# =============================================================================== # Copyright (C) 2010 Diego Duclos # # This file is part of eos. # # eos is free software: you can redistribute it and/or modify # it under the terms of the GNU Lesser General Public License as published by # the Free Software Foundation, either version 2 of the License, or # (at your option) any later version. # # eos is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU Lesser General Public License for more details. # # You should have received a copy of the GNU Lesser General Public License # along with eos. If not, see . # =============================================================================== from math import floor from logbook import Logger from sqlalchemy.orm import reconstructor, validates import eos.db from eos.const import FittingModuleState, FittingHardpoint, FittingSlot from eos.effectHandlerHelpers import HandledCharge, HandledItem from eos.modifiedAttributeDict import ChargeAttrShortcut, ItemAttrShortcut, ModifiedAttributeDict from eos.saveddata.citadel import Citadel from eos.saveddata.mutator import Mutator from eos.utils.float import floatUnerr from eos.utils.spoolSupport import calculateSpoolup, resolveSpoolOptions from eos.utils.stats import DmgTypes pyfalog = Logger(__name__) ProjectedMap = { FittingModuleState.OVERHEATED: FittingModuleState.ACTIVE, FittingModuleState.ACTIVE: FittingModuleState.OFFLINE, FittingModuleState.OFFLINE: FittingModuleState.ACTIVE, FittingModuleState.ONLINE: FittingModuleState.ACTIVE # Just in case } # Old state : New State LocalMap = { FittingModuleState.OVERHEATED: FittingModuleState.ACTIVE, FittingModuleState.ACTIVE: FittingModuleState.ONLINE, FittingModuleState.OFFLINE: FittingModuleState.ONLINE, FittingModuleState.ONLINE: FittingModuleState.ACTIVE } # For system effects. They should only ever be online or offline ProjectedSystem = { FittingModuleState.OFFLINE: FittingModuleState.ONLINE, FittingModuleState.ONLINE: FittingModuleState.OFFLINE } class Module(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut): """An instance of this class represents a module together with its charge and modified attributes""" MINING_ATTRIBUTES = ("miningAmount",) SYSTEM_GROUPS = ("Effect Beacon", "MassiveEnvironments", "Abyssal Hazards", "Non-Interactable Object") def __init__(self, item, baseItem=None, mutaplasmid=None): """Initialize a module from the program""" self.itemID = item.ID if item is not None else None self.baseItemID = baseItem.ID if baseItem is not None else None self.mutaplasmidID = mutaplasmid.ID if mutaplasmid is not None else None if baseItem is not None: # we're working with a mutated module, need to get abyssal module loaded with the base attributes # Note: there may be a better way of doing this, such as a metho on this classe to convert(mutaplamid). This # will require a bit more research though, considering there has never been a need to "swap" out the item of a Module # before, and there may be assumptions taken with regards to the item never changing (pre-calculated / cached results, for example) self.__item = eos.db.getItemWithBaseItemAttribute(self.itemID, self.baseItemID) self.__baseItem = baseItem self.__mutaplasmid = mutaplasmid else: self.__item = item self.__baseItem = baseItem self.__mutaplasmid = mutaplasmid if item is not None and self.isInvalid: raise ValueError("Passed item is not a Module") self.__charge = None self.projected = False self.state = FittingModuleState.ONLINE self.build() @reconstructor def init(self): """Initialize a module from the database and validate""" self.__item = None self.__baseItem = None self.__charge = None self.__mutaplasmid = None # we need this early if module is invalid and returns early self.__slot = self.dummySlot if self.itemID: self.__item = eos.db.getItem(self.itemID) if self.__item is None: pyfalog.error("Item (id: {0}) does not exist", self.itemID) return if self.baseItemID: self.__item = eos.db.getItemWithBaseItemAttribute(self.itemID, self.baseItemID) self.__baseItem = eos.db.getItem(self.baseItemID) self.__mutaplasmid = eos.db.getMutaplasmid(self.mutaplasmidID) if self.__baseItem is None: pyfalog.error("Base Item (id: {0}) does not exist", self.itemID) return if self.isInvalid: pyfalog.error("Item (id: {0}) is not a Module", self.itemID) return if self.chargeID: self.