Merge branch 'master' into test-3
# Conflicts: # eos/capSim.py # eos/effects/structurewarpscrambleblockmwdwithnpceffect.py # eos/effects/warpdisruptsphere.py
This commit is contained in:
@@ -72,7 +72,7 @@ class CapSimulator(object):
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disable_period = False
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# Loop over modules, clearing clipSize if applicable, and group modules based on attributes
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for (duration, capNeed, clipSize, disableStagger) in self.modules:
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for (duration, capNeed, clipSize, disableStagger, reloadTime) in self.modules:
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if self.scale:
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duration, capNeed = self.scale_activation(duration, capNeed)
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@@ -80,24 +80,25 @@ class CapSimulator(object):
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# a cap booster module.
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if not self.reload and capNeed > 0:
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clipSize = 0
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reloadTime = 0
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# Group modules based on their properties
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if (duration, capNeed, clipSize, disableStagger) in mods:
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mods[(duration, capNeed, clipSize, disableStagger)] += 1
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if (duration, capNeed, clipSize, disableStagger, reloadTime) in mods:
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mods[(duration, capNeed, clipSize, disableStagger, reloadTime)] += 1
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else:
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mods[(duration, capNeed, clipSize, disableStagger)] = 1
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mods[(duration, capNeed, clipSize, disableStagger, reloadTime)] = 1
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# Loop over grouped modules, configure staggering and push to the simulation state
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for (duration, capNeed, clipSize, disableStagger), amount in mods.items():
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for (duration, capNeed, clipSize, disableStagger, reloadTime), amount in mods.items():
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if self.stagger and not disableStagger:
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if clipSize == 0:
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duration = int(duration / amount)
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else:
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stagger_amount = (duration * clipSize + 10000) / (amount * clipSize)
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stagger_amount = (duration * clipSize + reloadTime) / (amount * clipSize)
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for i in range(1, amount):
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heapq.heappush(self.state,
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[i * stagger_amount, duration,
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capNeed, 0, clipSize])
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capNeed, 0, clipSize, reloadTime])
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else:
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capNeed *= amount
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@@ -107,7 +108,7 @@ class CapSimulator(object):
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if clipSize:
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disable_period = True
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heapq.heappush(self.state, [0, duration, capNeed, 0, clipSize])
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heapq.heappush(self.state, [0, duration, capNeed, 0, clipSize, reloadTime])
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if disable_period:
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self.period = self.t_max
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@@ -144,7 +145,7 @@ class CapSimulator(object):
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while 1:
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activation = pop(state)
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t_now, duration, capNeed, shot, clipSize = activation
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t_now, duration, capNeed, shot, clipSize, reloadTime = activation
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if t_now >= t_max:
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break
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@@ -180,7 +181,7 @@ class CapSimulator(object):
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if clipSize:
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if shot % clipSize == 0:
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shot = 0
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t_now += 10000 # include reload time
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t_now += reloadTime # include reload time
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activation[0] = t_now
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activation[3] = shot
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9
eos/effects/doomsdaybeamdot.py
Normal file
9
eos/effects/doomsdaybeamdot.py
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@@ -0,0 +1,9 @@
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# doomsdayBeamDOT
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#
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# Used by:
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# Module: Lance type modules
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type = "active"
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def handler(fit, src, context):
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pass
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9
eos/effects/doomsdayconedot.py
Normal file
9
eos/effects/doomsdayconedot.py
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@@ -0,0 +1,9 @@
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# doomsdayConeDOT
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#
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# Used by:
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# Module: Bosonic Field Generator
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type = "active"
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def handler(fit, src, context):
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pass
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9
eos/effects/doomsdayhog.py
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9
eos/effects/doomsdayhog.py
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@@ -0,0 +1,9 @@
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# doomsdayHOG
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#
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# Used by:
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# Module: GTFO - Gravitational Transportation Field Oscillator
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type = "active"
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def handler(fit, src, context):
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pass
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9
eos/effects/doomsdayslash.py
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9
eos/effects/doomsdayslash.py
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@@ -0,0 +1,9 @@
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# doomsdaySlash
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#
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# Used by:
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# Module: Reaper type modules
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type = "active"
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def handler(fit, src, context):
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pass
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9
eos/effects/microjumpportaldrive.py
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9
eos/effects/microjumpportaldrive.py
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@@ -0,0 +1,9 @@
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# microJumpPortalDrive
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#
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# Used by:
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# Module: MJFG - Micro Jump Field Generator (used on command destroyers)
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type = "active"
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def handler(fit, src, context):
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pass
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@@ -11,8 +11,7 @@ def handler(fit, module, context):
