
|
||||
</Flex>
|
||||
|
||||
<Flex direction="column" gap="2">
|
||||
<Heading size="5">Survivability</Heading>
|
||||
<InfoWithDelta name="Health" unit="hp" decimals={0}>
|
||||
{(tank.health + turret.health) * healthCoefficient}
|
||||
{stats.health}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta name="Fire chance" unit="%" deltaType="lowerIsBetter">
|
||||
{Math.round(engine.fireChance * fireChanceCoefficient * 100)}
|
||||
<InfoWithDelta
|
||||
name="Fire chance"
|
||||
unit="%"
|
||||
deltaType="lowerIsBetter"
|
||||
decimals={0}
|
||||
>
|
||||
{stats.fireChance * 100}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta name="View range" unit="m" decimals={0}>
|
||||
{turret.viewRange * viewRangeCoefficient}
|
||||
{stats.viewRange}
|
||||
</InfoWithDelta>
|
||||
<Info name="Camouflage" unit="%" />
|
||||
<InfoWithDelta indent name="Still" decimals={2}>
|
||||
{(tank.camouflage.still + camouflageSumStill) * 100}
|
||||
{stats.camouflageStill * 100}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta indent name="Moving" decimals={2}>
|
||||
{(tank.camouflage.moving + camouflageSumMoving) * 100}
|
||||
{stats.camouflageMoving * 100}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta indent name="Shooting still" decimals={2}>
|
||||
{(tank.camouflage.still * gun.camouflageLoss + camouflageSumStill) *
|
||||
100}
|
||||
{stats.camouflageShootingStill * 100}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta indent name="Shooting on move" decimals={2}>
|
||||
{(tank.camouflage.moving * gun.camouflageLoss + camouflageSumMoving) *
|
||||
100}
|
||||
{stats.camouflageShootingMoving * 100}
|
||||
</InfoWithDelta>
|
||||
<InfoWithDelta indent name="Caught on fire" decimals={2}>
|
||||
{(tank.camouflage.onFire * tank.camouflage.still +
|
||||
camouflageSumStill) *
|
||||
100}
|
||||
{stats.camouflageCaughtOnFire * 100}
|
||||
</InfoWithDelta>
|
||||
<Info name="Size" unit="m">
|
||||
{size[0].toFixed(2)} x {size[2].toFixed(2)} x {size[1].toFixed(2)}
|
||||
{stats.tankSize.map((component) => component.toFixed(2)).join(' x ')}
|
||||
</Info>
|
||||
</Flex>
|
||||
|
||||
|
||||
@@ -69,7 +69,12 @@ export function Controls() {
|
||||
);
|
||||
|
||||
async function handlePoseEvent(event: Pose) {
|
||||
const hasImprovedVerticalStabilizer = await hasEquipment(122);
|
||||
const duel = useDuel.getState();
|
||||
const hasImprovedVerticalStabilizer = await hasEquipment(
|
||||
122,
|
||||
duel.protagonist!.tank.equipment,
|
||||
duel.protagonist!.equipment,
|
||||
);
|
||||
|
||||
switch (event) {
|
||||
case Pose.HullDown: {
|
||||
|
||||
@@ -162,7 +162,12 @@ export const TankModel = memo(() => {
|
||||
}
|
||||
}
|
||||
async function handlePointerMove(event: PointerEvent) {
|
||||
const hasImprovedVerticalStabilizer = await hasEquipment(122);
|
||||
const duel = useDuel.getState();
|
||||
const hasImprovedVerticalStabilizer = await hasEquipment(
|
||||
122,
|
||||
duel.protagonist!.tank.equipment,
|
||||
duel.protagonist!.equipment,
|
||||
);
|
||||
[pitch, yaw] = applyPitchYawLimits(
|
||||
pitch,
|
||||
yaw + event.movementX * (Math.PI / canvas.width),
|
||||
@@ -223,7 +228,12 @@ export const TankModel = memo(() => {
|
||||
window.addEventListener('pointerup', handlePointerUp);
|
||||
}
|
||||
async function handlePointerMove(event: PointerEvent) {
|
||||
const hasImprovedVerticalStabilizer = await hasEquipment(122);
|
||||
const duel = useDuel.getState();
|
||||
const hasImprovedVerticalStabilizer = await hasEquipment(
