Files
pyfa/graphs/data/fitDamageStats/calc/application.py
2024-11-13 05:13:37 +01:00

441 lines
18 KiB
Python

# =============================================================================
# Copyright (C) 2010 Diego Duclos
#
# This file is part of pyfa.
#
# pyfa is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# pyfa 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 General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with pyfa. If not, see <http://www.gnu.org/licenses/>.
# =============================================================================
import math
from functools import lru_cache
from eos.calc import calculateRangeFactor
from eos.const import FittingHardpoint
from eos.utils.float import floatUnerr
from graphs.calc import checkLockRange, checkDroneControlRange
from service.attribute import Attribute
from service.const import GraphDpsDroneMode
from service.settings import GraphSettings
def getApplicationPerKey(src, tgt, atkSpeed, atkAngle, distance, tgtSpeed, tgtAngle, tgtSigRadius):
inLockRange = checkLockRange(src=src, distance=distance)
inDroneRange = checkDroneControlRange(src=src, distance=distance)
applicationMap = {}
for mod in src.item.activeModulesIter():
if not mod.isDealingDamage():
continue
if "ChainLightning" in mod.item.effects:
if inLockRange:
applicationMap[mod] = getVortonMult(
mod=mod,
distance=distance,
tgtSpeed=tgtSpeed,
tgtSigRadius=tgtSigRadius)
elif mod.hardpoint == FittingHardpoint.TURRET:
if inLockRange:
applicationMap[mod] = getTurretMult(
mod=mod,
src=src,
tgt=tgt,
atkSpeed=atkSpeed,
atkAngle=atkAngle,
distance=distance,
tgtSpeed=tgtSpeed,
tgtAngle=tgtAngle,
tgtSigRadius=tgtSigRadius)
else:
applicationMap[mod] = 0
elif mod.hardpoint == FittingHardpoint.MISSILE:
# FoF missiles can shoot beyond lock range
if inLockRange or (mod.charge is not None and 'fofMissileLaunching' in mod.charge.effects):
applicationMap[mod] = getLauncherMult(
mod=mod,
distance=distance,
tgtSpeed=tgtSpeed,
tgtSigRadius=tgtSigRadius)
else:
applicationMap[mod] = 0
elif mod.item.group.name in ('Smart Bomb', 'Structure Area Denial Module'):
applicationMap[mod] = getSmartbombMult(
mod=mod,
distance=distance)
elif mod.item.group.name == 'Missile Launcher Bomb':
applicationMap[mod] = getBombMult(
mod=mod,
src=src,
tgt=tgt,
distance=distance,
tgtSigRadius=tgtSigRadius)
elif mod.item.group.name == 'Structure Guided Bomb Launcher':
if inLockRange:
applicationMap[mod] = getGuidedBombMult(
mod=mod,
src=src,
distance=distance,
tgtSigRadius=tgtSigRadius)
else:
applicationMap[mod] = 0
elif mod.item.group.name in ('Super Weapon', 'Structure Doomsday Weapon'):
# Only single-target DDs need locks
if not inLockRange and {'superWeaponAmarr', 'superWeaponCaldari', 'superWeaponGallente', 'superWeaponMinmatar', 'lightningWeapon'}.intersection(mod.item.effects):
applicationMap[mod] = 0
else:
applicationMap[mod] = getDoomsdayMult(
mod=mod,
tgt=tgt,
distance=distance,
tgtSigRadius=tgtSigRadius)
elif mod.isBreacher:
applicationMap[mod] = getBreacherMult(mod=mod, distance=distance) if inLockRange else 0
for drone in src.item.activeDronesIter():
if not drone.isDealingDamage():
continue
if inLockRange and inDroneRange:
applicationMap[drone] = getDroneMult(
drone=drone,
src=src,
tgt=tgt,
atkSpeed=atkSpeed,
atkAngle=atkAngle,
distance=distance,
tgtSpeed=tgtSpeed,
tgtAngle=tgtAngle,
tgtSigRadius=tgtSigRadius)
else:
applicationMap[drone] = 0
for fighter in src.item.activeFightersIter():
if not fighter.isDealingDamage():
continue
for ability in fighter.abilities:
if not ability.dealsDamage or not ability.active:
continue
# Bomb launching doesn't need locks
if inLockRange or ability.effect.name == 'fighterAbilityLaunchBomb':
applicationMap[(fighter, ability.effectID)] = getFighterAbilityMult(
fighter=fighter,
ability=ability,
src=src,
tgt=tgt,
distance=distance,
tgtSpeed=tgtSpeed,
tgtSigRadius=tgtSigRadius)
else:
applicationMap[(fighter, ability.effectID)] = 0
# Ensure consistent results - round off a little to avoid float errors
for k, v in applicationMap.items():
