#=============================================================================== # 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 . #=============================================================================== import re from sqlalchemy.orm import reconstructor from eqBase import EqBase import traceback try: from collections import OrderedDict except ImportError: from gui.utils.compat import OrderedDict class Effect(EqBase): ''' The effect handling class, it is used to proxy and load effect handler code, as well as a container for extra information regarding effects coming from the gamedata db. @ivar ID: the ID of this effect @ivar name: The name of this effect @ivar description: The description of this effect, this is usualy pretty useless @ivar published: Wether this effect is published or not, unpublished effects are typicaly unused. ''' #Filter to change names of effects to valid python method names nameFilter = re.compile("[^A-Za-z0-9]") @reconstructor def init(self): ''' Reconstructor, composes the object as we grab it from the database ''' self.__generated = False self.handlerName = re.sub(self.nameFilter, "", self.name).lower() @property def handler(self): ''' The handler for the effect, It is automaticly fetched from effects/.py if the file exists the first time this property is accessed. ''' if not self.__generated: self.__generateHandler() return self.__handler @property def runTime(self): ''' The runTime that this effect should be run at. This property is also automaticly fetched from effects/.py if the file exists. the possible values are: None, "early", "normal", "late" None and "normal" are equivalent, and are also the default. effects with an early runTime will be ran first when things are calculated, followed by effects with a normal runTime and as last effects with a late runTime are ran. ''' if not self.__generated: self.__generateHandler() return self.__runTime @property def type(self): ''' The type of the effect, automaticly fetched from effects/.py if the file exists. Valid values are: "passive", "active", "projected", "gang" Each gives valuable information to eos about what type the module having the effect is. passive vs active gives eos clues about wether to module is activatable or not (duh!) and projected and gang each tell eos that the module can be projected onto other fits, or used as a gang booster module respectivly ''' if not self.__generated: self.__generateHandler() return self.__type @property def isImplemented(self): ''' Wether this effect is implemented in code or not, unimplemented effects simply do nothing at all when run ''' return self.handler != effectDummy def isType(self, type): ''' Check if this effect is of the passed type ''' return self.type is not None and type in self.type def __generateHandler(self): ''' Grab the handler, type and runTime from the effect code if it exists, if it doesn't, set dummy values and add a dummy handler ''' try: self.__effectModule = effectModule = __import__('eos.effects.' + self.handlerName, fromlist=True) self.__handler = getattr(effectModule, "handler") try: self.__runTime = getattr(effectModule, "runTime") or "normal" except AttributeError: self.__runTime = "normal" try: t = getattr(effectModule, "type") except AttributeError: t = None t = t if isinstance(t, tuple) or t is None else (t,) self.__type = t except ImportError as e: self.__handler = effectDummy self.__runTime = "normal" self.__type = None except Exception as e: traceback.print_exc(e) self.__generated = True def getattr(self, key): if not self.__generated: self.__generateHandler() return getattr(self.__effectModule, key, None) def effectDummy(*args, **kwargs): pass class Item(EqBase): MOVE_ATTRS = (4, # Mass 38, # Capacity 161) # Volume MOVE_ATTR_INFO = None @classmethod def getMoveAttrInfo(cls): info = getattr(cls, "MOVE_ATTR_INFO", None) if info is None: cls.MOVE_ATTR_INFO = info = [] import eos.db for id in cls.MOVE_ATTRS: info.append(eos.db.getAttributeInfo(id)) return info def moveAttrs(self): self.__moved = True for info in self.getMoveAttrInfo(): val = getattr(self, info.name, 0) if val != 0: attr = Attribute() attr.info = info attr.value = val self.__attributes[info.name] = attr @reconstructor def init(self): self.__race = None self.__requiredSkills = None self.