Clean up last reference and finish nuking floatfloor. One less method! (ouch my test!)
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@@ -1,31 +0,0 @@
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# ===============================================================================
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# Copyright (C) 2010 Anton Vorobyov
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#
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# This file is part of eos.
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#
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# eos is free software: you can redistribute it and/or modify
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# it under the terms of the GNU Lesser General Public License as published by
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# the Free Software Foundation, either version 2 of the License, or
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# (at your option) any later version.
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#
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# eos is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU Lesser General Public License for more details.
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#
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# You should have received a copy of the GNU Lesser General Public License
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# along with eos. If not, see <http://www.gnu.org/licenses/>.
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# ===============================================================================
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import decimal
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def floorFloat(value):
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"""Round float down to integer"""
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# We have to convert float to str to keep compatibility with
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# decimal module in python 2.6
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value = str(value)
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# Do the conversions for proper rounding down, avoiding float
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# representation errors
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result = int(decimal.Decimal(value).to_integral_value(rounding=decimal.ROUND_DOWN))
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return result
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@@ -1159,8 +1159,8 @@ class Fit(object):
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@property
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def remoteReps(self):
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force_recalc = False
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for remoterep_type in self.__remoteReps:
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if self.__remoteReps[remoterep_type] is None:
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for remote_type in self.__remoteReps:
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if self.__remoteReps[remote_type] is None:
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force_recalc = True
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break
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@@ -25,7 +25,6 @@ from math import floor
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import eos.db
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from eos.effectHandlerHelpers import HandledItem, HandledCharge
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from eos.enum import Enum
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from eos.mathUtils import floorFloat
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from eos.modifiedAttributeDict import ModifiedAttributeDict, ItemAttrShortcut, ChargeAttrShortcut
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from eos.saveddata.citadel import Citadel
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@@ -233,7 +232,7 @@ class Module(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut):
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chance = self.getModifiedChargeAttr("crystalVolatilityChance")
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damage = self.getModifiedChargeAttr("crystalVolatilityDamage")
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crystals = self.numCharges
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numShots = floorFloat(float(crystals * hp) / (damage * chance))
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numShots = floor((crystals * hp) / (damage * chance))
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else:
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# Set 0 (infinite) for permanent crystals like t1 laser crystals
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numShots = 0
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