375 lines
14 KiB
Python
375 lines
14 KiB
Python
# ===============================================================================
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# Copyright (C) 2010 Diego Duclos
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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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from logbook import Logger
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from sqlalchemy.orm import validates, reconstructor
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import eos.db
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from eos.effectHandlerHelpers import HandledItem, HandledCharge
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from eos.modifiedAttributeDict import ModifiedAttributeDict, ItemAttrShortcut, ChargeAttrShortcut
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from eos.saveddata.fighterAbility import FighterAbility
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from eos.utils.stats import DmgTypes
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from eos.const import FittingSlot
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pyfalog = Logger(__name__)
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class Fighter(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut):
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DAMAGE_TYPES = ("em", "kinetic", "explosive", "thermal")
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DAMAGE_TYPES2 = ("EM", "Kin", "Exp", "Therm")
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def __init__(self, item):
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"""Initialize a fighter from the program"""
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self.__item = item
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if self.isInvalid:
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raise ValueError("Passed item is not a Fighter")
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self.itemID = item.ID if item is not None else None
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self.projected = False
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self.active = True
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# -1 is a placeholder that represents max squadron size, which we may not know yet as ships may modify this with
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# their effects. If user changes this, it is then overridden with user value.
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self.amount = -1
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self.__abilities = self.__getAbilities()
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self.build()
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standardAttackActive = False
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for ability in self.abilities:
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if ability.effect.isImplemented and ability.effect.name == 'fighterAbilityAttackM':
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# Activate "standard attack" if available
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ability.active = True
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standardAttackActive = True
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else:
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# Activate all other abilities (Neut, Web, etc) except propmods if no standard attack is active
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if ability.effect.isImplemented and \
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standardAttackActive is False and \
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ability.effect.name != 'fighterAbilityMicroWarpDrive' and \
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ability.effect.name != 'fighterAbilityEvasiveManeuvers':
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ability.active = True
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@reconstructor
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def init(self):
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"""Initialize a fighter from the database and validate"""
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self.__item = None
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if self.itemID:
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self.__item = eos.db.getItem(self.itemID)
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if self.__item is None:
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pyfalog.error("Item (id: {0}) does not exist", self.itemID)
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return
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if self.isInvalid:
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pyfalog.error("Item (id: {0}) is not a Fighter", self.itemID)
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return
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self.build()
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def build(self):
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""" Build object. Assumes proper and valid item already set """
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self.__charge = None
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self.__baseVolley = None
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self.__miningyield = None
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self.__itemModifiedAttributes = ModifiedAttributeDict()
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self.__chargeModifiedAttributes = ModifiedAttributeDict()
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if len(self.abilities) != len(self.item.effects):
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self.__abilities = []
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for ability in self.__getAbilities():
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self.__abilities.append(ability)
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if self.__item:
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self.__itemModifiedAttributes.original = self.__item.attributes
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self.__itemModifiedAttributes.overrides = self.__item.overrides
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self.__slot = self.__calculateSlot(self.__item)
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chargeID = self.getModifiedItemAttr("fighterAbilityLaunchBombType")
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if chargeID:
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charge = eos.db.getItem(int(chargeID))
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self.__charge = charge
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self.__chargeModifiedAttributes.original = charge.attributes
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self.__chargeModifiedAttributes.overrides = charge.overrides
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def __getAbilities(self):
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"""Returns list of FighterAbilities that are loaded with data"""
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return [FighterAbility(effect) for effect in list(self.item.effects.values())]
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def __calculateSlot(self, item):
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types = {
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"Light" : FittingSlot.F_LIGHT,
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"Support": FittingSlot.F_SUPPORT,
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"Heavy" : FittingSlot.F_HEAVY,
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"StandupLight": FittingSlot.FS_LIGHT,
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"StandupSupport": FittingSlot.FS_SUPPORT,
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"StandupHeavy": FittingSlot.FS_HEAVY
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}
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for t, slot in types.items():
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if self.getModifiedItemAttr("fighterSquadronIs{}".format(t)):
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return slot
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@property
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def slot(self):
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return self.__slot
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@property
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def amountActive(self):
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return int(self.getModifiedItemAttr("fighterSquadronMaxSize")) if self.amount == -1 else self.amount
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@amountActive.setter
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def amountActive(self, i):
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self.amount = int(max(min(i, self.getModifiedItemAttr("fighterSquadronMaxSize")), 0))
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@property
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def fighterSquadronMaxSize(self):
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return int(self.getModifiedItemAttr("fighterSquadronMaxSize"))
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@property
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def abilities(self):
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return self.__abilities or []
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@property
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def charge(self):