|
||||
122,
|
||||
duel.protagonist!.tank.equipment,
|
||||
duel.protagonist!.equipment,
|
||||
);
|
||||
[pitch, yaw] = applyPitchYawLimits(
|
||||
pitch - event.movementY * (Math.PI / canvas.height),
|
||||
yaw + event.movementX * (Math.PI / canvas.width),
|
||||
|
||||
@@ -84,18 +84,29 @@ export function CoreArmorSceneComponent({
|
||||
async function handleProtagonistEquipmentChange(
|
||||
equipment: EquipmentMatrix,
|
||||
) {
|
||||
const hasEnhancedArmor = await hasEquipment(110, false, equipment);
|
||||
const duel = useDuel.getState();
|
||||
const hasEnhancedArmor = await hasEquipment(
|
||||
110,
|
||||
duel.protagonist!.tank.equipment,
|
||||
equipment,
|
||||
);
|
||||
material.uniforms.thickness.value = hasEnhancedArmor
|
||||
? thickness * 1.04
|
||||
: thickness;
|
||||
}
|
||||
async function handleAntagonistEquipmentChange(equipment: EquipmentMatrix) {
|
||||
const shell = useDuel.getState().antagonist!.shell;
|
||||
const penetration = resolveNearPenetration(shell.penetration);
|
||||
const hasCalibratedShells = await hasEquipment(103, true, equipment);
|
||||
const duel = useDuel.getState();
|
||||
const penetration = resolveNearPenetration(
|
||||
duel.antagonist!.shell.penetration,
|
||||
);
|
||||
const hasCalibratedShells = await hasEquipment(
|
||||
103,
|
||||
duel.antagonist!.tank.equipment,
|
||||
equipment,
|
||||
);
|
||||
|
||||
material.uniforms.penetration.value = hasCalibratedShells
|
||||
? penetration * (isExplosive(shell.type) ? 1.1 : 1.05)
|
||||
? penetration * (isExplosive(duel.antagonist!.shell.type) ? 1.1 : 1.05)
|
||||
: penetration;
|
||||
}
|
||||
|
||||
|
||||
+16
-5
@@ -50,17 +50,28 @@ export function SpacedArmorSubExternal({
|
||||
async function handleProtagonistEquipmentChange(
|
||||
equipment: EquipmentMatrix,
|
||||
) {
|
||||
const hasEnhancedArmor = await hasEquipment(110, false, equipment);
|
||||
const duel = useDuel.getState();
|
||||
const hasEnhancedArmor = await hasEquipment(
|
||||
110,
|
||||
duel.protagonist!.tank.equipment,
|
||||
equipment,
|
||||
);
|
||||
material.uniforms.thickness.value = hasEnhancedArmor
|
||||
? thickness * 1.04
|
||||
: thickness;
|
||||
}
|
||||
async function handleAntagonistEquipmentChange(equipment: EquipmentMatrix) {
|
||||
const shell = useDuel.getState().antagonist!.shell;
|
||||
const penetration = resolveNearPenetration(shell.penetration);
|
||||
const hasCalibratedShells = await hasEquipment(103, true, equipment);
|
||||
const duel = useDuel.getState();
|
||||
const penetration = resolveNearPenetration(
|
||||
duel.antagonist!.shell.penetration,
|
||||
);
|
||||
const hasCalibratedShells = await hasEquipment(
|
||||
103,
|
||||
duel.antagonist!.tank.equipment,
|
||||
equipment,
|
||||
);
|
||||
material.uniforms.penetration.value = hasCalibratedShells
|
||||
? penetration * (isExplosive(shell.type) ? 1.1 : 1.05)
|
||||
? penetration * (isExplosive(duel.antagonist!.shell.type) ? 1.1 : 1.05)
|
||||
: penetration;
|
||||
}
|
||||
|
||||
|
||||
+12
-2
@@ -62,15 +62,25 @@ export function SpacedArmorSubSpaced({
|
||||
async function handleProtagonistEquipmentChange(
|
||||
equipment: EquipmentMatrix,
|
||||
) {
|
||||
const hasEnhancedArmor = await hasEquipment(110, false, equipment);
|
||||
const duel = useDuel.getState();
|
||||
const hasEnhancedArmor = await hasEquipment(
|
||||
110,
|
||||
duel.protagonist!.tank.equipment,
|
||||
equipment,
|
||||
);
|
||||
material.uniforms.thickness.value = hasEnhancedArmor
|
||||
