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fireTargettingPatterns.js
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267 lines (236 loc) · 8.42 KB
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//
// Various functions to generate grid locations for various fire targetting patterns
//
// LICENSE: GPL-3.0
//
function getRandomInteger( valMin, valMax ){
valMin = Math.ceil( valMin ) ;
valMax = Math.floor( valMax ) ;
//return Math.floor( Math.random() * ( valMax - valMin + 1 ) ) + valMin ;
return Math.floor( Math.random() * ( valMax - valMin ) ) + valMin ;
} ;
function firePattern_square( col, row ){
var firePattern = 'Square' ;
var targets = [] ;
var enumerateTargets = "" ;
targets.push( [ col-2, row-2 ] ) ;
targets.push( [ col-2, row+2 ] ) ;
targets.push( [ col+2, row+2 ] ) ;
targets.push( [ col+2, row-2 ] ) ;
targets.push( [ col-2, row+0 ] ) ;
targets.push( [ col+0, row+2 ] ) ;
targets.push( [ col+2, row+0 ] ) ;
targets.push( [ col+0, row-2 ] ) ;
for( i=0 ; i < targets.length ; i++ ){
enumerateTargets = enumerateTargets + "\n[" + targets[i] + "]" ;
} ;
console.log( "Targetting Pattern: " + `${firePattern}` + "\nGrid Coordinates: [" + ` ${col} , ${row} ` + "]\nSalvo Coordinates:\n" + enumerateTargets ) ;
return targets ;
} ;
function firePattern_X( col, row ){
var firePattern = 'X' ;
var targets = [] ;
var enumerateTargets = "" ;
targets.push( [ col-2, row-2 ] ) ;
targets.push( [ col-2, row+2 ] ) ;
targets.push( [ col+2, row+2 ] ) ;
targets.push( [ col+2, row-2 ] ) ;
targets.push( [ col-1, row-1 ] ) ;
targets.push( [ col-1, row+1 ] ) ;
targets.push( [ col+1, row+1 ] ) ;
targets.push( [ col+1, row-1 ] ) ;
targets.push( [ col+0, row+0 ] ) ;
for( i=0 ; i < targets.length ; i++ ){
enumerateTargets = enumerateTargets + "\n[" + targets[i] + "]" ;
} ;
console.log( "Targetting Pattern: " + `${firePattern}` + "\nGrid Coordinates: [" + ` ${col} , ${row} ` + "]\nSalvo Coordinates:\n" + enumerateTargets ) ;
return targets ;
} ;
function firePattern_crossHairs( col, row ){
var firePattern = 'Cross Hairs' ;
var targets = [] ;
var enumerateTargets = "" ;
targets.push( [ col-2, row+0 ] ) ;
targets.push( [ col-1, row+0 ] ) ;
targets.push( [ col+1, row+0 ] ) ;
targets.push( [ col+2, row+0 ] ) ;
targets.push( [ col+0, row+0 ] ) ;
targets.push( [ col+0, row-2 ] ) ;
targets.push( [ col+0, row-1 ] ) ;
targets.push( [ col+0, row+1 ] ) ;
targets.push( [ col+0, row+2 ] ) ;
for( i=0 ; i < targets.length ; i++ ){
enumerateTargets = enumerateTargets + "\n[" + targets[i] + "]" ;
} ;
console.log( "Targetting Pattern: " + `${firePattern}` + "\nGrid Coordinates: [" + ` ${col} , ${row} ` + "]\nSalvo Coordinates:\n" + enumerateTargets ) ;
return targets ;
} ;
function firePattern_diagonalRight( col, row ){
var firePattern = 'Diagonal North-East' ;
var targets = [] ;
var enumerateTargets = "" ;
targets.push( [ col+1, row+3 ] ) ;
targets.push( [ col+0, row+2 ] ) ;
targets.push( [ col-1, row+1 ] ) ;
targets.push( [ col-2, row+0 ] ) ;
targets.push( [ col-3, row-1 ] ) ;
targets.push( [ col+3, row+1 ] ) ;
targets.push( [ col+2, row+0 ] ) ;
targets.push( [ col+1, row-1 ] ) ;
targets.push( [ col+0, row-2 ] ) ;
targets.push( [ col-1, row-3 ] ) ;
for( i=0 ; i < targets.length ; i++ ){
enumerateTargets = enumerateTargets + "\n[" + targets[i] + "]" ;
} ;
console.log( "Targetting Pattern: " + `${firePattern}` + "\nGrid Coordinates: [" + ` ${col} , ${row} ` + "]\nSalvo Coordinates:\n" + enumerateTargets ) ;
return targets ;
} ;
function firePattern_diagonalLeft( col, row ){
var firePattern = 'Diagonal North-West' ;
var targets = [] ;
var enumerateTargets = "" ;
targets.push( [ col-1, row+3 ] ) ;
targets.push( [ col+0, row+2 ] ) ;
targets.push( [ col+1, row+1 ] ) ;
targets.push( [ col+2, row+0 ] ) ;
targets.push( [ col+3, row-1 ] ) ;
targets.push( [ col-3, row+1 ] ) ;
targets.push( [ col-2, row+0 ] ) ;
targets.push( [ col-1, row-1 ] ) ;
targets.push( [ col+0, row-2 ] ) ;
targets.push( [ col+1, row-3 ] ) ;
for( i=0 ; i < targets.length ; i++ ){
enumerateTargets = enumerateTargets + "\n[" + targets[i] + "]" ;
} ;
console.log( "Targetting Pattern: " + `${firePattern}` + "\nGrid Coordinates: [" + ` ${col} , ${row} ` + "]\nSalvo Coordinates:\n" + enumerateTargets ) ;
return targets ;
