Files
pyfa/eos/saveddata/fit.py
Ryan Holmes b5f2df58ce Merge pull request #168 from blitzmann/161-effDps
Implement effective DPS
2014-09-19 19:18:20 -04:00

865 lines
31 KiB
Python

#===============================================================================
# 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 <http://www.gnu.org/licenses/>.
#===============================================================================
from eos.effectHandlerHelpers import HandledList, HandledModuleList, HandledDroneList, HandledImplantBoosterList, \
HandledProjectedFitList, HandledProjectedModList, HandledProjectedDroneList, HandledCargoList
from eos.modifiedAttributeDict import ModifiedAttributeDict
from sqlalchemy.orm import validates, reconstructor
from itertools import chain
from eos import capSim
from copy import deepcopy
from math import sqrt, log, asinh
from eos.types import Drone, Cargo, Ship, Character, State, Slot, Module, Implant, Booster, Skill
from eos.saveddata.module import State
import time
try:
from collections import OrderedDict
except ImportError:
from gui.utils.compat import OrderedDict
class Fit(object):
"""Represents a fitting, with modules, ship, implants, etc."""
EXTRA_ATTRIBUTES = {"armorRepair": 0,
"hullRepair": 0,
"shieldRepair": 0,
"maxActiveDrones": 0,
"maxTargetsLockedFromSkills": 2,
"droneControlRange": 20000,
"cloaked": False,
"siege": False}
PEAK_RECHARGE = 0.25
def __init__(self):
self.__modules = HandledModuleList()
self.__drones = HandledDroneList()
self.__cargo = HandledCargoList()
self.__implants = HandledImplantBoosterList()
self.__boosters = HandledImplantBoosterList()
self.__projectedFits = HandledProjectedFitList()
self.__projectedModules = HandledProjectedModList()
self.__projectedDrones = HandledProjectedDroneList()
self.__character = None
self.__owner = None
self.shipID = None
self.projected = False
self.name = ""
self.fleet = None
self.boostsFits = set()
self.gangBoosts = None
self.timestamp = time.time()
self.ecmProjectedStr = 1
self.build()
@reconstructor
def init(self):
self.build()
def build(self):
from eos import db
self.__extraDrains = []
self.__ehp = None
self.__weaponDPS = None
self.__minerYield = None
self.__weaponVolley = None
self.__droneDPS = None
self.__droneYield = None
self.__sustainableTank = None
self.__effectiveSustainableTank = None
self.__effectiveTank = None
self.__calculated = False
self.__capStable = None
self.__capState = None
self.__capUsed = None
self.__capRecharge = None
self.__calculatedTargets = []
self.factorReload = False
self.fleet = None
self.boostsFits = set()
self.gangBoosts = None
self.ecmProjectedStr = 1
self.extraAttributes = ModifiedAttributeDict(self)
self.extraAttributes.original = self.EXTRA_ATTRIBUTES
self.ship = Ship(db.getItem(self.shipID)) if self.shipID is not None else None
@property
def targetResists(self):
return self.__targetResists
@targetResists.setter
def targetResists(self, targetResists):
self.__targetResists = targetResists
self.__weaponDPS = None
self.__weaponVolley = None
self.__droneDPS = None
@property
def damagePattern(self):
return self.__damagePattern
@damagePattern.setter
def damagePattern(self, damagePattern):
self.__damagePattern = damagePattern
self.__ehp = None
self.__effectiveTank = None
@property
def character(self):
return self.__character if self.__character is not None else Character.getAll0()
@character.setter
def character(self, char):
self.__character = char
@property
def ship(self):
return self.__ship
@ship.setter
def ship(self, ship):
self.__ship = ship
self.shipID = ship.item.ID if ship is not None else None
@property
def drones(self):
return self.__drones
@property
def cargo(self):
return self.__cargo
@property
def modules(self):
return self.__modules