__charge = eos.db.getItem(self.chargeID) self.build() def build(self): """ Builds internal module variables from both init's """ if self.__charge and self.__charge.category.name != "Charge": self.__charge = None self.__baseVolley = None self.__baseRemoteReps = None self.__miningyield = None self.__reloadTime = None self.__reloadForce = None self.__chargeCycles = None self.__hardpoint = FittingHardpoint.NONE self.__itemModifiedAttributes = ModifiedAttributeDict(parent=self) self.__chargeModifiedAttributes = ModifiedAttributeDict(parent=self) self.__slot = self.dummySlot # defaults to None if self.__item: self.__itemModifiedAttributes.original = self.__item.attributes self.__itemModifiedAttributes.overrides = self.__item.overrides self.__hardpoint = self.__calculateHardpoint(self.__item) self.__slot = self.calculateSlot(self.__item) # Instantiate / remove mutators if this is a mutated module if self.__baseItem: for x in self.mutaplasmid.attributes: attr = self.item.attributes[x.name] id = attr.ID if id not in self.mutators: # create the mutator Mutator(self, attr, attr.value) # @todo: remove attributes that are no longer part of the mutaplasmid. self.__itemModifiedAttributes.mutators = self.mutators if self.__charge: self.__chargeModifiedAttributes.original = self.__charge.attributes self.__chargeModifiedAttributes.overrides = self.__charge.overrides @classmethod def buildEmpty(cls, slot): empty = Module(None) empty.__slot = slot empty.dummySlot = slot return empty @classmethod def buildRack(cls, slot, num=None): empty = Rack(None) empty.__slot = slot empty.dummySlot = slot empty.num = num return empty @property def isEmpty(self): return self.dummySlot is not None @property def hardpoint(self): return self.__hardpoint @property def isInvalid(self): # todo: validate baseItem as well if it's set. if self.isEmpty: return False return self.__item is None or \ (self.__item.category.name not in ("Module", "Subsystem", "Structure Module") and self.__item.group.name not in self.SYSTEM_GROUPS) or \ (self.item.isAbyssal and (not self.baseItemID or not self.mutaplasmidID)) @property def isMutated(self): return self.baseItemID or self.mutaplasmidID @property def numCharges(self): if self.charge is None: charges = 0 else: chargeVolume = self.charge.volume containerCapacity = self.item.capacity if chargeVolume is None or containerCapacity is None: charges = 0 else: charges = int(floatUnerr(containerCapacity / chargeVolume)) return charges @property def numShots(self): if self.charge is None: return 0 if self.__chargeCycles is None and self.charge: numCharges = self.numCharges # Usual ammo like projectiles and missiles if numCharges > 0 and "chargeRate" in self.itemModifiedAttributes: self.__chargeCycles = self.__calculateAmmoShots() # Frequency crystals (combat and mining lasers) elif numCharges > 0 and "crystalsGetDamaged" in self.chargeModifiedAttributes: self.__chargeCycles = self.__calculateCrystalShots() # Scripts and stuff else: self.__chargeCycles = 0 return self.__chargeCycles else: return self.__chargeCycles @property def modPosition(self): if self.owner: return self.owner.modules.index(self) if not self.isProjected else self.owner.projectedModules.index(self) @property def isProjected(self): if self.owner: return self in self.owner.projectedModules return None @property def isExclusiveSystemEffect(self): return self.item.group.name in ("Effect Beacon", "Non-Interactable Object", "MassiveEnvironments") @property def isCapitalSize(self): return self.getModifiedItemAttr("volume", 0) >= 4000 @property def hpBeforeReload(self): """ If item is some kind of repairer with charges, calculate HP it reps before going into reload. """ cycles = self.numShots armorRep = self.getModifiedItemAttr("armorDamageAmount") or 0 shieldRep = self.getModifiedItemAttr("shieldBonus") or 0 if not cycles or (not armorRep and not shieldRep): return 0 hp = round((armorRep + shieldRep) * cycles) return hp def __calculateAmmoShots(self): if self.charge is not None: # Set number of cycles before reload is needed # numcycles = math.floor(module_capacity / (module_volume * module_chargerate)) chargeRate = self.getModifiedItemAttr("chargeRate") numCharges = self.numCharges numShots = floor(numCharges / chargeRate) else: numShots = None return numShots def __calculateCrystalShots(self): if self.charge is not None: if self.getModifiedChargeAttr("crystalsGetDamaged") == 1: # For depletable crystals, calculate average amount of shots before it's destroyed hp = self.getModifiedChargeAttr("hp") chance = self.getModifiedChargeAttr("crystalVolatilityChance") damage = self.getModifiedChargeAttr("crystalVolatilityDamage") crystals = self.numCharges numShots = floor((crystals * hp) / (damage * chance)) else: # Set 0 (infinite) for permanent crystals like t1 laser crystals numShots = 0 else: numShots = None return numShots @property def maxRange(self): attrs = ("maxRange", "shieldTransferRange", "powerTransferRange", "energyDestabilizationRange", "empFieldRange", "ecmBurstRange", "warpScrambleRange", "cargoScanRange", "shipScanRange", "surveyScanRange") for attr in attrs: maxRange = self.getModifiedItemAttr(attr, None) if maxRange is not None: return maxRange if self.charge is not None: try: chargeName = self.charge.group.name except AttributeError: pass else: if chargeName in ("Scanner Probe", "Survey Probe"): return None # Source: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1307419&page=1#15 # D_m = V_m * (T_m + T_0*[exp(- T_m/T_0)-1]) maxVelocity = self.getModifiedChargeAttr("maxVelocity") flightTime = self.getModifiedChargeAttr("explosionDelay") / 1000.0 mass = self.getModifiedChargeAttr("mass") agility = self.getModifiedChargeAttr("agility") if maxVelocity and (flightTime or mass or agility): accelTime = min(flightTime, mass * agility / 1000000) # Average distance done during acceleration duringAcceleration = maxVelocity / 2 * accelTime # Distance done after being at full speed fullSpeed = maxVelocity * (flightTime - accelTime) return duringAcceleration + fullSpeed @property def falloff(self): attrs = ("falloffEffectiveness", "falloff", "shipScanFalloff") for attr in attrs: falloff = self.getModifiedItemAttr(attr, None) if falloff is not None: return falloff @property def slot(self): return self.__slot @property def itemModifiedAttributes(self): return self.__itemModifiedAttributes @property def chargeModifiedAttributes(self): return self.__chargeModifiedAttributes @property def item(self): return self.__item if self.__item != 0 else None @property def baseItem(self): return self.__baseItem @property def mutaplasmid(self): return self.__mutaplasmid @property def charge(self): return self.__charge if self.__charge != 0 else None @charge.setter def charge(self, charge): self.__charge = charge if charge is not None: self.chargeID = charge.ID self.__chargeModifiedAttributes.original = charge.attributes self.__chargeModifiedAttributes.overrides = charge.overrides else: self.chargeID = None self.__chargeModifiedAttributes.original = None self.__chargeModifiedAttributes.overrides = {} self.__itemModifiedAttributes.clear() @property def miningStats(self): if self.__miningyield is None: if self.isEmpty: self.__miningyield = 0 else: if self.state >= FittingModuleState.ACTIVE: volley = self.getModifiedItemAttr("specialtyMiningAmount") or self.getModifiedItemAttr( "miningAmount") or 0 if volley: cycleTime = self.cycleTime self.__miningyield = volley / (cycleTime / 1000.0) else: self.__miningyield = 0 else: self.__miningyield = 0 return self.__miningyield def getVolley(self, spoolOptions=None, targetResists=None, ignoreState=False): if self.isEmpty or (self.state < FittingModuleState.ACTIVE and not ignoreState): return DmgTypes(0, 0, 0, 0) if self.__baseVolley is None: dmgGetter = self.getModifiedChargeAttr if self.charge else self.getModifiedItemAttr dmgMult = self.getModifiedItemAttr("damageMultiplier", 1) self.__baseVolley = DmgTypes( em=(dmgGetter("emDamage", 0)) * dmgMult, thermal=(dmgGetter("thermalDamage", 0)) * dmgMult, kinetic=(dmgGetter("kineticDamage", 0)) * dmgMult, explosive=(dmgGetter("explosiveDamage", 0)) * dmgMult) spoolType, spoolAmount = resolveSpoolOptions(spoolOptions, self) spoolBoost = calculateSpoolup( self.getModifiedItemAttr("damageMultiplierBonusMax", 0), self.getModifiedItemAttr("damageMultiplierBonusPerCycle", 0), self.rawCycleTime / 1000, spoolType, spoolAmount)[0] spoolMultiplier = 1 + spoolBoost volley = DmgTypes( em=self.