applicationMap[k] = floatUnerr(v)
return applicationMap
# Item application multiplier calculation
def getTurretMult(mod, src, tgt, atkSpeed, atkAngle, distance, tgtSpeed, tgtAngle, tgtSigRadius):
cth = _calcTurretChanceToHit(
atkSpeed=atkSpeed,
atkAngle=atkAngle,
atkRadius=src.getRadius(),
atkOptimalRange=mod.maxRange or 0,
atkFalloffRange=mod.falloff or 0,
atkTracking=mod.getModifiedItemAttr('trackingSpeed'),
atkOptimalSigRadius=mod.getModifiedItemAttr('optimalSigRadius'),
distance=distance,
tgtSpeed=tgtSpeed,
tgtAngle=tgtAngle,
tgtRadius=tgt.getRadius(),
tgtSigRadius=tgtSigRadius)
mult = _calcTurretMult(cth)
return mult
def getVortonMult(mod, distance, tgtSpeed, tgtSigRadius):
rangeFactor = calculateRangeFactor(
mod.getModifiedItemAttr('maxRange'),
0,
distance)
applicationFactor = _calcMissileFactor(
atkEr=mod.getModifiedItemAttr('aoeCloudSize'),
atkEv=mod.getModifiedItemAttr('aoeVelocity'),
atkDrf=mod.getModifiedItemAttr('aoeDamageReductionFactor'),
tgtSpeed=tgtSpeed,
tgtSigRadius=tgtSigRadius)
return rangeFactor * applicationFactor
def getLauncherMult(mod, distance, tgtSpeed, tgtSigRadius):
missileMaxRangeData = mod.missileMaxRangeData
if missileMaxRangeData is None:
return 0
# The ranges already consider ship radius
lowerRange, higherRange, higherChance = missileMaxRangeData
if distance is None or distance <= lowerRange:
distanceFactor = 1
elif lowerRange < distance <= higherRange:
distanceFactor = higherChance
else:
distanceFactor = 0
applicationFactor = _calcMissileFactor(
atkEr=mod.getModifiedChargeAttr('aoeCloudSize'),
atkEv=mod.getModifiedChargeAttr('aoeVelocity'),
atkDrf=mod.getModifiedChargeAttr('aoeDamageReductionFactor'),
tgtSpeed=tgtSpeed,
tgtSigRadius=tgtSigRadius)
return distanceFactor * applicationFactor
def getBreacherMult(mod, distance):
missileMaxRangeData = mod.missileMaxRangeData
if missileMaxRangeData is None:
return 0
# The ranges already consider ship radius
lowerRange, higherRange, higherChance = missileMaxRangeData
if distance is None or distance <= lowerRange:
distanceFactor = 1
elif lowerRange < distance <= higherRange:
distanceFactor = higherChance
else:
distanceFactor = 0
return distanceFactor
def getSmartbombMult(mod, distance):
modRange = mod.maxRange
if modRange is None:
return 0
if distance is not None and distance > modRange:
return 0
return 1
def getDoomsdayMult(mod, tgt, distance, tgtSigRadius):
modRange = mod.maxRange
# Single-target DDs have no range limit
if distance is not None and modRange and distance > modRange:
return 0
# Single-target titan DDs are vs capitals only
if {'superWeaponAmarr', 'superWeaponCaldari', 'superWeaponGallente', 'superWeaponMinmatar'}.intersection(mod.item.effects):
# Disallow only against subcaps, allow against caps and tgt profiles
if tgt.isFit and not tgt.item.ship.item.requiresSkill('Capital Ships'):
return 0
damageSig = mod.getModifiedItemAttr('signatureRadius')
if not damageSig:
return 1
return min(1, tgtSigRadius / damageSig)
def getBombMult(mod, src, tgt, distance, tgtSigRadius):
modRange = mod.maxRange
if modRange is None:
return 0
blastRadius = mod.getModifiedChargeAttr('explosionRange')
atkRadius = src.getRadius()
tgtRadius = tgt.getRadius()
# Bomb starts in the center of the ship
# Also here we assume that it affects target as long as blast
# touches its surface, not center - I did not check this
if distance is not None and distance < max(0, modRange - atkRadius - tgtRadius - blastRadius):
return 0
if distance is not None and distance > max(0, modRange - atkRadius + tgtRadius + blastRadius):
return 0
return _calcBombFactor(
atkEr=mod.getModifiedChargeAttr('aoeCloudSize'),
tgtSigRadius=tgtSigRadius)
def getGuidedBombMult(mod, src, distance, tgtSigRadius):
modRange = mod.maxRange
if modRange is None:
return 0
if distance is not None and distance > modRange - src.getRadius():
return 0
eR = mod.getModifiedChargeAttr('aoeCloudSize')
if eR == 0:
return 1
else:
return min(1, tgtSigRadius / eR)