? thickness * 1.04
|
||||
: thickness;
|
||||
}
|
||||
async function handleAntagonistEquipmentChange(equipment: EquipmentMatrix) {
|
||||
const duel = useDuel.getState();
|
||||
const shell = useDuel.getState().antagonist!.shell;
|
||||
const penetration = resolveNearPenetration(shell.penetration);
|
||||
const hasCalibratedShells = await hasEquipment(103, true, equipment);
|
||||
const hasCalibratedShells = await hasEquipment(
|
||||
103,
|
||||
duel.antagonist!.tank.equipment,
|
||||
equipment,
|
||||
);
|
||||
material.uniforms.penetration.value = hasCalibratedShells
|
||||
? penetration * (isExplosive(shell.type) ? 1.1 : 1.05)
|
||||
: penetration;
|
||||
|
||||
@@ -89,8 +89,17 @@ export function SpacedArmorSceneComponent({
|
||||
async onClick(event) {
|
||||
event.stopPropagation();
|
||||
|
||||
const hasCalibratedShells = await hasEquipment(103, true);
|
||||
const hasEnhancedArmor = await hasEquipment(110);
|
||||
const duel = useDuel.getState();
|
||||
const hasCalibratedShells = await hasEquipment(
|
||||
103,
|
||||
duel.antagonist!.tank.equipment,
|
||||
duel.antagonist!.equipment,
|
||||
);
|
||||
const hasEnhancedArmor = await hasEquipment(
|
||||
110,
|
||||
duel.protagonist!.tank.equipment,
|
||||
duel.protagonist!.equipment,
|
||||
);
|
||||
const thicknessCoefficient = hasEnhancedArmor ? 1.04 : 1;
|
||||
const shell = useDuel.getState().antagonist!.shell;
|
||||
const explosive = isExplosive(shell.type);
|
||||
|
||||
@@ -1,16 +1,13 @@
|
||||
import { useDuel } from '../../stores/duel';
|
||||
import { EquipmentMatrix } from '../../stores/duel';
|
||||
import { equipmentDefinitions } from './equipmentDefinitions';
|
||||
|
||||
export async function hasEquipment(
|
||||
id: number,
|
||||
antagonist = false,
|
||||
equipmentMatrix = useDuel.getState()[
|
||||
antagonist ? 'antagonist' : 'protagonist'
|
||||
]!.equipment,
|
||||
equipmentPreset: string,
|
||||
equipmentMatrix: EquipmentMatrix,
|
||||
) {
|
||||
const awaitedEquipmentDefinitions = await equipmentDefinitions;
|
||||
const member = useDuel.getState()[antagonist ? 'antagonist' : 'protagonist']!;
|
||||
const presetRows = awaitedEquipmentDefinitions.presets[member.tank.equipment];
|
||||
const presetRows = awaitedEquipmentDefinitions.presets[equipmentPreset];
|
||||
return presetRows.some((equipmentRow, rowIndex) => {
|
||||
return equipmentRow.some((equipment, columnIndex) => {
|
||||
const choice = equipmentMatrix[rowIndex][columnIndex];
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
import { useDuel } from '../stores/duel';
|
||||
|
||||
export function useConsumable(id: number) {
|
||||
const consumables = useDuel((state) => state.protagonist!.consumables);
|
||||
export function useConsumable(id: number, consumables: number[]) {
|
||||
return consumables.includes(id);
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
import { use } from 'react';
|
||||
import { provisionDefinitions } from '../core/blitzkrieg/provisionDefinitions';
|
||||
import { useDuel } from '../stores/duel';
|
||||
|
||||
export function useProvisions() {
|
||||
const provisions = useDuel((state) => state.protagonist!.provisions);
|
||||
const awaitedProvisionDefinitions = use(provisionDefinitions);
|
||||
return provisions.map((id) => awaitedProvisionDefinitions[id]);
|
||||
}
|
||||
@@ -0,0 +1,459 @@
|
||||
import { use } from 'react';
|
||||
import { isExplosive } from '../core/blitz/isExplosive';
|
||||
import { resolveNearPenetration } from '../core/blitz/resolveNearPenetration';
