fix: casing

This commit is contained in:
TrèsAbhi committed 2024-10-07 18:45:11 -05:00
1 parent ef52434a42
commit fc8e0e55f0
34 files changed
+321 -304

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@@ -1,19 +1,19 @@
import type { GunDefinition } from '@blitzkit/core';
export function resolveReload(gun: GunDefinition) {
if (gun.gunType!.$case === 'regular') {
return gun.gunType!.value.extension.reload;
} else if (gun.gunType!.$case === 'autoLoader') {
if (gun.gun_type!.$case === 'regular') {
return gun.gun_type!.value.extension.reload;
} else if (gun.gun_type!.$case === 'auto_loader') {
return (
gun.gunType!.value.extension.clipReload +
(gun.gunType!.value.extension.shellCount - 1) *
gun.gunType!.value.extension.intraClip
gun.gun_type!.value.extension.clip_reload +
(gun.gun_type!.value.extension.shell_count - 1) *
gun.gun_type!.value.extension.intra_clip
);
} else {
return (
gun.gunType!.value.extension.shellReloads.reduce((a, b) => a + b, 0) +
(gun.gunType!.value.extension.shellCount - 1) *
gun.gunType!.value.extension.intraClip
gun.gun_type!.value.extension.shell_reloads.reduce((a, b) => a + b, 0) +
(gun.gun_type!.value.extension.shell_count - 1) *
gun.gun_type!.value.extension.intra_clip
);
}
}
@@ -77,10 +77,10 @@ export function tankCharacteristics(
provisionDefinitions: ProvisionDefinitions;
},
) {
const preset = equipmentDefinitions.presets[tank.equipmentPreset];
const preset = equipmentDefinitions.presets[tank.equipment_preset];
const turretModelDefinition = tankModelDefinition.turrets[turret.id];
const gunModelDefinition =
turretModelDefinition.guns[gun.gunType!.value.base.id];
turretModelDefinition.guns[gun.gun_type!.value.base.id];
function equipment(id: number) {
return preset.slots.some((slot, index) => {
@@ -129,7 +129,8 @@ export function tankCharacteristics(
const hasGearOil = provision(44);
const hasImprovedGearOil = provision(45);
const gunDefaultPitch = tankModelDefinition.initialTurretRotation?.pitch ?? 0;
const gunDefaultPitch =
tankModelDefinition.initial_turret_rotation?.pitch ?? 0;
const provisionCrewBonus =
provisions.reduce(
(total, provision) =>
@@ -159,7 +160,7 @@ export function tankCharacteristics(
const reloadCoefficient =
(coefficient([hasGunRammer, -0.05]) *
coefficient([true, degressiveStat(loaderMastery)])) /
coefficient([hasAdrenaline && gun.gunType!.$case === 'regular', 0.17]);
coefficient([hasAdrenaline && gun.gun_type!.$case === 'regular', 0.17]);
const penetrationCoefficient = coefficient([
hasCalibratedShells,
resolvePenetrationCoefficient(true, shell.type) - 1,
@@ -310,8 +311,8 @@ export function tankCharacteristics(
const size = normalizeBoundingBox(
unionBoundingBox(
tankModelDefinition.boundingBox,
turretModelDefinition.boundingBox,
tankModelDefinition.bounding_box,
turretModelDefinition.bounding_box,
),
);
const weightKg =
@@ -319,14 +320,14 @@ export function tankCharacteristics(
engine.weight +
track.weight +
turret.weight +
gun.gunType!.value.base.weight;
gun.gun_type!.value.base.weight;
const weightTons = weightKg / 1000;
const stockWeight =
tank.weight +
stockEngine.weight +
stockTrack.weight +
stockTurret.weight +
stockGun.gunType!.value.base.weight;
stockGun.gun_type!.value.base.weight;
const resolvedEnginePower = engine.power * enginePowerCoefficient;
const dpm = resolveDpm(
gun,
@@ -336,12 +337,12 @@ export function tankCharacteristics(
intraClipCoefficient,
