diff --git a/eos/saveddata/fit.py b/eos/saveddata/fit.py index efb094966..a096a1e72 100644 --- a/eos/saveddata/fit.py +++ b/eos/saveddata/fit.py @@ -1084,7 +1084,7 @@ class Fit(object): def calculateSustainableTank(self, effective=True): if self.__sustainableTank is None: - if self.capStable: + if self.capStable and not self.factorReload: sustainable = { "armorRepair" : self.extraAttributes["armorRepair"], "shieldRepair": self.extraAttributes["shieldRepair"], @@ -1142,16 +1142,35 @@ class Fit(object): usesCap = False except AttributeError: usesCap = False - # Modules which do not use cap are not penalized based on cap use - if usesCap: - cycleTime = mod.getModifiedItemAttr("duration") - amount = mod.getModifiedItemAttr(groupAttrMap[mod.item.group.name]) + + cycleTime = mod.rawCycleTime + amount = mod.getModifiedItemAttr(groupAttrMap[mod.item.group.name]) + # Normal Repairers + if usesCap and not mod.charge: sustainable[attr] -= amount / (cycleTime / 1000.0) repairers.append(mod) + # Ancillary Armor reps etc + elif usesCap and mod.charge: + if mod.charge.name == "Nanite Repair Paste": + multiplier = mod.getModifiedItemAttr("chargedArmorDamageMultiplier") or 1 + else: + multiplier = 1 + sustainable[attr] -= amount * multiplier / (cycleTime / 1000.0) + repairers.append(mod) + # Ancillary Shield boosters etc + elif not usesCap: + if self.factorReload and mod.charge: + reloadtime = mod.reloadTime + else: + reloadtime = 0.0 + offdutycycle = reloadtime / ((max(mod.numShots, 1) * cycleTime) + reloadtime) + sustainable[attr] -= amount * offdutycycle / (cycleTime / 1000.0) # Sort repairers by efficiency. We want to use the most efficient repairers first repairers.sort(key=lambda _mod: _mod.getModifiedItemAttr( - groupAttrMap[_mod.item.group.name]) / _mod.getModifiedItemAttr("capacitorNeed"), reverse=True) + groupAttrMap[_mod.item.group.name]) * (_mod.getModifiedItemAttr( + "chargedArmorDamageMultiplier") or 1) + / _mod.getModifiedItemAttr("capacitorNeed"), reverse=True) # Loop through every module until we're above peak recharge # Most efficient first, as we sorted earlier. @@ -1160,15 +1179,35 @@ class Fit(object): for mod in repairers: if capUsed > totalPeakRecharge: break - cycleTime = mod.cycleTime + + if self.factorReload and mod.charge: + reloadtime = mod.reloadTime + else: + reloadtime = 0.0 + + cycleTime = mod.rawCycleTime capPerSec = mod.capUse + if capPerSec is not None and cycleTime is not None: # Check how much this repper can work sustainability = min(1, (totalPeakRecharge - capUsed) / capPerSec) - - # Add the sustainable amount amount = mod.getModifiedItemAttr(groupAttrMap[mod.item.group.name]) - sustainable[groupStoreMap[mod.item.group.name]] += sustainability * (amount / (cycleTime / 1000.0)) + # Add the sustainable amount + + if not mod.charge: + sustainable[groupStoreMap[mod.item.group.name]] += sustainability * amount / ( + cycleTime / 1000.0) + else: + if mod.charge.name == "Nanite Repair Paste": + multiplier = mod.getModifiedItemAttr("chargedArmorDamageMultiplier") or 1 + else: + multiplier = 1 + ondutycycle = (max(mod.numShots, 1) * cycleTime) / ( + (max(mod.numShots, 1) * cycleTime) + reloadtime) + sustainable[groupStoreMap[ + mod.item.group.name]] += sustainability * amount * ondutycycle * multiplier / ( + cycleTime / 1000.0) + capUsed += capPerSec sustainable["passiveShield"] = self.calculateShieldRecharge()