|
||||
import { coefficient } from '../core/blitzkrieg/coefficient';
|
||||
import { degressiveStat } from '../core/blitzkrieg/degressiveStat';
|
||||
import { equipmentDefinitions } from '../core/blitzkrieg/equipmentDefinitions';
|
||||
import { modelDefinitions } from '../core/blitzkrieg/modelDefinitions';
|
||||
import { normalizeBoundingBox } from '../core/blitzkrieg/normalizeBoundingBox';
|
||||
import { progressiveStat } from '../core/blitzkrieg/progressiveStat';
|
||||
import { provisionDefinitions } from '../core/blitzkrieg/provisionDefinitions';
|
||||
import { resolveDpm } from '../core/blitzkrieg/resolveDpm';
|
||||
import { sum } from '../core/blitzkrieg/sum';
|
||||
import {
|
||||
EngineDefinition,
|
||||
GunDefinition,
|
||||
ShellDefinition,
|
||||
TankDefinition,
|
||||
TrackDefinition,
|
||||
TurretDefinition,
|
||||
} from '../core/blitzkrieg/tankDefinitions';
|
||||
import { unionBoundingBox } from '../core/blitzkrieg/unionBoundingBox';
|
||||
import { EquipmentMatrix } from '../stores/duel';
|
||||
|
||||
export function useTankCharacteristics({
|
||||
tank,
|
||||
turret,
|
||||
gun,
|
||||
shell,
|
||||
consumables,
|
||||
equipmentMatrix,
|
||||
crewMastery,
|
||||
provisions,
|
||||
engine,
|
||||
crewSkills,
|
||||
camouflage,
|
||||
track,
|
||||
stockEngine,
|
||||
stockTrack,
|
||||
stockTurret,
|
||||
stockGun,
|
||||
}: {
|
||||
tank: TankDefinition;
|
||||
turret: TurretDefinition;
|
||||
gun: GunDefinition;
|
||||
shell: ShellDefinition;
|
||||
track: TrackDefinition;
|
||||
engine: EngineDefinition;
|
||||
stockEngine: EngineDefinition;
|
||||
stockTrack: TrackDefinition;
|
||||
stockTurret: TurretDefinition;
|
||||
stockGun: GunDefinition;
|
||||
consumables: number[];
|
||||
equipmentMatrix: EquipmentMatrix;
|
||||
crewMastery: number;
|
||||
provisions: number[];
|
||||
crewSkills: Record<string, number>;
|
||||
camouflage: boolean;
|
||||
}) {
|
||||
const awaitedModelDefinitions = use(modelDefinitions);
|
||||
const awaitedEquipmentDefinitions = use(equipmentDefinitions);
|
||||
const awaitedProvisionDefinitions = use(provisionDefinitions);
|
||||
const presetRows = awaitedEquipmentDefinitions.presets[tank.equipment];
|
||||
const tankModelDefinition = awaitedModelDefinitions[tank.id];
|
||||
const turretModelDefinition = tankModelDefinition.turrets[turret.id];
|
||||
const gunModelDefinition = turretModelDefinition.guns[gun.id];
|
||||
|
||||
function equipment(id: number) {
|
||||
return presetRows.some((equipmentRow, rowIndex) => {
|
||||
return equipmentRow.some((equipment, columnIndex) => {
|
||||
const choice = equipmentMatrix[rowIndex][columnIndex];
|
||||
if (choice === 0) return false;
|
||||
const equipped = equipment[choice === -1 ? 0 : 1];
|
||||
return equipped === id;
|
||||
});
|
||||
});
|
||||
}
|
||||
function consumable(id: number) {
|
||||
return consumables.includes(id);
|
||||
}
|
||||
function provision(id: number) {
|
||||
return provisions.includes(id);
|
||||
}
|
||||
|
||||
const hasRammer = equipment(100);
|
||||
const hasImprovedVentilation = equipment(102);
|
||||
const hasCalibratedShells = equipment(103);
|
||||
const hasEnhancedGunLayingDrive = equipment(104);
|
||||
const hasSupercharger = equipment(107);
|
||||
const hasVerticalStabilizer = equipment(105);
|
||||
const hasRefinedGun = equipment(106);
|
||||
const hasImprovedAssembly = equipment(111);
|
||||
const hasImprovedOptics = equipment(114);
|
||||
const hasImprovedControl = equipment(116);
