Add DPS calculations and columns to WeaponTable

Introduced new methods in `EntityWeaponModel` to calculate DPS for normal, light, medium, and heavy damage types. Updated `WeaponTable.razor` to display these new DPS values as additional columns for better weapon performance insights. Also fixed missing initialization of the base `Damage` property in test data.
This commit is contained in:
Jonathan
2025-04-27 20:57:01 -04:00
parent b653a00238
commit 764192891c
3 changed files with 53 additions and 1 deletions
@@ -6,6 +6,12 @@
<PropertyColumn Property="x => x.Range" Title="Range"/>
<PropertyColumn Property="x => x.Damage" Title="Damage"/>
<PropertyColumn Property="x => x.AttacksPerSecond" Title="Attacks Per Second"/>
<PropertyColumn Property="x => x.DamagePerSecond()" Title="DPS"/>
<PropertyColumn Property="x => x.DamagePerSecondLight()" Title="DPS (Light)"/>
<PropertyColumn Property="x => x.DamagePerSecondMedium()" Title="DPS (Medium)"/>
<PropertyColumn Property="x => x.DamagePerSecondHeavy()" Title="DPS (Heavy)"/>
<PropertyColumn Property="x => x.Parent.GetName()" Title="Owner Name"/>
<PropertyColumn Property="x => x.Parent.GetFaction()" Title="Faction"/>
+1 -1
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@@ -1376,7 +1376,7 @@ public class DATA
.AddPart(new EntityMovementModel { Speed = 532, Movement = MovementType.Air })
.AddPart(new EntityWeaponModel
{
LightDamage = 100, MediumDamage = 130, HeavyDamage = 160, Range = 20, AttacksPerSecond = 1,
Damage = 100, LightDamage = 100, MediumDamage = 130, HeavyDamage = 160, Range = 20, AttacksPerSecond = 1,
Targets =
TargetType.Air
})
+46
View File
@@ -12,6 +12,52 @@ public class EntityWeaponModel : IEntityPartInterface
public float AttacksPerSecond { get; set; } = 0;
public float SecondsBetweenAttacks { get; set; } = 0;
public float DamagePerSecond()
{
if (SecondsBetweenAttacks == 0)
{
return Damage * AttacksPerSecond;
}
return Damage / SecondsBetweenAttacks;
}
public float DamagePerSecondLight()
{
var damage = LightDamage != 0 ? LightDamage : Damage;
if (SecondsBetweenAttacks == 0)
{
return damage * AttacksPerSecond;
}
return damage / SecondsBetweenAttacks;
}
public float DamagePerSecondMedium()
{
var damage = MediumDamage != 0 ? MediumDamage : Damage;
if (SecondsBetweenAttacks == 0)
{
return damage * AttacksPerSecond;
}
return damage / SecondsBetweenAttacks;
}
public float DamagePerSecondHeavy()
{
var damage = HeavyDamage != 0 ? HeavyDamage : Damage;
if (SecondsBetweenAttacks == 0)
{
return damage * AttacksPerSecond;
}
return damage / SecondsBetweenAttacks;
}
public float Cooldown { get; set; } = 0;
public float Charges { get; set; } = 0;