def getDroneMult(drone, src, tgt, atkSpeed, atkAngle, distance, tgtSpeed, tgtAngle, tgtSigRadius):
if (
distance is not None and (
(not GraphSettings.getInstance().get('ignoreDCR') and distance > src.item.extraAttributes['droneControlRange']) or
(not GraphSettings.getInstance().get('ignoreLockRange') and distance > src.item.maxTargetRange))
):
return 0
droneSpeed = drone.getModifiedItemAttr('maxVelocity')
# Hard to simulate drone behavior, so assume chance to hit is 1 for mobile drones
# which catch up with target
droneOpt = GraphSettings.getInstance().get('mobileDroneMode')
if (
droneSpeed > 1 and (
(droneOpt == GraphDpsDroneMode.auto and droneSpeed >= tgtSpeed) or
droneOpt == GraphDpsDroneMode.followTarget)
):
cth = 1
# Otherwise put the drone into center of the ship, move it at its max speed or ship's speed
# (whichever is lower) towards direction of attacking ship and see how well it projects
else:
droneRadius = drone.getModifiedItemAttr('radius')
if distance is None:
cthDistance = None
else:
# As distance is ship surface to ship surface, we adjust it according
# to attacker ship's radiuses to have drone surface to ship surface distance
cthDistance = distance + src.getRadius() - droneRadius
cth = _calcTurretChanceToHit(
atkSpeed=min(atkSpeed, droneSpeed),
atkAngle=atkAngle,
atkRadius=droneRadius,
atkOptimalRange=drone.maxRange or 0,
atkFalloffRange=drone.falloff or 0,
atkTracking=drone.getModifiedItemAttr('trackingSpeed'),
atkOptimalSigRadius=drone.getModifiedItemAttr('optimalSigRadius'),
distance=cthDistance,
tgtSpeed=tgtSpeed,
tgtAngle=tgtAngle,
tgtRadius=tgt.getRadius(),
tgtSigRadius=tgtSigRadius)
mult = _calcTurretMult(cth)
return mult
def getFighterAbilityMult(fighter, ability, src, tgt, distance, tgtSpeed, tgtSigRadius):
fighterSpeed = fighter.getModifiedItemAttr('maxVelocity')
attrPrefix = ability.attrPrefix
# It's bomb attack
if attrPrefix == 'fighterAbilityLaunchBomb':
# Just assume we can land bomb anywhere
return _calcBombFactor(
atkEr=fighter.getModifiedChargeAttr('aoeCloudSize'),
tgtSigRadius=tgtSigRadius)
droneOpt = GraphSettings.getInstance().get('mobileDroneMode')
# It's regular missile-based attack
if (droneOpt == GraphDpsDroneMode.auto and fighterSpeed >= tgtSpeed) or droneOpt == GraphDpsDroneMode.followTarget:
rangeFactor = 1
# Same as with drones, if fighters are slower - put them to center of
# the ship and see how they apply
else:
if distance is None:
rangeFactorDistance = None
else:
rangeFactorDistance = distance + src.getRadius() - fighter.getModifiedItemAttr('radius')
rangeFactor = calculateRangeFactor(
srcOptimalRange=fighter.getModifiedItemAttr('{}RangeOptimal'.format(attrPrefix)) or fighter.getModifiedItemAttr('{}Range'.format(attrPrefix)),
srcFalloffRange=fighter.getModifiedItemAttr('{}RangeFalloff'.format(attrPrefix)),
distance=rangeFactorDistance)
drf = fighter.getModifiedItemAttr('{}ReductionFactor'.format(attrPrefix), None)
if drf is None:
drf = fighter.getModifiedItemAttr('{}DamageReductionFactor'.format(attrPrefix))
drs = fighter.getModifiedItemAttr('{}ReductionSensitivity'.format(attrPrefix), None)
if drs is None:
drs = fighter.getModifiedItemAttr('{}DamageReductionSensitivity'.format(attrPrefix))
missileFactor = _calcMissileFactor(
atkEr=fighter.getModifiedItemAttr('{}ExplosionRadius'.format(attrPrefix)),
atkEv=fighter.getModifiedItemAttr('{}ExplosionVelocity'.format(attrPrefix)),
atkDrf=_calcAggregatedDrf(reductionFactor=drf, reductionSensitivity=drs),
tgtSpeed=tgtSpeed,
tgtSigRadius=tgtSigRadius)
resistMult = 1
if tgt.isFit:
resistAttrID = fighter.getModifiedItemAttr('{}ResistanceID'.format(attrPrefix))
if resistAttrID:
resistAttrInfo = Attribute.getInstance().getAttributeInfo(resistAttrID)
if resistAttrInfo is not None:
resistMult = tgt.item.ship.getModifiedItemAttr(resistAttrInfo.name, 1)
mult = rangeFactor * missileFactor * resistMult
return mult
# Turret-specific math
@lru_cache(maxsize=50)
def _calcTurretMult(chanceToHit):
"""Calculate damage multiplier for turret-based weapons."""
