1
|
|
|
/** |
2
|
|
|
fusion |
3
|
|
|
Component that handles the fusion of isotopes to create new ones. |
4
|
|
|
|
5
|
|
|
@namespace Components |
6
|
|
|
*/ |
7
|
|
|
'use strict'; |
8
|
|
|
|
9
|
|
|
angular.module('game').component('fusion', { |
10
|
|
|
templateUrl: 'views/fusion.html', |
11
|
|
|
controller: 'ct_fusion', |
12
|
|
|
controllerAs: 'ct' |
13
|
|
|
}); |
14
|
|
|
|
15
|
|
|
angular.module('game').controller('ct_fusion', ['state', 'format', 'visibility', 'data', 'util', 'reaction', 'upgrade', |
16
|
|
|
function (state, format, visibility, data, util, reactionService, upgradeService) { |
17
|
|
|
let ct = this; |
18
|
|
|
ct.state = state; |
19
|
|
|
ct.data = data; |
20
|
|
|
ct.util = util; |
21
|
|
|
ct.format = format; |
22
|
|
|
ct.upgradeService = upgradeService; |
23
|
|
|
ct.adjustAmount = [1, 10, 25, 100]; |
24
|
|
|
|
25
|
|
|
function getFermiRadius(resource) { |
26
|
|
|
let isotope = data.resources[resource]; |
27
|
|
|
let A = isotope.energy/data.constants.U_TO_EV; |
28
|
|
|
return data.constants.FERMI_RADIUS * Math.pow(A, 0.3333); |
29
|
|
|
} |
30
|
|
|
|
31
|
|
|
function getZ(resource){ |
32
|
|
|
let isotope = data.resources[resource]; |
33
|
|
|
let element = Object.keys(isotope.elements)[0]; |
34
|
|
|
return data.elements[element].number; |
35
|
|
|
} |
36
|
|
|
|
37
|
|
|
ct.getCapacity = function(resource, player) { |
38
|
|
|
let isotope = data.resources[resource]; |
39
|
|
|
let element = Object.keys(isotope.elements)[0]; |
40
|
|
|
let r = data.elements[element].van_der_waals; |
41
|
|
|
let area = Math.PI*r*r; |
42
|
|
|
return util.calculateValue(data.global_upgrades.fusion_area.power.base, |
43
|
|
|
data.global_upgrades.fusion_area.power, |
44
|
|
|
player.global_upgrades_current.fusion_area)/area; |
45
|
|
|
}; |
46
|
|
|
|
47
|
|
|
ct.getTime = function(player) { |
48
|
|
|
let time = ct.getFusionReaction(player).reactant.eV/util.calculateValue(data.global_upgrades.fusion_bandwidth.power.base, |
49
|
|
|
data.global_upgrades.fusion_bandwidth.power, |
50
|
|
|
player.global_upgrades.fusion_bandwidth); |
51
|
|
|
time = Math.floor(time); |
52
|
|
|
return Math.max(1, time); |
53
|
|
|
}; |
54
|
|
|
|
55
|
|
|
ct.getProductIsotope = function(beam, target) { |
56
|
|
|
let beamN = parseInt(beam, 10); |
57
|
|
|
let targetN = parseInt(target, 10); |
58
|
|
|
|
59
|
|
|
let beamZ = getZ(beam); |
60
|
|
|
let targetZ = getZ(target); |
61
|
|
|
|
62
|
|
|
let productN = beamN+targetN; |
63
|
|
|
let productZ = beamZ+targetZ; |
64
|
|
|
|
65
|
|
|
return data.resource_matrix[productZ][productN]; |
66
|
|
|
}; |
67
|
|
|
|
68
|
|
|
ct.getProductEnergy = function(beam, target) { |
69
|
|
|
let product = ct.getProductIsotope(beam, target); |
70
|
|
|
if(!product){ |
71
|
|
|
return 0; |
72
|
|
|
} |
73
|
|
|
let beamBE = data.resources[beam].binding_energy; |
74
|
|
|
let targetBE = data.resources[target].binding_energy; |
75
|
|
|
let productBE = data.resources[product].binding_energy; |
76
|
|
|
|
77
|
|
|
return productBE - (beamBE + targetBE); |
78
|
|
|
}; |
79
|
|
|
|
80
|
|
|
ct.getCoulombBarrier = function(beam, target) { |
81
|
|
|
let beamZ = getZ(beam); |
82
|
|
|
let beamR = getFermiRadius(beam); |
83
|
|
|
|
84
|
|
|
let targetZ = getZ(target); |
85
|
|
|
let targetR = getFermiRadius(target); |
86
|
|
|
|
87
|
|
|