|
||||
const hasEngineAccelerator = equipment(117);
|
||||
const hasCamouflageNet = equipment(115);
|
||||
const hasImprovedVerticalStabilizer = equipment(122);
|
||||
const hasImprovedSuspension = equipment(123);
|
||||
|
||||
const hasTungsten = consumable(45);
|
||||
const hasAdrenaline = consumable(18);
|
||||
const hasShellReloadBoost = consumable(29);
|
||||
const hasEnginePowerBoost = consumable(14);
|
||||
const hasImprovedEnginePowerBoost = consumable(27);
|
||||
const hasReticleCalibration = consumable(28);
|
||||
|
||||
const hasStandardFuel = provision(18);
|
||||
const hasImprovedFuel = provision(19);
|
||||
const hasProtectiveKit = provision(22);
|
||||
const hasSandbagArmor = provision(28);
|
||||
const hasEnhancedSandbagArmor = provision(29);
|
||||
const hasImprovedGunPowder = provision(46);
|
||||
const hasGearOil = provision(44);
|
||||
const hasImprovedGearOil = provision(45);
|
||||
|
||||
const gunDefaultPitch = tankModelDefinition.turretRotation?.pitch ?? 0;
|
||||
const provisionCrewBonus =
|
||||
provisions.reduce(
|
||||
(total, provision) =>
|
||||
awaitedProvisionDefinitions[provision].crew
|
||||
? total + awaitedProvisionDefinitions[provision].crew! / 100
|
||||
: total,
|
||||
0,
|
||||
) + (hasImprovedVentilation ? 0.05 : 0);
|
||||
const commanderMastery = crewMastery + provisionCrewBonus;
|
||||
const crewMemberMastery = commanderMastery * 1.1;
|
||||
|
||||
const intraClipCoefficient = coefficient([hasShellReloadBoost, -0.3]);
|
||||
const damageCoefficient = coefficient([hasTungsten, 0.15]);
|
||||
const reloadCoefficient =
|
||||
(coefficient([hasRammer, -0.07]) *
|
||||
coefficient([true, degressiveStat(crewMemberMastery)])) /
|
||||
coefficient([hasAdrenaline && gun.type === 'regular', 0.2]);
|
||||
const penetrationCoefficient = coefficient([
|
||||
hasCalibratedShells,
|
||||
isExplosive(shell.type) ? 0.1 : 0.05,
|
||||
]);
|
||||
const healthCoefficient = coefficient(
|
||||
[hasSandbagArmor, 0.03],
|
||||
[hasEnhancedSandbagArmor, 0.06],
|
||||
[hasImprovedAssembly, 0.06],
|
||||
);
|
||||
const shellVelocityCoefficient = coefficient(
|
||||
[hasSupercharger, 0.3],
|
||||
[hasImprovedGunPowder, 0.3],
|
||||
);
|
||||
const penetrationLossOverDistanceCoefficient = coefficient([
|
||||
hasSupercharger,
|
||||
-0.5,
|
||||
]);
|
||||
const aimTimeCoefficient =
|
||||
coefficient(
|
||||
[hasEnhancedGunLayingDrive, -0.1],
|
||||
[hasReticleCalibration, -0.4],
|
||||
) * coefficient([true, degressiveStat(crewMemberMastery)]);
|
||||
const dispersionStillCoefficient =
|
||||
coefficient([hasRefinedGun, -0.1], [hasReticleCalibration, -0.4]) *
|
||||
coefficient([true, degressiveStat(crewMemberMastery)]);
|
||||
const dispersionDamagedCoefficient = coefficient([
|
||||
hasVerticalStabilizer,
|
||||
-0.15,
|
||||
]);
|
||||
const dispersionHullTraverseCoefficient = coefficient(
|
||||
[hasVerticalStabilizer, -0.15],
|
||||
[true, -crewSkills.smooth_turn / 100],
|
||||
);
|
||||
const dispersionAfterShotCoefficient = coefficient(
|
||||
[hasVerticalStabilizer, -0.15],
|
||||
[true, -crewSkills.soft_recoil / 100],
|
||||
);
|
||||
const dispersionMovingCoefficient = coefficient(
|
||||
[hasVerticalStabilizer, -0.15],
|
||||
[true, -crewSkills.smooth_driving / 100],
|
||||
);
|
||||
const dispersionTurretTraverseCoefficient = coefficient(
|
||||
[hasVerticalStabilizer, -0.15],
|
||||
[true, -crewSkills.smooth_turret * (2 / 100)],
|
||||
);
|
||||
const enginePowerCoefficient = coefficient(