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fit.ship.increaseItemAttr("warpScrambleStatus", module.getModifiedItemAttr("warpScrambleStrength"))
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if module.charge is not None and module.charge.ID == 47336:
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for mod in fit.modules:
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if not mod.isEmpty and mod.state > State.ONLINE and (
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mod.item.requiresSkill("High Speed Maneuvering")
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or mod.item.requiresSkill("Micro Jump Drive Operation")
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):
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if not mod.isEmpty and mod.item.requiresSkill("High Speed Maneuvering") and mod.state > State.ONLINE:
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mod.state = State.ONLINE
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if not mod.isEmpty and mod.item.requiresSkill("Micro Jump Drive Operation") and mod.state > State.ONLINE:
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mod.state = State.ONLINE
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@@ -15,12 +15,13 @@ def handler(fit, src, context):
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if src.item.group.name == 'Missile Launcher Bomb':
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# Bomb Launcher Cooldown Timer
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moduleReactivationDelay = src.getModifiedItemAttr("moduleReactivationDelay")
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speed = src.getModifiedItemAttr("speed")
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# Void and Focused Void Bombs
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neutAmount = src.getModifiedChargeAttr("energyNeutralizerAmount")
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if moduleReactivationDelay and neutAmount:
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fit.addDrain(src, moduleReactivationDelay, neutAmount, 0)
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if moduleReactivationDelay and neutAmount and speed:
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fit.addDrain(src, speed + moduleReactivationDelay, neutAmount, 0)
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# Lockbreaker Bombs
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ecmStrengthBonus = src.getModifiedChargeAttr("scan{0}StrengthBonus".format(fit.scanType))
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@@ -1,4 +1,3 @@
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# warpDisruptSphere
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#
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# Used by:
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@@ -11,7 +10,6 @@ runTime = "early"
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def handler(fit, module, context):
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if "projected" in context:
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fit.ship.increaseItemAttr("warpScrambleStatus", module.getModifiedItemAttr("warpScrambleStrength"))
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if module.charge is not None and module.charge.ID == 45010:
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@@ -21,3 +21,5 @@ def handler(fit, module, context):
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or mod.item.requiresSkill("High Speed Maneuvering")
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):
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mod.state = State.ONLINE
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if not mod.isEmpty and mod.item.requiresSkill("Micro Jump Drive Operation") and mod.state > State.ONLINE:
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mod.state = State.ONLINE
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@@ -121,8 +121,12 @@ class Character(object):
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def apiUpdateCharSheet(self, skills, secStatus=0):
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for skillRow in skills:
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skill = self.getSkill(int(skillRow["typeID"]))
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skill.setLevel(int(skillRow["level"]), persist=True, ignoreRestrict=True)
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try:
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skill = self.getSkill(int(skillRow["typeID"]))
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skill.setLevel(int(skillRow["level"]), persist=True, ignoreRestrict=True)
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except:
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# if setting a skill doesn't work, it's not the end of the world, just quietly pass
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pass
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self.secStatus = secStatus
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@@ -1084,7 +1084,7 @@ class Fit(object):
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def calculateSustainableTank(self, effective=True):
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if self.__sustainableTank is None:
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if self.capStable:
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if self.capStable and not self.factorReload:
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sustainable = {
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"armorRepair" : self.extraAttributes["armorRepair"],
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"shieldRepair": self.extraAttributes["shieldRepair"],
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@@ -1142,16 +1142,34 @@ class Fit(object):
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usesCap = False
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except AttributeError:
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usesCap = False
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# Modules which do not use cap are not penalized based on cap use
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if usesCap:
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cycleTime = mod.getModifiedItemAttr("duration")
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amount = mod.getModifiedItemAttr(groupAttrMap[mod.item.group.name])
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cycleTime = mod.rawCycleTime
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amount = mod.getModifiedItemAttr(groupAttrMap[mod.item.group.name])
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# Normal Repairers
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if usesCap and not mod.charge:
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sustainable[attr] -= amount / (cycleTime / 1000.0)
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repairers.append(mod)
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# Ancillary Armor reps etc
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elif usesCap and mod.charge:
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if mod.charge.name == "Nanite Repair Paste":
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multiplier = mod.getModifiedItemAttr("chargedArmorDamageMultiplier") or 1
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else:
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multiplier = 1
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sustainable[attr] -= amount * multiplier / (cycleTime / 1000.0)
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repairers.append(mod)
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# Ancillary Shield boosters etc
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elif not usesCap:
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if self.factorReload and mod.charge:
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reloadtime = mod.reloadTime
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else:
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reloadtime = 0.0
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offdutycycle = reloadtime / ((max(mod.numShots, 1) * cycleTime) + reloadtime)
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sustainable[attr] -= amount * offdutycycle / (cycleTime / 1000.0)
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# Sort repairers by efficiency. We want to use the most efficient repairers first
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repairers.sort(key=lambda _mod: _mod.getModifiedItemAttr(
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groupAttrMap[_mod.item.group.name]) / _mod.getModifiedItemAttr("capacitorNeed"), reverse=True)
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groupAttrMap[_mod.item.group.name]) * (_mod.getModifiedItemAttr(
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"chargedArmorDamageMultiplier") or 1) / _mod.getModifiedItemAttr("capacitorNeed"), reverse=True)
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# Loop through every module until we're above peak recharge
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# Most efficient first, as we sorted earlier.