let coulombBarrier = data.constants.COULOMB_CONSTANT*beamZ*targetZ* |
88
|
|
|
Math.pow(data.constants.ELECTRON_CHARGE, 2)/(beamR+targetR); |
89
|
|
|
return coulombBarrier * data.constants.JOULE_TO_EV; |
90
|
|
|
}; |
91
|
|
|
|
92
|
|
|
ct.getYieldPercent = function(player) { |
93
|
|
|
let beam = player.fusion[0].beam; |
94
|
|
|
let target = player.fusion[0].target; |
95
|
|
|
let beamR = getFermiRadius(beam.name); |
96
|
|
|
let targetR = getFermiRadius(target.name); |
97
|
|
|
let beamArea = Math.PI*beamR*beamR; |
98
|
|
|
let targetArea = Math.PI*targetR*targetR; |
99
|
|
|
|
100
|
|
|
let reactorArea = util.calculateValue(data.global_upgrades.fusion_area.power.base, |
101
|
|
|
data.global_upgrades.fusion_area.power, |
102
|
|
|
player.global_upgrades_current.fusion_area); |
103
|
|
|
let beamPercentArea = beamArea*beam.number/reactorArea; |
104
|
|
|
let targetPercentArea = targetArea*target.number/reactorArea; |
105
|
|
|
|
106
|
|
|
return beamPercentArea*targetPercentArea; |
107
|
|
|
}; |
108
|
|
|
|
109
|
|
|
ct.getYield = function(player){ |
110
|
|
|
let percentYield = ct.getYieldPercent(player); |
111
|
|
|
let target = player.fusion[0].target.number; |
112
|
|
|
let beam = player.fusion[0].beam.number; |
113
|
|
|
// the yield comes from wherever source is more abundant |
114
|
|
|
let impacted = Math.max(target, beam); |
115
|
|
|
return Math.floor(percentYield*impacted); |
116
|
|
|
}; |
117
|
|
|
|
118
|
|
|
ct.getFusionReaction = function(player) { |
119
|
|
|
let reaction = { |
120
|
|
|
reactant: {}, |
121
|
|
|
product: {} |
122
|
|
|
}; |
123
|
|
|
|
124
|
|
|
let beam = player.fusion[0].beam; |
125
|
|
|
let target = player.fusion[0].target; |
126
|
|
|
|
127
|
|
|
reaction.reactant[beam.name] = beam.number; |
128
|
|
|
reaction.reactant[target.name] = target.number; |
129
|
|
|
|
130
|
|
|
let coulombBarrier = ct.getCoulombBarrier(beam.name, target.name); |
131
|
|
|
reaction.reactant.eV = coulombBarrier*beam.number; |
132
|
|
|
|
133
|
|
|
let product = ct.getProductIsotope(beam.name, target.name); |
134
|
|
|
let numberYield = ct.getYield(player); |
135
|
|
|
|
136
|
|
|
reaction.product[product] = numberYield; |
137
|
|
|
|
138
|
|
|
// return the leftovers from the reaction |
139
|
|
|
if(numberYield < beam.number){ |
140
|
|
|
reaction.product[beam.name] = beam.number - numberYield; |
141
|
|
|
} |
142
|
|
|
if(numberYield < target.number){ |
143
|
|
|
reaction.product[target.name] = target.number - numberYield; |
144
|
|
|
} |
145
|
|
|
|
146
|
|
|
let energyExchange = ct.getProductEnergy(beam.name, target.name); |
147
|
|
|
if(energyExchange < 0){ |
148
|
|
|
reaction.reactant.eV += energyExchange*numberYield; |
149
|
|
|
}else if(energyExchange > 0){ |
150
|
|
|
reaction.product.eV = energyExchange*numberYield; |
151
|
|
|
} |
152
|
|
|
|
153
|
|
|
return reaction; |
154
|
|
|
}; |
155
|
|
|
|
156
|
|
|
function activateFusion(player){ |
157
|
|
|
let beam = player.fusion[0].beam; |
158
|
|
|
let target = player.fusion[0].target; |
159
|
|
|
|
160
|
|
|
if(player.resources[beam.name] < beam.number || |
161
|
|
|
player.resources[target.name] < target.number){ |
162
|
|
|
player.fusion[0].running = false; |
163
|
|
|
return; |
164
|
|
|
} |
165
|
|
|
player.resources[beam.name] -= beam.number; |
166
|
|
|
player.resources[target.name] -= target.number; |
167
|
|
|
|
168
|
|
|