# https://wiki.eveuniversity.org/Turret_mechanics#Damage
wreckingChance = min(chanceToHit, 0.01)
wreckingPart = wreckingChance * 3
normalChance = chanceToHit - wreckingChance
if normalChance > 0:
avgDamageMult = (0.01 + chanceToHit) / 2 + 0.49
normalPart = normalChance * avgDamageMult
else:
normalPart = 0
totalMult = normalPart + wreckingPart
return totalMult
@lru_cache(maxsize=1000)
def _calcTurretChanceToHit(
atkSpeed, atkAngle, atkRadius, atkOptimalRange, atkFalloffRange, atkTracking, atkOptimalSigRadius,
distance, tgtSpeed, tgtAngle, tgtRadius, tgtSigRadius
):
"""Calculate chance to hit for turret-based weapons."""
# https://wiki.eveuniversity.org/Turret_mechanics#Hit_Math
angularSpeed = _calcAngularSpeed(atkSpeed, atkAngle, atkRadius, distance, tgtSpeed, tgtAngle, tgtRadius)
# Turrets can be activated regardless of range to target
rangeFactor = calculateRangeFactor(atkOptimalRange, atkFalloffRange, distance, restrictedRange=False)
trackingFactor = _calcTrackingFactor(atkTracking, atkOptimalSigRadius, angularSpeed, tgtSigRadius)
cth = rangeFactor * trackingFactor
return cth
def _calcAngularSpeed(atkSpeed, atkAngle, atkRadius, distance, tgtSpeed, tgtAngle, tgtRadius):
"""Calculate angular speed based on mobility parameters of two ships."""
if distance is None:
return 0
atkAngle = atkAngle * math.pi / 180
tgtAngle = tgtAngle * math.pi / 180
ctcDistance = atkRadius + distance + tgtRadius
# Target is to the right of the attacker, so transversal is projection onto Y axis
transSpeed = abs(atkSpeed * math.sin(atkAngle) - tgtSpeed * math.sin(tgtAngle))
if ctcDistance == 0:
return 0 if transSpeed == 0 else math.inf
else:
return transSpeed / ctcDistance
def _calcTrackingFactor(atkTracking, atkOptimalSigRadius, angularSpeed, tgtSigRadius):
"""Calculate tracking chance to hit component."""
return 0.5 ** (((angularSpeed * atkOptimalSigRadius) / (atkTracking * tgtSigRadius)) ** 2)
# Missile-specific math
@lru_cache(maxsize=200)
def _calcMissileFactor(atkEr, atkEv, atkDrf, tgtSpeed, tgtSigRadius):
"""Missile application."""
factors = [1]
# "Slow" part
if atkEr > 0:
factors.append(tgtSigRadius / atkEr)
# "Fast" part
if tgtSpeed > 0:
factors.append(((atkEv * tgtSigRadius) / (atkEr * tgtSpeed)) ** atkDrf)
totalMult = min(factors)
return totalMult
def _calcAggregatedDrf(reductionFactor, reductionSensitivity):
"""
Sometimes DRF is specified as 2 separate numbers,
here we combine them into generic form.
"""
return math.log(reductionFactor) / math.log(reductionSensitivity)
# Misc math
def _calcBombFactor(atkEr, tgtSigRadius):
if atkEr == 0:
return 1
else:
return min(1, tgtSigRadius / atkEr)