);
const intraClip =
gun.gunType?.$case === 'regular'
gun.gun_type?.$case === 'regular'
? undefined
: gun.gunType!.value.extension.intraClip * intraClipCoefficient;
: gun.gun_type!.value.extension.intra_clip * intraClipCoefficient;
const mostOptimalShellIndex =
gun.gunType!.$case === 'autoReloader'
? gun.gunType!.value.extension.shellReloads.reduce<null | {
gun.gun_type!.$case === 'auto_reloader'
? gun.gun_type!.value.extension.shell_reloads.reduce<null | {
index: number;
reload: number;
}>((current, reloadRaw, index) => {
@@ -354,82 +355,86 @@ export function tankCharacteristics(
return current;
}, null)!.index
: undefined;
const damage = shell.armorDamage * damageCoefficient;
const damage = shell.armor_damage * damageCoefficient;
const dpmEffective =
gun.gunType!.$case === 'autoReloader'
? gun.gunType!.value.extension.shellReloads[0] >
gun.gunType!.value.extension.shellReloads[1] +
gun.gunType!.value.extension.intraClip
? ((damageCoefficient * shell.armorDamage) /
(gun.gunType!.value.extension.shellReloads.at(-1)! *
gun.gun_type!.$case === 'auto_reloader'
? gun.gun_type!.value.extension.shell_reloads[0] >
gun.gun_type!.value.extension.shell_reloads[1] +
gun.gun_type!.value.extension.intra_clip
? ((damageCoefficient * shell.armor_damage) /
(gun.gun_type!.value.extension.shell_reloads.at(-1)! *
reloadCoefficient +
gun.gunType!.value.extension.intraClip * intraClipCoefficient)) *
gun.gun_type!.value.extension.intra_clip *
intraClipCoefficient)) *
(60 -
(gun.gunType!.value.extension.shellReloads.slice(0, -1).length -
(gun.gun_type!.value.extension.shell_reloads.slice(0, -1).length -
1) *
gun.gunType!.value.extension.intraClip *
gun.gun_type!.value.extension.intra_clip *
intraClipCoefficient) +
damageCoefficient *
shell.armorDamage *
gun.gunType!.value.extension.shellReloads.slice(0, -1).length
: ((damageCoefficient * shell.armorDamage) /
(gun.gunType!.value.extension.shellReloads[0] * reloadCoefficient +
gun.gunType!.value.extension.intraClip * intraClipCoefficient)) *
shell.armor_damage *
gun.gun_type!.value.extension.shell_reloads.slice(0, -1).length
: ((damageCoefficient * shell.armor_damage) /
(gun.gun_type!.value.extension.shell_reloads[0] *
reloadCoefficient +
gun.gun_type!.value.extension.intra_clip *
intraClipCoefficient)) *
(60 -
(gun.gunType!.value.extension.shellReloads.slice(1).length - 1) *
gun.gunType!.value.extension.intraClip *
(gun.gun_type!.value.extension.shell_reloads.slice(1).length -
1) *
gun.gun_type!.value.extension.intra_clip *
intraClipCoefficient) +
damageCoefficient *
shell.armorDamage *
gun.gunType!.value.extension.shellReloads.slice(1).length
shell.armor_damage *
gun.gun_type!.value.extension.shell_reloads.slice(1).length
: undefined;
const shells =
gun.gunType!.$case === 'regular'
gun.gun_type!.$case === 'regular'
? 1
: gun.gunType!.value.extension.shellCount;
: gun.gun_type!.value.extension.shell_count;
const shellReloads =
gun.gunType!.$case === 'autoReloader'
? gun.gunType!.value.extension.shellReloads.map(
gun.gun_type!.$case === 'auto_reloader'
? gun.gun_type!.value.extension.shell_reloads.map(
(reload) => reload * reloadCoefficient,
)
: undefined;
const shellReload =
gun.gunType!.$case === 'autoReloader'
gun.gun_type!.$case === 'auto_reloader'
? undefined
: (gun.gunType!.$case === 'regular'
? gun.gunType!.value.extension.reload
: gun.gunType!.value.extension.clipReload) * reloadCoefficient;