player.fusion[0].running = true; |
169
|
|
|
} |
170
|
|
|
|
171
|
|
|
ct.stopFusion = function(player, fusion) { |
172
|
|
|
if(fusion.running){ |
173
|
|
|
let beam = player.fusion[0].beam; |
174
|
|
|
let target = player.fusion[0].target; |
175
|
|
|
|
176
|
|
|
player.resources[beam.name] += fusion.beam.number; |
177
|
|
|
player.resources[target.name] += fusion.target.number; |
178
|
|
|
} |
179
|
|
|
|
180
|
|
|
fusion.eV = 0; |
181
|
|
|
fusion.active = false; |
182
|
|
|
fusion.running = false; |
183
|
|
|
fusion.run = false; |
184
|
|
|
}; |
185
|
|
|
|
186
|
|
|
function updateFusion(player, fusion) { |
187
|
|
|
let bandwidth = util.calculateValue(data.global_upgrades.fusion_bandwidth.power.base, |
188
|
|
|
data.global_upgrades.fusion_bandwidth.power, |
189
|
|
|
player.global_upgrades.fusion_bandwidth); |
190
|
|
|
let spent = Math.min(player.resources.eV, bandwidth); |
191
|
|
|
fusion.eV += spent; |
192
|
|
|
player.resources.eV -= spent; |
193
|
|
|
} |
194
|
|
|
|
195
|
|
|
function endFusion(player, fusion, reaction) { |
196
|
|
|
// energy is not lost! if there are leftovers, give them back to the player |
197
|
|
|
let leftover = fusion.eV - reaction.reactant.eV; |
198
|
|
|
reaction.product.eV = reaction.product.eV + leftover || leftover; |
199
|
|
|
// Reaction checks that the player has the quantity necessary |
200
|
|
|
// to react, but here eV is stored in the fusion object. By setting the cost to 0 |
201
|
|
|
// we make sure that it always work |
202
|
|
|
reaction.reactant = {eV:0}; |
203
|
|
|
// To avoid double counting of resources in stats, we need to manually add resources |
204
|
|
|
// to the player |
205
|
|
|
let beam = fusion.beam.name; |
206
|
|
|
let target = fusion.target.name; |
207
|
|
|
|
208
|
|
|
player.resources[beam] += reaction.product[beam]; |
209
|
|
|
player.resources[target] += reaction.product[target]; |
210
|
|
|
reaction.product[beam] = 0; |
211
|
|
|
reaction.product[target] = 0; |
212
|
|
|
|
213
|
|
|
state.reactions.push({number: 1, reaction:reaction}); |
214
|
|
|
|
215
|
|
|
fusion.eV = 0; |
216
|
|
|
player.fusion[0].running = false; |
217
|
|
|
} |
218
|
|
|
|
219
|
|
|
function update(player){ |
220
|
|
|
for(let fusion of player.fusion){ |
221
|
|
|
if(!fusion.active){ |
222
|
|
|
continue; |
223
|
|
|
} |
224
|
|
|
if(fusion.eV === 0 && fusion.run){ |
225
|
|
|
activateFusion(player); |
226
|
|
|
} |
227
|
|
|
if(!fusion.running){ |
228
|
|
|
continue; |
229
|
|
|
} |
230
|
|
|
updateFusion(player, fusion); |
231
|
|
|
let reaction = ct.getFusionReaction(player); |
232
|
|
|
if(fusion.eV >= reaction.reactant.eV){ |
233
|
|
|
endFusion(player, fusion, reaction); |
234
|
|
|
} |
235
|
|
|
} |
236
|
|
|
} |
237
|
|
|
|
238
|
|
|
ct.adjustLevel = function(player, upgrade, amount){ |
239
|
|
|
player.global_upgrades_current[upgrade] += amount; |
240
|
|
|
// We cap it between 1 and the current max level |
241
|
|
|
player.global_upgrades_current[upgrade] = Math.max(1, Math.min(player.global_upgrades_current[upgrade], player.global_upgrades[upgrade])); |
242
|
|
|
}; |
243
|
|
|
|
244
|
|
|
ct.visibleUpgrades = function() { |
245
|
|
|
return visibility.visible(data.global_upgrades, upgradeService.filterByTag('fusion')); |
246
|
|
|
}; |
247
|
|
|
|
248
|
|
|
state.registerUpdate('fusion', update); |
249
|
|
|
} |
250
|
|
|
]); |
251
|
|
|
|