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@@ -1160,15 +1178,35 @@ class Fit(object):
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for mod in repairers:
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if capUsed > totalPeakRecharge:
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break
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cycleTime = mod.cycleTime
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if self.factorReload and mod.charge:
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reloadtime = mod.reloadTime
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else:
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reloadtime = 0.0
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cycleTime = mod.rawCycleTime
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capPerSec = mod.capUse
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if capPerSec is not None and cycleTime is not None:
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# Check how much this repper can work
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sustainability = min(1, (totalPeakRecharge - capUsed) / capPerSec)
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# Add the sustainable amount
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amount = mod.getModifiedItemAttr(groupAttrMap[mod.item.group.name])
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sustainable[groupStoreMap[mod.item.group.name]] += sustainability * (amount / (cycleTime / 1000.0))
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# Add the sustainable amount
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if not mod.charge:
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sustainable[groupStoreMap[mod.item.group.name]] += sustainability * amount / (
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cycleTime / 1000.0)
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else:
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if mod.charge.name == "Nanite Repair Paste":
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multiplier = mod.getModifiedItemAttr("chargedArmorDamageMultiplier") or 1
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else:
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multiplier = 1
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ondutycycle = (max(mod.numShots, 1) * cycleTime) / (
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(max(mod.numShots, 1) * cycleTime) + reloadtime)
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sustainable[groupStoreMap[
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mod.item.group.name]] += sustainability * amount * ondutycycle * multiplier / (
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cycleTime / 1000.0)
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capUsed += capPerSec
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sustainable["passiveShield"] = self.calculateShieldRecharge()
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@@ -1186,7 +1224,7 @@ class Fit(object):
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rechargeRate = self.ship.getModifiedItemAttr("shieldRechargeRate") / 1000.0
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return 10 / rechargeRate * sqrt(percent) * (1 - sqrt(percent)) * capacity
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def addDrain(self, src, cycleTime, capNeed, clipSize=0):
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def addDrain(self, src, cycleTime, capNeed, clipSize=0, reloadTime=0):
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""" Used for both cap drains and cap fills (fills have negative capNeed) """
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energyNeutralizerSignatureResolution = src.getModifiedItemAttr("energyNeutralizerSignatureResolution")
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@@ -1196,7 +1234,7 @@ class Fit(object):
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if energyNeutralizerSignatureResolution:
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capNeed = capNeed * min(1, signatureRadius / energyNeutralizerSignatureResolution)
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self.__extraDrains.append((cycleTime, capNeed, clipSize))
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self.__extraDrains.append((cycleTime, capNeed, clipSize, reloadTime))
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def removeDrain(self, i):
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del self.__extraDrains[i]
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@@ -1214,6 +1252,7 @@ class Fit(object):
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cycleTime = mod.rawCycleTime or 0
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reactivationTime = mod.getModifiedItemAttr("moduleReactivationDelay") or 0
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fullCycleTime = cycleTime + reactivationTime
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reloadTime = mod.reloadTime
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if fullCycleTime > 0:
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capNeed = mod.capUse
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if capNeed > 0:
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@@ -1225,11 +1264,11 @@ class Fit(object):
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disableStagger = mod.hardpoint == Hardpoint.TURRET
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drains.append((int(fullCycleTime), mod.getModifiedItemAttr("capacitorNeed") or 0,
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mod.numShots or 0, disableStagger))
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mod.numShots or 0, disableStagger, reloadTime))
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for fullCycleTime, capNeed, clipSize in self.iterDrains():
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for fullCycleTime, capNeed, clipSize, reloadTime in self.iterDrains():
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# Stagger incoming effects for cap simulation
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drains.append((int(fullCycleTime), capNeed, clipSize, False))
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drains.append((int(fullCycleTime), capNeed, clipSize, False, reloadTime))
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if capNeed > 0:
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capUsed += capNeed / (fullCycleTime / 1000.0)
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else:
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@@ -337,8 +337,15 @@ class Module(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut):
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volley *= self.getModifiedItemAttr("damageMultiplier") or 1
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if volley:
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cycleTime = self.cycleTime
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# Some weapons repeat multiple times in one cycle (think doomsdays)