@property
def implants(self):
return self.__implants
@property
def boosters(self):
return self.__boosters
@property
def projectedModules(self):
return self.__projectedModules
@property
def projectedFits(self):
return self.__projectedFits
@property
def projectedDrones(self):
return self.__projectedDrones
@property
def weaponDPS(self):
if self.__weaponDPS is None:
self.calculateWeaponStats()
return self.__weaponDPS
@property
def weaponVolley(self):
if self.__weaponVolley is None:
self.calculateWeaponStats()
return self.__weaponVolley
@property
def droneDPS(self):
if self.__droneDPS is None:
self.calculateWeaponStats()
return self.__droneDPS
@property
def totalDPS(self):
return self.droneDPS + self.weaponDPS
@property
def minerYield(self):
if self.__minerYield is None:
self.calculateMiningStats()
return self.__minerYield
@property
def droneYield(self):
if self.__droneYield is None:
self.calculateMiningStats()
return self.__droneYield
@property
def totalYield(self):
return self.droneYield + self.minerYield
@property
def maxTargets(self):
return min(self.extraAttributes["maxTargetsLockedFromSkills"], self.ship.getModifiedItemAttr("maxLockedTargets"))
@property
def maxTargetRange(self):
return min(self.ship.getModifiedItemAttr("maxTargetRange"), 250000)
@property
def scanStrength(self):
return max([self.ship.getModifiedItemAttr("scan%sStrength" % scanType)
for scanType in ("Magnetometric", "Ladar", "Radar", "Gravimetric")])
@property
def scanType(self):
maxStr = -1
type = None
for scanType in ("Magnetometric", "Ladar", "Radar", "Gravimetric"):
currStr = self.ship.getModifiedItemAttr("scan%sStrength" % scanType)
if currStr > maxStr:
maxStr = currStr
type = scanType
elif currStr == maxStr:
type = "Multispectral"
return type
@property
def jamChance(self):
return (1-self.ecmProjectedStr)*100
@property
def alignTime(self):
agility = self.ship.getModifiedItemAttr("agility")
mass = self.ship.getModifiedItemAttr("mass")
return -log(0.25) * agility * mass / 1000000
@property
def appliedImplants(self):
implantsBySlot = {}
if self.character:
for implant in self.character.implants:
implantsBySlot[implant.slot] = implant
for implant in self.implants:
implantsBySlot[implant.slot] = implant
return implantsBySlot.values()
@validates("ID", "ownerID", "shipID")
def validator(self, key, val):
map = {"ID": lambda val: isinstance(val, int),
"ownerID" : lambda val: isinstance(val, int),
"shipID" : lambda val: isinstance(val, int) or val is None}
if map[key](val) == False: raise ValueError(str(val) + " is not a valid value for " + key)
else: return val
def clear(self):
self.__effectiveTank = None
self.__weaponDPS = None
self.__minerYield = None
self.__weaponVolley = None
self.__effectiveSustainableTank = None
self.__sustainableTank = None
self.__droneDPS = None
self.__droneYield = None
self.__ehp = None
self.__calculated = False
self.__capStable = None
self.__capState = None
self.__capUsed = None
self.__capRecharge = None
self.ecmProjectedStr = 1
del self.__calculatedTargets[:]
del self.__extraDrains[:]
if self.ship is not None: self.ship.clear()
c = chain(self.modules, self.drones, self.boosters, self.implants, self.projectedDrones, self.projectedModules, self.projectedFits, (self.character, self.extraAttributes))
for stuff in c:
if stuff is not None and stuff != self: stuff.clear()
#Methods to register and get the thing currently affecting the fit,
#so we can correctly map "Affected By"
def register(self, currModifier):
self.__modifier = currModifier
if hasattr(currModifier, "itemModifiedAttributes"):
currModifier.itemModifiedAttributes.fit = self
if hasattr(currModifier, "chargeModifiedAttributes"):
currModifier.chargeModifiedAttributes.fit = self
def getModifier(self):
return self.__modifier