__baseVolley.em * spoolMultiplier * (1 - getattr(targetResists, "emAmount", 0)), thermal=self.__baseVolley.thermal * spoolMultiplier * (1 - getattr(targetResists, "thermalAmount", 0)), kinetic=self.__baseVolley.kinetic * spoolMultiplier * (1 - getattr(targetResists, "kineticAmount", 0)), explosive=self.__baseVolley.explosive * spoolMultiplier * (1 - getattr(targetResists, "explosiveAmount", 0))) return volley def getDps(self, spoolOptions=None, targetResists=None, ignoreState=False): volley = self.getVolley(spoolOptions=spoolOptions, targetResists=targetResists, ignoreState=ignoreState) if not volley: return DmgTypes(0, 0, 0, 0) # Some weapons repeat multiple times in one cycle (bosonic doomsdays). Get the number of times it fires off volleysPerCycle = max(self.getModifiedItemAttr("doomsdayDamageDuration", 1) / self.getModifiedItemAttr("doomsdayDamageCycleTime", 1), 1) dpsFactor = volleysPerCycle / (self.cycleTime / 1000) dps = DmgTypes( em=volley.em * dpsFactor, thermal=volley.thermal * dpsFactor, kinetic=volley.kinetic * dpsFactor, explosive=volley.explosive * dpsFactor) return dps def getRemoteReps(self, spoolOptions=None, ignoreState=False): if self.isEmpty or (self.state < FittingModuleState.ACTIVE and not ignoreState): return None, 0 def getBaseRemoteReps(module): remoteModuleGroups = { "Remote Armor Repairer": "Armor", "Ancillary Remote Armor Repairer": "Armor", "Mutadaptive Remote Armor Repairer": "Armor", "Remote Hull Repairer": "Hull", "Remote Shield Booster": "Shield", "Ancillary Remote Shield Booster": "Shield", "Remote Capacitor Transmitter": "Capacitor"} rrType = remoteModuleGroups.get(module.item.group.name, None) if not rrType: return None, 0 if rrType == "Hull": rrAmount = module.getModifiedItemAttr("structureDamageAmount", 0) elif rrType == "Armor": rrAmount = module.getModifiedItemAttr("armorDamageAmount", 0) elif rrType == "Shield": rrAmount = module.getModifiedItemAttr("shieldBonus", 0) elif rrType == "Capacitor": rrAmount = module.getModifiedItemAttr("powerTransferAmount", 0) else: return None, 0 if rrAmount: rrAmount *= 1 / (self.cycleTime / 1000) if module.item.group.name == "Ancillary Remote Armor Repairer" and module.charge: rrAmount *= module.getModifiedItemAttr("chargedArmorDamageMultiplier", 1) return rrType, rrAmount if self.__baseRemoteReps is None: self.__baseRemoteReps = getBaseRemoteReps(self) rrType, rrAmount = self.__baseRemoteReps if rrType and rrAmount and self.item.group.name == "Mutadaptive Remote Armor Repairer": spoolType, spoolAmount = resolveSpoolOptions(spoolOptions, self) spoolBoost = calculateSpoolup( self.getModifiedItemAttr("repairMultiplierBonusMax", 0), self.getModifiedItemAttr("repairMultiplierBonusPerCycle", 0), self.rawCycleTime / 1000, spoolType, spoolAmount)[0] rrAmount *= (1 + spoolBoost) return rrType, rrAmount def getSpoolData(self, spoolOptions=None): weaponMultMax = self.getModifiedItemAttr("damageMultiplierBonusMax", 0) weaponMultPerCycle = self.getModifiedItemAttr("damageMultiplierBonusPerCycle", 0) if weaponMultMax and weaponMultPerCycle: spoolType, spoolAmount = resolveSpoolOptions(spoolOptions, self) _, spoolCycles, spoolTime = calculateSpoolup( weaponMultMax, weaponMultPerCycle, self.rawCycleTime / 1000, spoolType, spoolAmount) return spoolCycles, spoolTime rrMultMax = self.getModifiedItemAttr("repairMultiplierBonusMax", 0) rrMultPerCycle = self.getModifiedItemAttr("repairMultiplierBonusPerCycle", 0) if rrMultMax and rrMultPerCycle: spoolType, spoolAmount = resolveSpoolOptions(spoolOptions, self) _, spoolCycles, spoolTime = calculateSpoolup( rrMultMax, rrMultPerCycle, self.rawCycleTime / 1000, spoolType, spoolAmount) return spoolCycles, spoolTime return 0, 0 @property def reloadTime(self): # Get reload time from attrs first, then use # custom value specified otherwise (e.g. in effects) moduleReloadTime = self.getModifiedItemAttr("reloadTime") if moduleReloadTime is None: moduleReloadTime = self.__reloadTime return moduleReloadTime or 0.0 @reloadTime.setter def reloadTime(self, milliseconds): self.__reloadTime = milliseconds @property def forceReload(self): return self.__reloadForce @forceReload.setter def forceReload(self, type): self.