DPS graph now respects factor reload option for fighters

This commit is contained in:
DarkPhoenix
2019-04-18 11:04:00 +03:00
parent df658d4950
commit 9261d29ac1
3 changed files with 52 additions and 69 deletions

View File

@@ -95,10 +95,13 @@ class FitDpsGraph(Graph):
for fighter in fit.fighters:
if not fighter.active:
continue
fighterDpsMap = fighter.getDpsPerEffect(targetResists=fit.targetResists)
for ability in fighter.abilities:
if ability.dealsDamage and ability.active:
if ability.effectID not in fighterDpsMap:
continue
multiplier = self.calculateFighterMissileMultiplier(ability, data)
dps = ability.getDps(targetResists=fit.targetResists).total
dps = fighterDpsMap[ability.effectID].total
total += dps * multiplier
return total

View File

@@ -196,64 +196,55 @@ class Fighter(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut):
return volley
def getDps(self, targetResists=None):
em = 0
thermal = 0
kinetic = 0
explosive = 0
for dps in self.getDpsPerEffect(targetResists=targetResists).values():
em += dps.em
thermal += dps.thermal
kinetic += dps.kinetic
explosive += dps.explosive
return DmgTypes(em=em, thermal=thermal, kinetic=kinetic, explosive=explosive)
def getUptime(self):
if not self.owner.factorReload:
return 1
activeTimes = []
reloadTimes = []
for ability in self.abilities:
if ability.numShots > 0:
activeTimes.append(ability.numShots * ability.cycleTime)
reloadTimes.append(ability.reloadTime)
if not activeTimes:
return 1
shortestActive = sorted(activeTimes)[0]
longestReload = sorted(reloadTimes, reverse=True)[0]
uptime = shortestActive / (shortestActive + longestReload)
return uptime
def getDpsPerEffect(self, targetResists=None):
if not self.active or self.amountActive <= 0:
return DmgTypes(0, 0, 0, 0)
# Analyze cooldowns when reload is factored in
if self.owner.factorReload:
activeTimes = []
reloadTimes = []
peakEm = 0
peakTherm = 0
peakKin = 0
peakExp = 0
steadyEm = 0
steadyTherm = 0
steadyKin = 0
steadyExp = 0
for ability in self.abilities:
abilityDps = ability.getDps(targetResists=targetResists)
# Peak dps
peakEm += abilityDps.em
peakTherm += abilityDps.thermal
peakKin += abilityDps.kinetic
peakExp += abilityDps.explosive
# Infinite use - add to steady dps
if ability.numShots == 0:
steadyEm += abilityDps.em
steadyTherm += abilityDps.thermal
steadyKin += abilityDps.kinetic
steadyExp += abilityDps.explosive
else:
activeTimes.append(ability.numShots * ability.cycleTime)
reloadTimes.append(ability.reloadTime)
steadyDps = DmgTypes(steadyEm, steadyTherm, steadyKin, steadyExp)
if len(activeTimes) > 0:
shortestActive = sorted(activeTimes)[0]
longestReload = sorted(reloadTimes, reverse=True)[0]
peakDps = DmgTypes(peakEm, peakTherm, peakKin, peakExp)
peakAdjustFactor = shortestActive / (shortestActive + longestReload)
peakDpsAdjusted = DmgTypes(
em=peakDps.em * peakAdjustFactor,
thermal=peakDps.thermal * peakAdjustFactor,
kinetic=peakDps.kinetic * peakAdjustFactor,
explosive=peakDps.explosive * peakAdjustFactor)
dps = max(steadyDps, peakDpsAdjusted, key=lambda d: d.total)
return dps
else:
return steadyDps
# Just sum all abilities when not taking reload into consideration
else:
em = 0
therm = 0
kin = 0
exp = 0
for ability in self.abilities:
abilityDps = ability.getDps(targetResists=targetResists)
em += abilityDps.em
therm += abilityDps.thermal
kin += abilityDps.kinetic
exp += abilityDps.explosive
return DmgTypes(em, therm, kin, exp)
return {}
uptime = self.getUptime()
if uptime == 1:
return {a.effectID: a.getDps(targetResists=targetResists) for a in self.abilities}
# Decide if it's better to keep steady dps up and never reload or reload from time to time
dpsMapSteady = {}
dpsMapPeakAdjusted = {}
for ability in self.abilities:
abilityDps = ability.getDps(targetResists=targetResists)
dpsMapPeakAdjusted[ability.effectID] = DmgTypes(
em=abilityDps.em * uptime,
thermal=abilityDps.thermal * uptime,
kinetic=abilityDps.kinetic * uptime,
explosive=abilityDps.explosive * uptime)
# Infinite use - add to steady dps
if ability.numShots == 0:
dpsMapSteady[ability.effectID] = abilityDps
totalSteady = sum(i.total for i in dpsMapSteady.values())
totalPeakAdjusted = sum(i.total for i in dpsMapPeakAdjusted.values())
return dpsMapSteady if totalSteady >= totalPeakAdjusted else dpsMapPeakAdjusted
@property
def maxRange(self):

View File

@@ -105,17 +105,6 @@ class FighterAbility(object):
@property
def cycleTime(self):
speed = self.fighter.getModifiedItemAttr("{}Duration".format(self.attrPrefix))
# Factor in reload
'''
reload = self.reloadTime
if self.fighter.owner.factorReload:
numShots = self.numShots
# Speed here already takes into consideration reactivation time
speed = (speed * numShots + reload) / numShots if numShots > 0 else speed
'''
return speed
def getVolley(self, targetResists=None):