# =============================================================================== # 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 logbook import Logger from sqlalchemy.orm import reconstructor pyfalog = Logger(__name__) class FighterAbility(object): DAMAGE_TYPES = ("em", "kinetic", "explosive", "thermal") DAMAGE_TYPES2 = ("EM", "Kin", "Exp", "Therm") # We aren't able to get data on the charges that can be stored with fighters. So we hardcode that data here, keyed # with the fighter squadron role NUM_SHOTS_MAPPING = { 1: 0, # Superiority fighter / Attack 2: 12, # Light fighter / Attack 4: 6, # Heavy fighter / Heavy attack 5: 3, # Heavy fighter / Long range attack } # Same as above REARM_TIME_MAPPING = { 1: 0, # Superiority fighter / Attack 2: 4000, # Light fighter / Attack 4: 6000, # Heavy fighter / Heavy attack 5: 20000, # Heavy fighter / Long range attack } def __init__(self, effect): """Initialize from the program""" self.__effect = effect self.effectID = effect.ID if effect is not None else None self.active = False self.build() @reconstructor def init(self): """Initialize from the database""" self.__effect = None if self.effectID: self.__effect = next((x for x in self.fighter.item.effects.values() if x.ID == self.effectID), None) if self.__effect is None: pyfalog.error("Effect (id: {0}) does not exist", self.effectID) return self.build() def build(self): pass @property def effect(self): return self.__effect @property def name(self): return self.__effect.getattr('displayName') or self.__effect.handlerName @property def attrPrefix(self): return self.__effect.getattr('prefix') @property def dealsDamage(self): attr = "{}DamageMultiplier".format(self.attrPrefix) return attr in self.fighter.itemModifiedAttributes or self.fighter.charge is not None @property def grouped(self): # is the ability applied per fighter (webs, returns False), or as a group (MWD, returned True) return self.__effect.getattr('grouped') @property def hasCharges(self): return self.__effect.getattr('hasCharges') @property def reloadTime(self): rearm_time = (self.REARM_TIME_MAPPING[self.fighter.getModifiedItemAttr("fighterSquadronRole")] or 0 if self.hasCharges else 0) return self.fighter.getModifiedItemAttr("fighterRefuelingTime") + rearm_time * self.numShots @property def numShots(self): return self.NUM_SHOTS_MAPPING[self.fighter.getModifiedItemAttr("fighterSquadronRole")] or 0 if self.hasCharges else 0 @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 damageStats(self, targetResists=None): if self.__dps is None: self.__volley = 0 self.__dps = 0 if self.dealsDamage and self.active: cycleTime = self.cycleTime if self.attrPrefix == "fighterAbilityLaunchBomb": # bomb calcs volley = sum([(self.fighter.getModifiedChargeAttr("%sDamage" % attr) or 0) * ( 1 - getattr(targetResists, "%sAmount" % attr, 0)) for attr in self.DAMAGE_TYPES]) else: volley = sum(map(lambda d2, d: (self.fighter.getModifiedItemAttr( "{}Damage{}".format(self.attrPrefix, d2)) or 0) * (1 - getattr(targetResists, "{}Amount".format(d), 0)), self.DAMAGE_TYPES2, self.DAMAGE_TYPES)) volley *= self.fighter.amountActive volley *= self.fighter.getModifiedItemAttr("{}DamageMultiplier".format(self.attrPrefix)) or 1 self.__volley += volley self.__dps += volley / (cycleTime / 1000.0) return self.__dps, self.__volley def clear(self): self.__dps = None self.__volley = None