: (gun.gun_type!.$case === 'regular'
? gun.gun_type!.value.extension.reload
: gun.gun_type!.value.extension.clip_reload) * reloadCoefficient;
const caliber = shell.caliber;
const penetration = shell.penetration.near * penetrationCoefficient;
const clipDamage =
gun.gunType!.$case === 'regular'
gun.gun_type!.$case === 'regular'
? undefined
: gun.gunType!.value.extension.shellCount * damage;
const moduleDamage = shell.moduleDamage * damageCoefficient;
const explosionRadius = shell.explosionRadius;
: gun.gun_type!.value.extension.shell_count * damage;
const moduleDamage = shell.module_damage * damageCoefficient;
const explosionRadius = shell.explosion_radius;
const shellVelocity = shell.velocity * shellVelocityCoefficient;
const aimTime = gun.gunType!.value.base.aimTime * aimTimeCoefficient;
const aimTime = gun.gun_type!.value.base.aim_time * aimTimeCoefficient;
const dispersion =
gun.gunType!.value.base.dispersionBase * dispersionStillCoefficient;
gun.gun_type!.value.base.dispersion_base * dispersionStillCoefficient;
const maxDispersion =
gun.gunType!.value.base.dispersionBase *
gun.gun_type!.value.base.dispersion_base *
Math.sqrt(
((gun.gunType!.value.base.dispersionTraverse * turret.traverseSpeed) **
((gun.gun_type!.value.base.dispersion_traverse * turret.traverse_speed) **
2 +
(track.traverseSpeed * track.traverseSpeed) ** 2 +
track.dispersionMove * tank.speedForwards) **
(track.traverse_speed * track.traverse_speed) ** 2 +
track.dispersion_move * tank.speed_forwards) **
2,
);
const dispersionMoving = track.dispersionMove * dispersionMovingCoefficient;
const dispersionMoving = track.dispersion_move * dispersionMovingCoefficient;
const dispersionHullTraversing =
track.traverseSpeed * dispersionHullTraverseCoefficient;
track.traverse_speed * dispersionHullTraverseCoefficient;
const dispersionTurretTraversing =
gun.gunType!.value.base.dispersionTraverse *
gun.gun_type!.value.base.dispersion_traverse *
dispersionTurretTraverseCoefficient;
const dispersionShooting =
gun.gunType!.value.base.dispersionShot * dispersionAfterShotCoefficient;
gun.gun_type!.value.base.dispersion_shot * dispersionAfterShotCoefficient;
const dispersionGunDamaged =
gun.gunType!.value.base.dispersionDamaged * dispersionDamagedCoefficient;
gun.gun_type!.value.base.dispersion_damaged * dispersionDamagedCoefficient;
const gunDepression =
gunModelDefinition.pitch.max +
gunDefaultPitch +
@@ -450,17 +455,17 @@ export function tankCharacteristics(
? -turretModelDefinition.yaw.min
: undefined;
const azimuthRight = turretModelDefinition.yaw?.max;
const speedForwards = tank.speedForwards + speedForwardsSum;
const speedBackwards = tank.speedBackwards + speedBackwardsSum;
const speedForwards = tank.speed_forwards + speedForwardsSum;
const speedBackwards = tank.speed_backwards + speedBackwardsSum;
const enginePower = resolvedEnginePower;
const hardTerrainCoefficientRaw =
track.resistanceHard * resistanceHardCoefficient;
track.resistance_hard * resistanceHardCoefficient;
const hardTerrainCoefficient = 100 / hardTerrainCoefficientRaw;
const mediumTerrainCoefficientRaw =
track.resistanceMedium * resistanceMediumCoefficient;
track.resistance_medium * resistanceMediumCoefficient;
const mediumTerrainCoefficient = 100 / mediumTerrainCoefficientRaw;
const softTerrainCoefficientRaw =
track.resistanceSoft * resistanceSoftCoefficient;
track.resistance_soft * resistanceSoftCoefficient;