__moved = False self.__offensive = None self.__assistive = None @property def attributes(self): if not self.__moved: self.moveAttrs() return self.__attributes def getAttribute(self, key): if key in self.attributes: return self.attributes[key].value def isType(self, type): for effect in self.effects.itervalues(): if effect.isType(type): return True return False @property def requiredSkills(self): if self.__requiredSkills is None: # This import should be here to make sure it's fully initialized from eos import db requiredSkills = OrderedDict() self.__requiredSkills = requiredSkills # Map containing attribute IDs we may need for required skills # { requiredSkillX : requiredSkillXLevel } srqIDMap = {182: 277, 183: 278, 184: 279, 1285: 1286, 1289: 1287, 1290: 1288} combinedAttrIDs = set(srqIDMap.iterkeys()).union(set(srqIDMap.itervalues())) # Map containing result of the request # { attributeID : attributeValue } skillAttrs = {} # Get relevant attribute values from db (required skill IDs and levels) for our item for attrInfo in db.directAttributeRequest((self.ID,), tuple(combinedAttrIDs)): attrID = attrInfo[1] attrVal = attrInfo[2] skillAttrs[attrID] = attrVal # Go through all attributeID pairs for srqIDAtrr, srqLvlAttr in srqIDMap.iteritems(): # Check if we have both in returned result if srqIDAtrr in skillAttrs and srqLvlAttr in skillAttrs: skillID = int(skillAttrs[srqIDAtrr]) skillLvl = skillAttrs[srqLvlAttr] # Fetch item from database and fill map item = db.getItem(skillID) requiredSkills[item] = skillLvl return self.__requiredSkills @property def race(self): if self.__race is None: # Define race map map = {1: "caldari", 2: "minmatar", 4: "amarr", 5: "sansha", # Caldari + Amarr 6: "blood", # Minmatar + Amarr 8: "gallente", 9: "guristas", # Caldari + Gallente 10: "angelserp", # Minmatar + Gallente, final race depends on the order of skills 12: "sisters", # Amarr + Gallente 16: "jove", 32: "sansha", # Incrusion Sansha 128: "ore"} # Race is None by default race = None # Check primary and secondary required skills' races if race is None: skills = self.requiredSkills.keys() skillPrimaryRace = (skills[0].raceID if len(skills) >= 1 else 0) or 0 skillSecondaryRace = (skills[1].raceID if len(skills) >= 2 else 0) or 0 skillRaces = (skillPrimaryRace, skillSecondaryRace) if sum(skillRaces) in map: race = map[sum(skillRaces)] if race == "angelserp": if skillRaces == (2, 8): race = "angel" else: race = "serpentis" # Rely on item's own raceID as last resort if race is None: race = map.get(self.raceID, None) # Store our final value self.__race = race return self.__race @property def assistive(self): """Detects if item can be used as assistance""" # Make sure we cache results if self.__assistive is None: assistive = False # Go through all effects and find first assistive for effect in self.effects.itervalues(): if effect.info.isAssistance is True: # If we find one, stop and mark item as assistive assistive = True break self.__assistive = assistive return self.__assistive @property def offensive(self): """Detects if item can be used as something offensive""" # Make sure we cache results if self.__offensive is None: offensive = False # Go through all effects and find first offensive for effect in self.effects.itervalues(): if effect.info.isOffensive is True: # If we find one, stop and mark item as offensive offensive = True break self.__offensive = offensive return self.__offensive def requiresSkill(self, skill, level=None): for s, l in self.requiredSkills.iteritems(): if isinstance(skill, basestring): if s.name == skill and (level is None or l == level): return True elif isinstance(skill, int) and (level is None or l == level): if s.ID == skill: return True elif skill == s and (level is None or l == level): return True elif hasattr(skill, "item") and skill.item == s and (level is None or l == level): return True return False class MetaData(EqBase): def __init__(self, name, val=None): self.fieldName = name self.fieldValue = val class EffectInfo(EqBase): pass class AttributeInfo(EqBase): pass class Attribute(EqBase): pass class Category(EqBase): pass class Group(EqBase): pass class Icon(EqBase): pass class MarketGroup(EqBase): pass class MetaGroup(EqBase): pass class MetaType(EqBase): pass class Unit(EqBase): pass class Traits(EqBase): pass