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# Get the number of times it fires off
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weaponDoT = max(
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self.getModifiedItemAttr("doomsdayDamageDuration", 1) / self.getModifiedItemAttr("doomsdayDamageCycleTime", 1),
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1
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)
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self.__volley = volley
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self.__dps = volley / (cycleTime / 1000.0)
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self.__dps = (volley * weaponDoT) / (cycleTime / 1000.0)
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return self.__dps, self.__volley
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@@ -710,7 +717,7 @@ class Module(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut):
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# Module can only fire one shot at a time, think bomb launchers or defender launchers
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if self.disallowRepeatingAction:
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if numShots > 1:
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if numShots > 0:
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"""
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The actual mechanics behind this is complex. Behavior will be (for 3 ammo):
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fire, reactivation delay, fire, reactivation delay, fire, max(reactivation delay, reload)
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@@ -720,12 +727,13 @@ class Module(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut):
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Currently would apply to bomb launchers and defender missiles
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"""
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effective_reload_time = ((self.reactivationDelay * (numShots - 1)) + max(raw_reload_time, self.reactivationDelay, 0)) / numShots
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effective_reload_time = ((self.reactivationDelay * (numShots - 1)) + max(raw_reload_time, self.reactivationDelay, 0))
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else:
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"""
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Applies to MJD/MJFG
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"""
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effective_reload_time = max(raw_reload_time, self.reactivationDelay, 0)
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speed = speed + effective_reload_time
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else:
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"""
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Currently no other modules would have a reactivation delay, so for sanities sake don't try and account for it.
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@@ -72,6 +72,7 @@ class AmountChanger(wx.Dialog):
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self.input = wx.TextCtrl(self, wx.ID_ANY, style=wx.TE_PROCESS_ENTER)
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self.input.SetValue(str(value))
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self.input.SelectAll()
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bSizer1.Add(self.input, 0, wx.LEFT | wx.RIGHT | wx.EXPAND, 15)
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@@ -82,7 +83,6 @@ class AmountChanger(wx.Dialog):
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bSizer1.Add(bSizer3, 0, wx.ALL | wx.EXPAND, 10)
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self.input.SetFocus()
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self.input.SetInsertionPointEnd()
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self.input.Bind(wx.EVT_CHAR, self.onChar)
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self.input.Bind(wx.EVT_TEXT_ENTER, self.processEnter)
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self.SetSizer(bSizer1)
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@@ -76,6 +76,31 @@ class Miscellanea(ViewColumn):
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stuff.getModifiedItemAttr("boosterDuration")
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text = "{0} min".format(formatAmount(stuff.getModifiedItemAttr("boosterDuration") / 1000 / 60, 3, 0, 3))
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return text, "Booster Duration"
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elif itemGroup in ("Super Weapon", "Structure Doomsday Weapon"):
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doomsday_duration = stuff.getModifiedItemAttr("doomsdayDamageDuration", 1)
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doomsday_dottime = stuff.getModifiedItemAttr("doomsdayDamageCycleTime", 1)
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func = stuff.getModifiedItemAttr
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volley = sum(
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map(
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lambda attr: (func("%sDamage" % attr) or 0),
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("em", "thermal", "kinetic", "explosive")
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)
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)
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volley *= stuff.getModifiedItemAttr("damageMultiplier") or 1
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if volley <= 0:
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text = ""
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tooltip = ""
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elif max(doomsday_duration / doomsday_dottime, 1) > 1:
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text = "{0} dmg over {1} s".format(formatAmount(volley * (doomsday_duration / doomsday_dottime), 3, 0, 3), doomsday_duration / 1000)
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tooltip = "Raw damage done over time"
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else:
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text = "{0} dmg".format(formatAmount(volley * (doomsday_duration / doomsday_dottime), 3, 0, 3))
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tooltip = "Raw damage done"
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return text, tooltip
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pass
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elif itemGroup in ("Energy Weapon", "Hybrid Weapon", "Projectile Weapon", "Combat Drone", "Fighter Drone"):
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trackingSpeed = stuff.getModifiedItemAttr("trackingSpeed")
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if not trackingSpeed:
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Reference in New Issue
Block a user