} ;
function firePattern_barsHorizontal( col, row ){
var firePattern = 'Horizontal Bars' ;
//var firePattern = 'Dual Range' ;
var targets = [] ;
var enumerateTargets = "" ;
targets.push( [ col-2, row+1 ] ) ;
targets.push( [ col-1, row+1 ] ) ;
targets.push( [ col+0, row+1 ] ) ;
targets.push( [ col+1, row+1 ] ) ;
targets.push( [ col+2, row+1 ] ) ;
targets.push( [ col-2, row-1 ] ) ;
targets.push( [ col-1, row-1 ] ) ;
targets.push( [ col+0, row-1 ] ) ;
targets.push( [ col+1, row-1 ] ) ;
targets.push( [ col+2, row-1 ] ) ;
for( i=0 ; i < targets.length ; i++ ){
enumerateTargets = enumerateTargets + "\n[" + targets[i] + "]" ;
} ;
console.log( "Targetting Pattern: " + `${firePattern}` + "\nGrid Coordinates: [" + ` ${col} , ${row} ` + "]\nSalvo Coordinates:\n" + enumerateTargets ) ;
return targets ;
} ;
function firePattern_barsVertical( col, row ){
var firePattern = 'Vertical Bars' ;
//var firePattern = 'Dual Compass' ;
var targets = [] ;
var enumerateTargets = "" ;
targets.push( [ col+1, row-2 ] ) ;
targets.push( [ col+1, row-1 ] ) ;
targets.push( [ col+1, row+0 ] ) ;
targets.push( [ col+1, row+1 ] ) ;
targets.push( [ col+1, row+2 ] ) ;
targets.push( [ col-1, row-2 ] ) ;
targets.push( [ col-1, row-1 ] ) ;
targets.push( [ col-1, row+0 ] ) ;
targets.push( [ col-1, row+1 ] ) ;
targets.push( [ col-1, row+2 ] ) ;
for( i=0 ; i < targets.length ; i++ ){
enumerateTargets = enumerateTargets + "\n[" + targets[i] + "]" ;
} ;
console.log( "Targetting Pattern: " + `${firePattern}` + "\nGrid Coordinates: [" + ` ${col} , ${row} ` + "]\nSalvo Coordinates:\n" + enumerateTargets ) ;
return targets ;
} ;
function firePattern_onTargRand( col, row ){
var firePattern = 'Random About Target' ;
var target = [] ;
var targets = [] ;
var munitionsCost = 10 ;
var alreadyTargetted = false ;
var enumerateTargets = "" ;
for( i=1 ; i <= munitionsCost ; i++ ){
do {
target = [
col + getRandomInteger( 0, 6 ) -3 ,
row + getRandomInteger( 0, 6 ) -3
] ;
alreadyTargetted = false ;
for( let i = 0 ; i < targets.length ; i++ ){
if( targets[i][0] === target[0] &&
targets[i][1] === target[1]
) {
alreadyTargetted = true ;
console.log( "duplicate flagged at " + `${j}` + " vs " + `${i}` + " [" + target + "] (discarded)" ) ;
} ;
} ;
} while( alreadyTargetted === true ) ;
targets.push( target ) ;
enumerateTargets = enumerateTargets + "\n[" + target + "]" ;
} ;
console.log( "Targetting Pattern: " + `${firePattern}` + "\nGrid Coordinates: [" + ` ${col} , ${row} ` + "]\nSalvo Coordinates:\n" + enumerateTargets ) ;
return targets ;
} ;
function firePattern_fireForEffect( col, row, mode ){
var firePattern = 'Fire For Effect' ;
var targets = [] ;
var enumerateTargets = "" ;
// Since center is previously hit target, no need to re-target that grid square
//
switch( mode ) {
case 1 :
case 'vertical' :
case 'longitude' :
case 'meridian' :
// Target assignments for ship known to have bearing North/South
targets.push( [ col+0, row+3 ] ) ;
targets.push( [ col+0, row+2 ] ) ;
targets.push( [ col+0, row+1 ] ) ;
targets.push( [ col+0, row-1 ] ) ;
targets.push( [ col+0, row-2 ] ) ;
targets.push( [ col+0, row-3 ] ) ;
break;
case 2 :
case 'horizontal' :
case 'latitude' :
case 'parallel' :
// Target assignments for ship known to have bearing East/West
targets.push( [ col+3, row+0 ] ) ;
targets.push( [ col+2, row+0 ] ) ;
targets.push( [ col+1, row+0 ] ) ;
targets.push( [ col-1, row+0 ] ) ;
targets.push( [ col-2, row+0 ] ) ;
targets.push( [ col-3, row+0 ] ) ;
break;
// case 0 :
// case 'probe' :
default :
// Limit salvo to help identify ship orientation
targets.push( [ col+0, row+1 ] ) ;
targets.push( [ col+0, row-1 ] ) ;
targets.push( [ col+1, row+0 ] ) ;
targets.push( [ col-1, row+0 ] ) ;
} ;
for( i=0 ; i < targets.length ; i++ ){
enumerateTargets = enumerateTargets + "\n[" + targets[i] + "]" ;
} ;
console.log( "Targetting Pattern: " + `${firePattern}` + "\nGrid Coordinates: [" + ` ${col} , ${row} ` + "]\nSalvo Coordinates:\n" + enumerateTargets ) ;
return targets ;
} ;
export {
getRandomInteger,
firePattern_square,
firePattern_X,
firePattern_crossHairs,
firePattern_diagonalRight,
firePattern_diagonalLeft,
firePattern_barsHorizontal,
firePattern_barsVertical,
firePattern_onTargRand,
firePattern_fireForEffect
} ;