minor optimizations and weapon sim
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2d966b8198
commit
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10 changed files with 419 additions and 11 deletions
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@ -1,4 +1,5 @@
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using System.Globalization;
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using System.Net;
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using System.Text;
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using System.Text.Json;
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using CsWeb.Services;
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@ -6,7 +7,7 @@ using Microsoft.AspNetCore.Mvc.RazorPages;
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namespace CsWeb.Pages;
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public class TheoryModel(Fleet fleet) : PageModel
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public class TheoryModel(Fleet fleet, Weapons weapons) : PageModel
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{
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// Panel geometry in viewBox units (SVG scales to container width).
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public const int W = 720, PlotH = 134, L = 46, R = 10, T = 10;
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@ -48,6 +49,7 @@ public class TheoryModel(Fleet fleet) : PageModel
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public async Task OnGetAsync(string? mode)
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{
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ModeParam = mode;
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BuildWeapons(); // file-backed, independent of the sockets — the STK table renders even with the fleet down
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(_, Balance) = await fleet.BalanceForMode(mode ?? "");
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var c = B?.Curves;
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if (c is null || c.T.Length < 2) return;
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@ -167,4 +169,58 @@ public class TheoryModel(Fleet fleet) : PageModel
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// Spinner step by magnitude, so Curve 0.8 steps by 0.05 instead of the browser default 1 (typing stays free-form).
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public static string StepFor(double v) => Math.Abs(v) < 1 ? "0.05" : Math.Abs(v) < 10 ? "0.1" : "1";
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// ---- weapons / STK table (numbers from extract-weapons.sh via the Weapons store; math in WeaponMath) ----
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public WeaponsDoc? Weap { get; private set; }
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public string WeaponsJson { get; private set; } = "null";
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private void BuildWeapons()
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{
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Weap = weapons.Doc;
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if (Weap is null) return;
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WeaponsJson = JsonSerializer.Serialize(new
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{
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Weap.GameVersion,
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Weap.Weapons,
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// Parity target: the default table state (distance 0, armored, vanilla) that weapons.js recomputes at
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// load. Distance 0 keeps pow() out of the picture (x^0 = 1 exactly), so with the same operation order
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// C# and JS produce bit-identical doubles and the comparison is exact-integer, no tolerance needed.
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Ssr = Weap.Weapons.Select(w => new
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{
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w.Id,
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Shot = WeaponMath.Hitgroups.Select(hg => WeaponMath.Shot(w, 0, hg, true)).ToArray(),
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}).ToList(),
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});
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}
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private static readonly (string Key, string Label)[] CatOrder =
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[("rifles", "Rifles"), ("pistols", "Pistols"), ("smgs", "SMGs"), ("snipers", "Snipers"), ("shotguns", "Shotguns"), ("heavy", "Heavy")];
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public IEnumerable<(string Label, List<WeaponRow> Rows)> WeaponGroups()
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{
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if (Weap is null) yield break;
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foreach (var (key, label) in CatOrder)
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{
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var rows = Weap.Weapons.Where(w => w.Cat == key).OrderBy(w => w.Name, StringComparer.Ordinal).ToList();
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if (rows.Count > 0) yield return (label, rows);
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}
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var known = CatOrder.Select(c => c.Key).ToHashSet();
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var other = Weap.Weapons.Where(w => !known.Contains(w.Cat)).OrderBy(w => w.Name, StringComparer.Ordinal).ToList();
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if (other.Count > 0) yield return ("Other", other); // a future extractor category still gets rendered
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}
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// Inline the extractor's cleaned SVG with img semantics — role + aria-label carry the weapon name (the "alt").
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public string IconFor(WeaponRow w)
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{
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var svg = weapons.IconSvg(w.Icon);
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if (svg is null) return "";
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int i = svg.IndexOf("<svg", StringComparison.Ordinal);
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return i < 0 ? "" : svg.Insert(i + 4, $" class=\"wicon\" role=\"img\" aria-label=\"{WebUtility.HtmlEncode(w.Name)}\"");
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}
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public static string StkStr(int shot) => WeaponMath.Stk(shot) is var s && s > 0 ? s.ToString(CultureInfo.InvariantCulture) : "—";
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public static string TtkStr(WeaponRow w, int shot) =>
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WeaponMath.Stk(shot) is var s && s > 0 ? WeaponMath.Ttk(w, s).ToString("0.00", CultureInfo.InvariantCulture) + " s" : "—";
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}
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