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/** |
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fusion |
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Component that handles the fusion of isotopes to create new ones. |
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@namespace Components |
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*/ |
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'use strict'; |
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angular.module('game').component('fusion', { |
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templateUrl: 'views/fusion.html', |
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controller: 'ct_fusion', |
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controllerAs: 'ct' |
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}); |
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angular.module('game').controller('ct_fusion', ['state', 'format', 'visibility', 'data', 'util', 'reaction', |
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function (state, format, visibility, data, util, reactionService) { |
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let ct = this; |
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ct.state = state; |
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ct.data = data; |
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ct.util = util; |
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ct.format = format; |
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ct.getReactorArea = function(player) { |
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let level = player.global_upgrades.fusion_area; |
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let upgrade = data.global_upgrades.fusion_area; |
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let basePower = upgrade.power; |
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let multiplier = upgrade.power_mult; |
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return basePower * Math.floor(multiplier * level); |
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}; |
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ct.getBandwidth = function(player){ |
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// FIXME FIXME |
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return 1e7; |
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let level = player.global_upgrades.fusion_bandwidth; |
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let upgrade = data.global_upgrades.fusion_bandwidth; |
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let basePower = upgrade.power; |
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let exp = upgrade.power_exp; |
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return basePower * Math.pow(exp, level); |
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} |
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function getRadius(resource) { |
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let isotope = data.resources[resource]; |
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let A = isotope.energy/data.constants.U_TO_EV; |
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return data.constants.FERMI_RADIUS * Math.pow(A, 0.3333); |
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} |
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function getZ(resource){ |
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let isotope = data.resources[resource]; |
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let element = Object.keys(isotope.elements)[0]; |
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return data.elements[element].number; |
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} |
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ct.getCapacity = function(resource, player) { |
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let r = getRadius(resource); |
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let area = Math.PI*r*r; |
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return ct.getReactorArea(player)/area; |
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}; |
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ct.getTime = function(player) { |
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let time = ct.getFusionReaction(player).reactant.eV/ct.getBandwidth(player); |
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time = Math.floor(time); |
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return Math.max(1, time); |
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} |
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ct.getProductIsotope = function(beam, target) { |
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let beamN = parseInt(beam, 10); |
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let targetN = parseInt(target, 10); |
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let beamZ = getZ(beam); |
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let targetZ = getZ(target); |
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let productN = beamN+targetN; |
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let productZ = beamZ+targetZ; |
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return data.resource_matrix[productZ][productN]; |
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}; |
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ct.getProductEnergy = function(beam, target) { |
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let product = ct.getProductIsotope(beam, target); |
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if(!product){ |
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return 0; |
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} |
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let beamBE = data.resources[beam].binding_energy; |
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let targetBE = data.resources[target].binding_energy; |
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let productBE = data.resources[product].binding_energy; |
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return productBE - (beamBE + targetBE); |
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}; |
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ct.getCoulombBarrier = function(beam, target) { |
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let beamZ = getZ(beam); |
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let beamR = getRadius(beam); |
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let targetZ = getZ(target); |
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let targetR = getRadius(target); |
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let coulombBarrier = data.constants.COULOMB_CONSTANT*beamZ*targetZ* |
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Math.pow(data.constants.ELECTRON_CHARGE, 2)/(beamR+targetR); |
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return coulombBarrier * data.constants.JOULE_TO_EV; |
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}; |
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ct.getYieldPercent = function(player) { |
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let beam = state.player.fusion[0].beam; |
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let target = state.player.fusion[0].target; |
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let beamR = getRadius(beam.name); |
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let targetR = getRadius(target.name); |
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let beamArea = Math.PI*beamR*beamR; |
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let targetArea = Math.PI*targetR*targetR; |
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let beamPercentArea = beamArea*beam.number/ct.getReactorArea(player); |
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let targetPercentArea = targetArea*target.number/ct.getReactorArea(player); |
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return beamPercentArea*targetPercentArea; |
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}; |
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ct.getYield = function(player){ |
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let percentYield = ct.getYieldPercent(player); |
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let target = state.player.fusion[0].target; |
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return Math.floor(percentYield*target.number); |
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}; |
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ct.getFusionReaction = function(player) { |
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let reaction = { |
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reactant: {}, |
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product: {} |
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}; |
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let beam = state.player.fusion[0].beam; |
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let target = state.player.fusion[0].target; |
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reaction.reactant[beam.name] = beam.number; |
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reaction.reactant[target.name] = target.number; |
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let coulombBarrier = ct.getCoulombBarrier(beam.name, target.name); |
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reaction.reactant.eV = coulombBarrier*beam.number; |
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let product = ct.getProductIsotope(beam.name, target.name); |
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let numberYield = ct.getYield(player); |
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reaction.product[product] = numberYield; |
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let energyExchange = ct.getProductEnergy(beam.name, target.name); |
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if(energyExchange < 0){ |
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reaction.reactant.eV += energyExchange*numberYield; |
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}else if(energyExchange > 0){ |
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reaction.product.eV = energyExchange*numberYield; |
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} |
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return reaction; |
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}; |
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function activateFusion(player){ |
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let beam = player.fusion[0].beam; |
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let target = player.fusion[0].target; |
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if(player.resources[beam.name].number < beam.number || |
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player.resources[target.name].number < target.number){ |
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player.fusion[0].running = false; |
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return; |
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} |
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player.resources[beam.name].number -= beam.number; |
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player.resources[target.name].number -= target.number; |
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player.fusion[0].running = true; |
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} |
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ct.stopFusion = function(player, fusion) { |
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if(fusion.running){ |
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let beam = state.player.fusion[0].beam; |
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let target = state.player.fusion[0].target; |
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player.resources[beam.name].number += fusion.beam.number |
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player.resources[target.name].number += fusion.target.number |
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} |
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fusion.eV = 0; |
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fusion.active = false; |
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fusion.running = false; |
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fusion.run = false; |
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} |
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function updateFusion(player, fusion) { |
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let bandwidth = ct.getBandwidth(player); |
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let spent = Math.min(player.resources.eV.number, bandwidth); |
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fusion.eV += spent; |
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player.resources.eV.number -= spent; |
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} |
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function endFusion(player, fusion, reaction) { |
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// energy is not lost! if there are leftovers, give them back to the player |
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let leftover = fusion.eV - reaction.reactant.eV; |
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reaction.product.eV = reaction.product.eV + leftover || leftover; |
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// Reaction checks that the player has the quantity necessary |
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// to react, but here eV is stored in the fusion object. By setting the cost to 0 |
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// we make sure that it always work |
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reaction.reactant= {eV:0}; |
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reactionService.react(1, reaction, player); |
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fusion.eV = 0; |
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player.fusion[0].running = false; |
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} |
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function update(player){ |
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for(let fusion of player.fusion){ |
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if(!fusion.active){ |
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continue; |
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} |
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if(fusion.eV === 0 && fusion.run){ |
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activateFusion(player); |
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} |
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if(!fusion.running){ |
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continue; |
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} |
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updateFusion(player, fusion); |
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let reaction = ct.getFusionReaction(player); |
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if(fusion.eV >= reaction.reactant.eV){ |
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endFusion(player, fusion, reaction) |
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} |
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} |
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} |
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state.registerUpdate('fusion', update); |
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} |
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]); |
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