|
||||
[
|
||||
hasEngineAccelerator &&
|
||||
(tank.class === 'lightTank' || tank.class === 'mediumTank'),
|
||||
0.05,
|
||||
],
|
||||
[
|
||||
hasEngineAccelerator &&
|
||||
(tank.class === 'heavyTank' || tank.class === 'AT-SPG'),
|
||||
0.07,
|
||||
],
|
||||
[hasEnginePowerBoost, 0.2],
|
||||
[hasImprovedEnginePowerBoost, 0.4],
|
||||
[hasStandardFuel, 0.03],
|
||||
[hasImprovedFuel, 0.1],
|
||||
[hasGearOil, 0.03],
|
||||
[hasImprovedGearOil, 0.06],
|
||||
);
|
||||
const turretTraverseCoefficient =
|
||||
coefficient([hasStandardFuel, 0.03], [hasImprovedFuel, 0.1]) *
|
||||
coefficient([true, progressiveStat(crewMemberMastery)]);
|
||||
const hullTraverseCoefficient =
|
||||
coefficient(
|
||||
[hasImprovedControl, 0.1],
|
||||
[hasImprovedEnginePowerBoost, 0.05],
|
||||
[true, crewSkills.virtuoso / 100],
|
||||
) * coefficient([true, progressiveStat(crewMemberMastery)]);
|
||||
const resistanceCoefficient = coefficient([hasImprovedSuspension, -0.25]);
|
||||
const viewRangeCoefficient =
|
||||
coefficient([
|
||||
hasImprovedOptics,
|
||||
tank.class === 'AT-SPG' ? 0.05 : tank.class === 'heavyTank' ? 0.07 : 0.1,
|
||||
]) * coefficient([true, progressiveStat(commanderMastery)]);
|
||||
const fireChanceCoefficient = coefficient([hasProtectiveKit, -0.2]);
|
||||
|
||||
const speedForwardsSum = sum(
|
||||
[hasImprovedEnginePowerBoost, 5],
|
||||
[hasGearOil, 2],
|
||||
[hasImprovedGearOil, 4],
|
||||
);
|
||||
const speedBackwardsSum = sum(
|
||||
[hasImprovedEnginePowerBoost, 10],
|
||||
[hasGearOil, 2],
|
||||
[hasImprovedGearOil, 4],
|
||||
);
|
||||
const camouflageSumMoving = sum(
|
||||
[
|
||||
hasCamouflageNet,
|
||||
tank.class === 'heavyTank' ? 0.03 : tank.class === 'AT-SPG' ? 0.07 : 0.05,
|
||||
],
|
||||
[
|
||||
camouflage,
|
||||
tank.class === 'AT-SPG' ? 0.04 : tank.class === 'heavyTank' ? 0.03 : 0.02,
|
||||
],
|
||||
);
|
||||
const camouflageSumStill = sum(
|
||||
[
|
||||
hasCamouflageNet,
|
||||
2 *
|
||||
(tank.class === 'heavyTank'
|
||||
? 0.03
|
||||
: tank.class === 'AT-SPG'
|
||||
? 0.07
|
||||
: 0.05),
|
||||
],
|
||||
[
|
||||
camouflage,
|
||||
tank.class === 'AT-SPG' ? 0.04 : tank.class === 'heavyTank' ? 0.03 : 0.02,
|
||||
],
|
||||
[true, crewSkills.camouflage * (3 / 100)],
|
||||
);
|
||||
|
||||
const size = normalizeBoundingBox(
|
||||
unionBoundingBox(
|
||||
tankModelDefinition.boundingBox,
|
||||
turretModelDefinition.boundingBox,
|
||||
),
|
||||
);
|
||||
const weightKg =
|
||||
tank.weight + engine.weight + track.weight + turret.weight + gun.weight;
|
||||
const weightTons = weightKg / 1000;
|
||||
const stockWeight =
|
||||
tank.weight +
|
||||
stockEngine.weight +
|
||||
stockTrack.weight +
|
||||
stockTurret.weight +
|
||||
stockGun.weight;
|
||||
const resolvedEnginePower = engine.power * enginePowerCoefficient;
|
||||
const dpm = resolveDpm(
|
||||
gun,
|
||||
shell,
|
||||
damageCoefficient,
|
||||
reloadCoefficient,
|
||||
intraClipCoefficient,
|
||||
);
|
||||
const dpmMaximum =
|
||||
gun.type === 'autoReloader'
|
||||
? gun.reload.at(-1)! < gun.reload.at(-2)!
|
||||
? ((damageCoefficient * shell.damage.armor) /
|
||||
(gun.reload.at(-1)! * reloadCoefficient +
|
||||
gun.intraClip * intraClipCoefficient)) *
|
||||
60
|
||||
: ((damageCoefficient * shell.damage.armor) /
|
||||
(gun.reload[0] * reloadCoefficient)) *
|
||||
60
|
||||
: undefined;
|
||||
const dpmEffective =
|
||||
gun.type === 'autoReloader'
|
||||
? gun.reload.at(-1)! < gun.reload.at(-2)!