const softTerrainCoefficient = 100 / softTerrainCoefficientRaw;
const powerToWeightRatioHardTerrain =
resolvedEnginePower / weightTons / hardTerrainCoefficientRaw;
@@ -469,44 +474,44 @@ export function tankCharacteristics(
const powerToWeightRatioSoftTerrain =
resolvedEnginePower / weightTons / softTerrainCoefficientRaw;
const weight = weightTons;
const turretTraverseSpeed = turret.traverseSpeed * turretTraverseCoefficient;
const turretTraverseSpeed = turret.traverse_speed * turretTraverseCoefficient;
const hullTraverseHardTerrain =
(resolvedEnginePower / stockEngine.power) *
track.traverseSpeed *
track.traverse_speed *
hullTraverseCoefficient *
(track.resistanceHard / hardTerrainCoefficientRaw) *
(track.resistance_hard / hardTerrainCoefficientRaw) *
(stockWeight / weightKg);
const hullTraverseMediumTerrain =
(resolvedEnginePower / stockEngine.power) *
track.traverseSpeed *
track.traverse_speed *
hullTraverseCoefficient *
(track.resistanceHard / mediumTerrainCoefficientRaw) *
(track.resistance_hard / mediumTerrainCoefficientRaw) *
(stockWeight / weightKg);
const hullTraverseSoftTerrain =
(resolvedEnginePower / stockEngine.power) *
track.traverseSpeed *
track.traverse_speed *
hullTraverseCoefficient *
(track.resistanceHard / softTerrainCoefficientRaw) *
(track.resistance_hard / softTerrainCoefficientRaw) *
(stockWeight / weightKg);
const health = (tank.health + turret.health) * healthCoefficient;
const fireChance = engine.fireChance * fireChanceCoefficient;
const viewRange = turret.viewRange * viewRangeCoefficient;
const camouflageStill = tank.camouflageStill * camouflageCoefficientStill;
const fireChance = engine.fire_chance * fireChanceCoefficient;
const viewRange = turret.view_range * viewRangeCoefficient;
const camouflageStill = tank.camouflage_still * camouflageCoefficientStill;
const camouflageMoving =
tank.class === TankClass.LIGHT
? tank.camouflageStill * camouflageCoefficientStill
: tank.camouflageMoving * camouflageCoefficientMoving;
? tank.camouflage_still * camouflageCoefficientStill
: tank.camouflage_moving * camouflageCoefficientMoving;
const camouflageShootingStill =
tank.camouflageStill *
gun.gunType!.value.base.camouflageLoss *
tank.camouflage_still *
gun.gun_type!.value.base.camouflage_loss *
camouflageCoefficientStill;
const camouflageShootingMoving =
(tank.class === TankClass.LIGHT
? tank.camouflageStill * camouflageCoefficientStill
: tank.camouflageMoving * camouflageCoefficientMoving) *
gun.gunType!.value.base.camouflageLoss;
? tank.camouflage_still * camouflageCoefficientStill
: tank.camouflage_moving * camouflageCoefficientMoving) *
gun.gun_type!.value.base.camouflage_loss;
const camouflageCaughtOnFire =
tank.camouflageOnFire * tank.camouflageStill * camouflageCoefficientStill;
tank.camouflage_onFire * tank.camouflage_still * camouflageCoefficientStill;
const width = size.z;
const height = size.x;
const length = size.y;
@@ -37,11 +37,11 @@ export function tankToDuelMember(
infinityFallback(PROVISION_PREFERENCES.indexOf(b.id)),
)
.sort((a, b) => (b.crew ?? 0) - (a.crew ?? 0))
.slice(0, tank.maxProvisions)
.slice(0, tank.max_provisions)
.map(({ id }) => id),
engine: tank.engines.at(-1)!,
gun,
shell: tank.turrets.at(-1)!.guns.at(-1)!.gunType!.value.base.shells[0],
shell: tank.turrets.at(-1)!.guns.at(-1)!.gun_type!.value.base.shells[0],
tank,
track: tank.tracks.at(-1)!,
yaw: 0,