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return self.__charge
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@property
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def itemModifiedAttributes(self):
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return self.__itemModifiedAttributes
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@property
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def chargeModifiedAttributes(self):
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return self.__chargeModifiedAttributes
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@property
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def isInvalid(self):
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return self.__item is None or self.__item.category.name != "Fighter"
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@property
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def item(self):
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return self.__item
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@property
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def hasAmmo(self):
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return self.charge is not None
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def getVolley(self, targetResists=None):
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if not self.active or self.amountActive <= 0:
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return DmgTypes(0, 0, 0, 0)
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if self.__baseVolley is None:
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em = 0
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therm = 0
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kin = 0
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exp = 0
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for ability in self.abilities:
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# Not passing resists here as we want to calculate and store base volley
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abilityVolley = ability.getVolley()
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em += abilityVolley.em
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therm += abilityVolley.thermal
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kin += abilityVolley.kinetic
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exp += abilityVolley.explosive
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self.__baseVolley = DmgTypes(em, therm, kin, exp)
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volley = DmgTypes(
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em=self.__baseVolley.em * (1 - getattr(targetResists, "emAmount", 0)),
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thermal=self.__baseVolley.thermal * (1 - getattr(targetResists, "thermalAmount", 0)),
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kinetic=self.__baseVolley.kinetic * (1 - getattr(targetResists, "kineticAmount", 0)),
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explosive=self.__baseVolley.explosive * (1 - getattr(targetResists, "explosiveAmount", 0)))
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return volley
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def getDps(self, targetResists=None):
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if not self.active or self.amountActive <= 0:
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return DmgTypes(0, 0, 0, 0)
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# Analyze cooldowns when reload is factored in
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if self.owner.factorReload:
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activeTimes = []
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reloadTimes = []
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peakEm = 0
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peakTherm = 0
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peakKin = 0
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peakExp = 0
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steadyEm = 0
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steadyTherm = 0
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steadyKin = 0
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steadyExp = 0
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for ability in self.abilities:
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abilityDps = ability.getDps(targetResists=targetResists)
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# Peak dps
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peakEm += abilityDps.em
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peakTherm += abilityDps.thermal
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peakKin += abilityDps.kinetic
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peakExp += abilityDps.explosive
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# Infinite use - add to steady dps
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if ability.numShots == 0:
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steadyEm += abilityDps.em
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steadyTherm += abilityDps.thermal
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steadyKin += abilityDps.kinetic
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steadyExp += abilityDps.explosive
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else:
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activeTimes.append(ability.numShots * ability.cycleTime)
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reloadTimes.append(ability.reloadTime)
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steadyDps = DmgTypes(steadyEm, steadyTherm, steadyKin, steadyExp)
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if len(activeTimes) > 0:
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shortestActive = sorted(activeTimes)[0]
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longestReload = sorted(reloadTimes, reverse=True)[0]
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peakDps = DmgTypes(peakEm, peakTherm, peakKin, peakExp)
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peakAdjustFactor = shortestActive / (shortestActive + longestReload)
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peakDpsAdjusted = DmgTypes(
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em=peakDps.em * peakAdjustFactor,
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thermal=peakDps.thermal * peakAdjustFactor,
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kinetic=peakDps.kinetic * peakAdjustFactor,
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explosive=peakDps.explosive * peakAdjustFactor)
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dps = max(steadyDps, peakDpsAdjusted, key=lambda d: d.total)
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return dps
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else:
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return steadyDps
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# Just sum all abilities when not taking reload into consideration
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else:
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em = 0
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therm = 0
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kin = 0
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exp = 0
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for ability in self.abilities:
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abilityDps = ability.getDps(targetResists=targetResists)
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em += abilityDps.em
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therm += abilityDps.thermal
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kin += abilityDps.kinetic
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exp += abilityDps.explosive
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return DmgTypes(em, therm, kin, exp)
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@property
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def maxRange(self):
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attrs = ("shieldTransferRange", "powerTransferRange",
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"energyDestabilizationRange", "empFieldRange",
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"ecmBurstRange", "maxRange")
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for attr in attrs:
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maxRange = self.getModifiedItemAttr(attr, None)
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if maxRange is not None:
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return maxRange
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if self.charge is not None:
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delay = self.getModifiedChargeAttr("explosionDelay", None)
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speed = self.getModifiedChargeAttr("maxVelocity", None)
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if delay is not None and speed is not None:
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return delay / 1000.0 * speed
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# Had to add this to match the falloff property in modules.py
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# Fscking ship scanners. If you find any other falloff attributes,
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# Put them in the attrs tuple.