|
||||
? ((damageCoefficient * shell.damage.armor) /
|
||||
(gun.reload.at(-1)! * reloadCoefficient +
|
||||
gun.intraClip * intraClipCoefficient)) *
|
||||
(60 -
|
||||
(gun.reload.slice(0, -1).length - 1) *
|
||||
gun.intraClip *
|
||||
intraClipCoefficient) +
|
||||
damageCoefficient *
|
||||
shell.damage.armor *
|
||||
gun.reload.slice(0, -1).length
|
||||
: ((damageCoefficient * shell.damage.armor) /
|
||||
(gun.reload[0] * reloadCoefficient +
|
||||
gun.intraClip * intraClipCoefficient)) *
|
||||
(60 -
|
||||
(gun.reload.slice(1).length - 1) *
|
||||
gun.intraClip *
|
||||
intraClipCoefficient) +
|
||||
damageCoefficient * shell.damage.armor * gun.reload.slice(1).length
|
||||
: undefined;
|
||||
const shells = gun.type === 'regular' ? 1 : gun.shells.length;
|
||||
const mostOptimalShellIndex =
|
||||
gun.type === 'autoReloader'
|
||||
? gun.reload.at(-1)! < gun.reload.at(-2)!
|
||||
? gun.reload.length
|
||||
: 1
|
||||
: undefined;
|
||||
const shellReloads =
|
||||
gun.type === 'autoReloader'
|
||||
? gun.reload.map((reload) => reload * reloadCoefficient)
|
||||
: undefined;
|
||||
const shellReload =
|
||||
gun.type === 'autoReloader' ? undefined : gun.reload * reloadCoefficient;
|
||||
const intraClip =
|
||||
gun.type === 'regular' ? undefined : gun.intraClip * intraClipCoefficient;
|
||||
const caliber = shell.caliber;
|
||||
const penetration =
|
||||
resolveNearPenetration(shell.penetration) * penetrationCoefficient;
|
||||
const damage = shell.damage.armor * damageCoefficient;
|
||||
const moduleDamage = shell.damage.module * damageCoefficient;
|
||||
const explosionRadius = shell.explosionRadius;
|
||||
const shellVelocity = shell.speed * shellVelocityCoefficient;
|
||||
const aimTime = gun.aimTime * aimTimeCoefficient;
|
||||
const dispersion = gun.dispersion.base * dispersionStillCoefficient;
|
||||
const dispersionMoving = track.dispersion.move * dispersionMovingCoefficient;
|
||||
const dispersionHullTraversing =
|
||||
track.dispersion.traverse * dispersionHullTraverseCoefficient;
|
||||
const dispersionTurretTraversing =
|
||||
gun.dispersion.traverse * dispersionTurretTraverseCoefficient;
|
||||
const dispersionShooting =
|
||||
gun.dispersion.shot * dispersionAfterShotCoefficient;
|
||||
const dispersionGunDamaged =
|
||||
gun.dispersion.damaged * dispersionDamagedCoefficient;
|
||||
const gunDepression =
|
||||
gunModelDefinition.pitch.max +
|
||||
gunDefaultPitch +
|
||||
(hasImprovedVerticalStabilizer ? 3 : 0);
|
||||
const gunElevation =
|
||||
-gunModelDefinition.pitch.min -
|
||||
gunDefaultPitch +
|
||||
(hasImprovedVerticalStabilizer ? 3 : 0);
|
||||
const gunFrontalDepression = gunModelDefinition.pitch.front?.max;
|
||||
const gunFrontalElevation = gunModelDefinition.pitch.front
|
||||
? -gunModelDefinition.pitch.front.min
|
||||
: undefined;
|
||||
const gunRearDepression = gunModelDefinition.pitch.back?.max;
|
||||
const gunRearElevation = gunModelDefinition.pitch.back
|
||||
? -gunModelDefinition.pitch.back.min
|
||||
: undefined;
|
||||
const azimuthLeft = turretModelDefinition.yaw
|
||||
? -turretModelDefinition.yaw.min
|
||||
: undefined;
|
||||
const azimuthRight = turretModelDefinition.yaw?.max;
|
||||
const speedForwards = tank.speed.forwards + speedForwardsSum;
|
||||
const speedBackwards = tank.speed.backwards + speedBackwardsSum;
|
||||
const enginePower = resolvedEnginePower;
|
||||