__reloadForce = type def fits(self, fit, hardpointLimit=True): """ Function that determines if a module can be fit to the ship. We always apply slot restrictions no matter what (too many assumptions made on this), however all other fitting restrictions are optional """ slot = self.slot if fit.getSlotsFree(slot) <= (0 if self.owner != fit else -1): return False fits = self.__fitRestrictions(fit, hardpointLimit) if not fits and fit.ignoreRestrictions: self.restrictionOverridden = True fits = True return fits def __fitRestrictions(self, fit, hardpointLimit=True): if not fit.canFit(self.item): return False # EVE doesn't let capital modules be fit onto subcapital hulls. Confirmed by CCP Larrikin that this is dictated # by the modules volume. See GH issue #1096 if not isinstance(fit.ship, Citadel) and fit.ship.getModifiedItemAttr("isCapitalSize", 0) != 1 and self.isCapitalSize: return False # If the mod is a subsystem, don't let two subs in the same slot fit if self.slot == FittingSlot.SUBSYSTEM: subSlot = self.getModifiedItemAttr("subSystemSlot") for mod in fit.modules: if mod.getModifiedItemAttr("subSystemSlot") == subSlot: return False # Check rig sizes if self.slot == FittingSlot.RIG: if self.getModifiedItemAttr("rigSize") != fit.ship.getModifiedItemAttr("rigSize"): return False # Check max group fitted max = self.getModifiedItemAttr("maxGroupFitted", None) if max is not None: current = 0 # if self.owner != fit else -1 # Disabled, see #1278 for mod in fit.modules: if (mod.item and mod.item.groupID == self.item.groupID and self.modPosition != mod.modPosition): current += 1 if current >= max: return False # Check this only if we're told to do so if hardpointLimit: if fit.getHardpointsFree(self.hardpoint) < 1: return False return True def isValidState(self, state): """ Check if the state is valid for this module, without considering other modules at all """ # Check if we're within bounds if state < -1 or state > 2: return False elif state >= FittingModuleState.ACTIVE and not self.item.isType("active"): return False elif state == FittingModuleState.OVERHEATED and not self.item.isType("overheat"): return False else: return True def canHaveState(self, state=None, projectedOnto=None): """ Check with other modules if there are restrictions that might not allow this module to be activated """ # If we're going to set module to offline or online for local modules or offline for projected, # it should be fine for all cases item = self.item if (state <= FittingModuleState.ONLINE and projectedOnto is None) or (state <= FittingModuleState.OFFLINE): return True # Check if the local module is over it's max limit; if it's not, we're fine maxGroupActive = self.getModifiedItemAttr("maxGroupActive", None) if maxGroupActive is None and projectedOnto is None: return True # Following is applicable only to local modules, we do not want to limit projected if projectedOnto is None: currActive = 0 group = item.group.name for mod in self.owner.modules: currItem = getattr(mod, "item", None) if mod.state >= FittingModuleState.ACTIVE and currItem is not None and currItem.group.name == group: currActive += 1 if currActive > maxGroupActive: break return currActive <= maxGroupActive # For projected, we're checking if ship is vulnerable to given item else: # Do not allow to apply offensive modules on ship with offensive module immunite, with few exceptions # (all effects which apply instant modification are exception, generally speaking) if item.offensive and projectedOnto.ship.getModifiedItemAttr("disallowOffensiveModifiers") == 1: offensiveNonModifiers = {"energyDestabilizationNew", "leech", "energyNosferatuFalloff", "energyNeutralizerFalloff"} if not offensiveNonModifiers.intersection(set(item.effects)): return False # If assistive modules are not allowed, do not let to apply these altogether if item.assistive and projectedOnto.ship.getModifiedItemAttr("disallowAssistance") == 1: return False return True def isValidCharge(self, charge): # Check sizes, if 'charge size > module volume' it won't fit if charge is None: return True chargeVolume = charge.volume moduleCapacity = self.item.capacity if chargeVolume is not None and moduleCapacity is not None and chargeVolume > moduleCapacity: return False itemChargeSize = self.getModifiedItemAttr("chargeSize") if