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@property
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def falloff(self):
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attrs = ("falloff", "falloffEffectiveness")
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for attr in attrs:
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falloff = self.getModifiedItemAttr(attr, None)
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if falloff is not None:
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return falloff
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@validates("ID", "itemID", "chargeID", "amount", "amountActive")
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def validator(self, key, val):
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map = {
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"ID" : lambda _val: isinstance(_val, int),
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"itemID" : lambda _val: isinstance(_val, int),
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"chargeID": lambda _val: isinstance(_val, int),
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"amount" : lambda _val: isinstance(_val, int) and _val >= -1,
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}
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if not map[key](val):
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raise ValueError(str(val) + " is not a valid value for " + key)
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else:
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return val
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def clear(self):
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self.__baseVolley = None
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self.__miningyield = None
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self.itemModifiedAttributes.clear()
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self.chargeModifiedAttributes.clear()
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[x.clear() for x in self.abilities]
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def canBeApplied(self, projectedOnto):
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"""Check if fighter can engage specific fitting"""
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item = self.item
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# Do not allow to apply offensive modules on ship with offensive module immunite, with few exceptions
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# (all effects which apply instant modification are exception, generally speaking)
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if item.offensive and projectedOnto.ship.getModifiedItemAttr("disallowOffensiveModifiers") == 1:
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offensiveNonModifiers = {"energyDestabilizationNew",
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"leech",
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"energyNosferatuFalloff",
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"energyNeutralizerFalloff"}
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if not offensiveNonModifiers.intersection(set(item.effects)):
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return False
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# If assistive modules are not allowed, do not let to apply these altogether
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if item.assistive and projectedOnto.ship.getModifiedItemAttr("disallowAssistance") == 1:
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return False
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else:
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return True
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def calculateModifiedAttributes(self, fit, runTime, forceProjected=False):
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if not self.active:
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return
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if self.projected or forceProjected:
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context = "projected", "fighter"
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projected = True
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else:
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context = ("fighter",)
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projected = False
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for ability in self.abilities:
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if not ability.active:
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continue
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effect = ability.effect
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if effect.runTime == runTime and effect.activeByDefault and \
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((projected and effect.isType("projected")) or not projected):
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if ability.grouped:
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effect.handler(fit, self, context)
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else:
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i = 0
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while i != self.amountActive:
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effect.handler(fit, self, context)
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i += 1
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def __deepcopy__(self, memo):
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copy = Fighter(self.item)
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copy.amount = self.amount
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copy.active = self.active
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for ability in self.abilities:
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copyAbility = next(filter(lambda a: a.effectID == ability.effectID, copy.abilities))
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copyAbility.active = ability.active
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return copy
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def rebase(self, item):
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amount = self.amount
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active = self.active
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abilityEffectStates = {a.effectID: a.active for a in self.abilities}
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Fighter.__init__(self, item)
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self.amount = amount
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self.active = active
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for ability in self.abilities:
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if ability.effectID in abilityEffectStates:
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ability.active = abilityEffectStates[ability.effectID]
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def fits(self, fit):
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# If ships doesn't support this type of fighter, don't add it
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if fit.getNumSlots(self.slot) == 0:
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return False
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return True
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