const powerToWeightRatioHardTerrain =
|
||||
resolvedEnginePower /
|
||||
weightTons /
|
||||
(track.resistance.hard * resistanceCoefficient);
|
||||
const powerToWeightRatioMediumTerrain =
|
||||
resolvedEnginePower /
|
||||
weightTons /
|
||||
(track.resistance.medium * resistanceCoefficient);
|
||||
const powerToWeightRatioSoftTerrain =
|
||||
resolvedEnginePower /
|
||||
weightTons /
|
||||
(track.resistance.soft * resistanceCoefficient);
|
||||
const weight = weightTons;
|
||||
const turretTraverseSpeed = turret.traverseSpeed * turretTraverseCoefficient;
|
||||
const hullTraverseHardTerrain =
|
||||
(resolvedEnginePower / stockEngine.power) *
|
||||
track.traverseSpeed *
|
||||
hullTraverseCoefficient *
|
||||
(track.resistance.hard / (track.resistance.hard * resistanceCoefficient)) *
|
||||
(stockWeight / weightKg);
|
||||
const hullTraverseMediumTerrain =
|
||||
(resolvedEnginePower / stockEngine.power) *
|
||||
track.traverseSpeed *
|
||||
hullTraverseCoefficient *
|
||||
(track.resistance.hard /
|
||||
(track.resistance.medium * resistanceCoefficient)) *
|
||||
(stockWeight / weightKg);
|
||||
const hullTraverseSoftTerrain =
|
||||
(resolvedEnginePower / stockEngine.power) *
|
||||
track.traverseSpeed *
|
||||
hullTraverseCoefficient *
|
||||
(track.resistance.hard / (track.resistance.soft * resistanceCoefficient)) *
|
||||
(stockWeight / weightKg);
|
||||
const health = (tank.health + turret.health) * healthCoefficient;
|
||||
const fireChance = engine.fireChance * fireChanceCoefficient;
|
||||
const viewRange = turret.viewRange * viewRangeCoefficient;
|
||||
const camouflageStill = tank.camouflage.still + camouflageSumStill;
|
||||
const camouflageMoving = tank.camouflage.moving + camouflageSumMoving;
|
||||
const camouflageShootingStill =
|
||||
tank.camouflage.still * gun.camouflageLoss + camouflageSumStill;
|
||||
const camouflageShootingMoving =
|
||||
tank.camouflage.moving * gun.camouflageLoss + camouflageSumMoving;
|
||||
const camouflageCaughtOnFire =
|
||||
tank.camouflage.onFire * tank.camouflage.still + camouflageSumStill;
|
||||
const tankSize = [size[0], size[2], size[1]];
|
||||
|
||||
return {
|
||||
dpm,
|
||||
dpmMaximum,
|
||||
dpmEffective,
|
||||
shells,
|
||||
mostOptimalShellIndex,
|
||||
shellReloads,
|
||||
shellReload,
|
||||
intraClip,
|
||||
caliber,
|
||||
penetration,
|
||||
damage,
|
||||
moduleDamage,
|
||||
explosionRadius,
|
||||
shellVelocity,
|
||||
aimTime,
|
||||
dispersion,
|
||||
dispersionMoving,
|
||||
dispersionHullTraversing,
|
||||
dispersionTurretTraversing,
|
||||
dispersionShooting,
|
||||
dispersionGunDamaged,
|
||||
gunDepression,
|
||||
gunElevation,
|
||||
gunFrontalDepression,
|
||||
gunFrontalElevation,
|
||||
gunRearDepression,
|
||||
gunRearElevation,
|
||||
azimuthLeft,
|
||||
azimuthRight,
|
||||
speedForwards,
|
||||
speedBackwards,
|
||||
enginePower,
|
||||
powerToWeightRatioHardTerrain,
|
||||
powerToWeightRatioMediumTerrain,
|
||||
powerToWeightRatioSoftTerrain,
|
||||
weight,
|
||||
turretTraverseSpeed,
|
||||
hullTraverseHardTerrain,
|
||||
hullTraverseMediumTerrain,
|
||||
hullTraverseSoftTerrain,
|
||||
health,
|
||||
fireChance,
|
||||
viewRange,
|
||||
camouflageStill,
|
||||
camouflageMoving,
|
||||
camouflageShootingStill,
|
||||
camouflageShootingMoving,
|
||||
camouflageCaughtOnFire,
|
||||
tankSize,
|
||||
};
|
||||
}
|
||||
Reference in new issue
Block a user