itemChargeSize > 0: chargeSize = charge.getAttribute('chargeSize') if itemChargeSize != chargeSize: return False chargeGroup = charge.groupID for i in range(5): itemChargeGroup = self.getModifiedItemAttr('chargeGroup' + str(i), None) if itemChargeGroup is None: continue if itemChargeGroup == chargeGroup: return True return False def getValidCharges(self): validCharges = set() for i in range(5): itemChargeGroup = self.getModifiedItemAttr('chargeGroup' + str(i), None) if itemChargeGroup is not None: g = eos.db.getGroup(int(itemChargeGroup), eager="items.attributes") if g is None: continue for singleItem in g.items: if singleItem.published and self.isValidCharge(singleItem): validCharges.add(singleItem) return validCharges @staticmethod def __calculateHardpoint(item): effectHardpointMap = { "turretFitted" : FittingHardpoint.TURRET, "launcherFitted": FittingHardpoint.MISSILE } if item is None: return FittingHardpoint.NONE for effectName, slot in effectHardpointMap.items(): if effectName in item.effects: return slot return FittingHardpoint.NONE @staticmethod def calculateSlot(item): effectSlotMap = { "rigSlot" : FittingSlot.RIG.value, "loPower" : FittingSlot.LOW.value, "medPower" : FittingSlot.MED.value, "hiPower" : FittingSlot.HIGH.value, "subSystem" : FittingSlot.SUBSYSTEM.value, "serviceSlot": FittingSlot.SERVICE.value } if item is None: return None for effectName, slot in effectSlotMap.items(): if effectName in item.effects: return slot if item.group.name in Module.SYSTEM_GROUPS: return FittingSlot.SYSTEM return None @validates("ID", "itemID", "ammoID") def validator(self, key, val): map = { "ID" : lambda _val: isinstance(_val, int), "itemID": lambda _val: _val is None or isinstance(_val, int), "ammoID": lambda _val: isinstance(_val, int) } if not map[key](val): raise ValueError(str(val) + " is not a valid value for " + key) else: return val def clear(self): self.__baseVolley = None self.__baseRemoteReps = None self.__miningyield = None self.__reloadTime = None self.__reloadForce = None self.__chargeCycles = None self.itemModifiedAttributes.clear() self.chargeModifiedAttributes.clear() def calculateModifiedAttributes(self, fit, runTime, forceProjected=False, gang=False): # We will run the effect when two conditions are met: # 1: It makes sense to run the effect # The effect is either offline # or the effect is passive and the module is in the online state (or higher) # or the effect is active and the module is in the active state (or higher) # or the effect is overheat and the module is in the overheated state (or higher) # 2: the runtimes match if self.projected or forceProjected: context = "projected", "module" projected = True else: context = ("module",) projected = False # if gang: # context += ("commandRun",) if self.charge is not None: # fix for #82 and it's regression #106 if not projected or (self.projected and not forceProjected) or gang: for effect in self.charge.effects.values(): if effect.runTime == runTime and \ effect.activeByDefault and \ (effect.isType("offline") or (effect.isType("passive") and self.state >= FittingModuleState.ONLINE) or (effect.isType("active") and self.state >= FittingModuleState.ACTIVE)) and \ (not gang or (gang and effect.isType("gang"))): chargeContext = ("moduleCharge",) # For gang effects, we pass in the effect itself as an argument. However, to avoid going through # all the effect files and defining this argument, do a simple try/catch here and be done with it. # @todo: possibly fix this try: effect.handler(fit, self, chargeContext, effect=effect) except: effect.handler(fit, self, chargeContext) if self.item: if self.state >= FittingModuleState.OVERHEATED: for effect in self.item.effects.values(): if effect.runTime == runTime and \ effect.isType("overheat") \ and not forceProjected \ and effect.activeByDefault \ and ((gang and effect.isType("gang")) or not gang): effect.handler(fit, self, context) for effect in self.item.effects.values(): if effect.runTime == runTime and \ effect.activeByDefault and \ (effect.isType("offline") or (effect.isType("passive") and self.state >= FittingModuleState.ONLINE) or (effect.isType("active") and self.state >= FittingModuleState.ACTIVE)) \ and ((projected and effect.isType("projected")) or not projected) \ and ((gang and effect.isType("gang")) or not gang): try: effect.handler(fit, self, context, effect=effect) except: effect.handler(fit, self, context) @property def cycleTime(self): # Determine if we'll take into account reload time or not factorReload = self.owner.factorReload if self.forceReload is None else self.forceReload numShots = self.numShots speed = self.rawCycleTime if factorReload and self.charge: raw_reload_time = self.reloadTime else: raw_reload_time = 0.0 # Module can only fire one shot at a time, think bomb launchers or defender launchers if self.disallowRepeatingAction: if numShots > 0: """ The actual mechanics behind this is complex. Behavior will be (for 3 ammo): fire, reactivation delay, fire, reactivation delay, fire, max(reactivation delay, reload) so your effective reload time depends on where you are at in the cycle. We can't do that, so instead we'll average it out. Currently would apply to bomb launchers and defender missiles """ effective_reload_time = ((self.reactivationDelay * (numShots - 1)) + max(raw_reload_time, self.reactivationDelay, 0)) else: """ Applies to MJD/MJFG """ effective_reload_time = max(raw_reload_time, self.reactivationDelay, 0) speed = speed + effective_reload_time else: """ Currently no other modules would have a reactivation delay, so for sanities sake don't try and account for it. Okay, technically cloaks do, but they also have 0 cycle time and cap usage so why do you care? """ effective_reload_time = raw_reload_time if numShots > 0 and self.charge: speed = (speed * numShots + effective_reload_time) / numShots return speed @property def rawCycleTime(self): speed = max( self.getModifiedItemAttr("speed", 0), # Most weapons self.getModifiedItemAttr("duration", 0), # Most average modules self.getModifiedItemAttr("durationSensorDampeningBurstProjector", 0), self.getModifiedItemAttr("durationTargetIlluminationBurstProjector", 0), self.getModifiedItemAttr("durationECMJammerBurstProjector", 0), self.getModifiedItemAttr("durationWeaponDisruptionBurstProjector", 0) ) return speed @property def disallowRepeatingAction(self): return self.getModifiedItemAttr("disallowRepeatingActivation", 0) @property def reactivationDelay(self): return self.getModifiedItemAttr("moduleReactivationDelay", 0) @property def capUse(self): capNeed = self.getModifiedItemAttr("capacitorNeed") if capNeed and self.state >= FittingModuleState.ACTIVE: cycleTime = self.cycleTime if cycleTime > 0: capUsed = capNeed / (cycleTime / 1000.0) return capUsed else: return 0 @staticmethod def getProposedState(mod, click, proposedState=None): # todo: instead of passing in module, make this a instanced function. pyfalog.debug("Get proposed state for module.") if mod.slot == FittingSlot.SUBSYSTEM or mod.isEmpty: return FittingModuleState.ONLINE if mod.slot == FittingSlot.SYSTEM: transitionMap = ProjectedSystem else: transitionMap = ProjectedMap if mod.projected else LocalMap currState = mod.state if proposedState is not None: state = proposedState elif click == "right": state = FittingModuleState.OVERHEATED elif click == "ctrl": state = FittingModuleState.OFFLINE else: state = transitionMap[currState] if not mod.isValidState(state): state = -1 if mod.isValidState(state): return state else: return currState def __deepcopy__(self, memo): item = self.item if item is None: copy = Module.buildEmpty(self.slot) else: copy = Module(self.item, self.baseItem, self.mutaplasmid) copy.charge = self.charge copy.state = self.state for x in self.mutators.values(): Mutator(copy, x.attribute, x.value) return copy def rebase(self, item): state = self.state charge = self.charge Module.__init__(self, item, self.baseItem, self.mutaplasmid) self.state = state if self.isValidCharge(charge): self.charge = charge for x in self.mutators.values(): Mutator(self, x.attribute, x.value) def __repr__(self): if self.item: return "Module(ID={}, name={}) at {}".format( self.item.ID, self.item.name, hex(id(self)) ) else: return "EmptyModule() at {}".format(hex(id(self))) class Rack(Module): """ This is simply the Module class named something else to differentiate it for app logic. The only thing interesting about it is the num property, which is the number of slots for this rack """ num = None