def calculateModifiedAttributes(self, targetFit=None, withBoosters=False, dirtyStorage=None):
refreshBoosts = False
if withBoosters is True:
refreshBoosts = True
if dirtyStorage is not None and self.ID in dirtyStorage:
refreshBoosts = True
if dirtyStorage is not None:
dirtyStorage.update(self.boostsFits)
if self.fleet is not None and refreshBoosts is True:
self.gangBoosts = self.fleet.recalculateLinear(withBoosters=withBoosters, dirtyStorage=dirtyStorage)
elif self.fleet is None:
self.gangBoosts = None
if dirtyStorage is not None:
try:
dirtyStorage.remove(self.ID)
except KeyError:
pass
# If we're not explicitly asked to project fit onto something,
# set self as target fit
if targetFit is None:
targetFit = self
forceProjected = False
# Else, we're checking all target projectee fits
elif targetFit not in self.__calculatedTargets:
self.__calculatedTargets.append(targetFit)
targetFit.calculateModifiedAttributes(dirtyStorage=dirtyStorage)
forceProjected = True
# Or do nothing if target fit is calculated
else:
return
# If fit is calculated and we have nothing to do here, get out
if self.__calculated == True and forceProjected == False:
return
# Mark fit as calculated
self.__calculated = True
# There's a few things to keep in mind here
# 1: Early effects first, then regular ones, then late ones, regardless of anything else
# 2: Some effects aren't implemented
# 3: Some effects are implemented poorly and will just explode on us
# 4: Errors should be handled gracefully and preferably without crashing unless serious
for runTime in ("early", "normal", "late"):
# Build a little chain of stuff
# Avoid adding projected drones and modules when fit is projected onto self
# TODO: remove this workaround when proper self-projection using virtual duplicate fits is implemented
if forceProjected is True:
c = chain((self.character, self.ship), self.drones, self.boosters, self.appliedImplants, self.modules)
else:
c = chain((self.character, self.ship), self.drones, self.boosters, self.appliedImplants, self.modules,
self.projectedDrones, self.projectedModules)
if self.gangBoosts is not None:
contextMap = {Skill: "skill",
Ship: "ship",
Module: "module",
Implant: "implant"}
for name, info in self.gangBoosts.iteritems():
# Unpack all data required to run effect properly
effect, thing = info[1]
if effect.runTime == runTime:
context = ("gang", contextMap[type(thing)])
if isinstance(thing, Module):
if effect.isType("offline") or (effect.isType("passive") and thing.state >= State.ONLINE) or \
(effect.isType("active") and thing.state >= State.ACTIVE):
# Run effect, and get proper bonuses applied
try:
effect.handler(self, thing, context)
except:
pass
else:
# Run effect, and get proper bonuses applied
try:
effect.handler(self, thing, context)
except:
pass
for item in c:
# Registering the item about to affect the fit allows us to track "Affected By" relations correctly
if item is not None:
self.register(item)
item.calculateModifiedAttributes(self, runTime, False)
if forceProjected is True:
targetFit.register(item)
item.calculateModifiedAttributes(targetFit, runTime, True)
for fit in self.projectedFits:
fit.calculateModifiedAttributes(self, withBoosters=withBoosters, dirtyStorage=dirtyStorage)
def fill(self):
"""
Fill this fit's module slots with enough dummy slots so that all slots are used.
This is mostly for making the life of gui's easier.
GUI's can call fill() and then stop caring about empty slots completely.
"""
if self.ship is None:
return
for slotType in (Slot.LOW, Slot.MED, Slot.HIGH, Slot.RIG, Slot.SUBSYSTEM):
amount = self.getSlotsFree(slotType, True)
if amount > 0:
for _ in xrange(int(amount)):
self.modules.append(Module.buildEmpty(slotType))
if amount < 0:
#Look for any dummies of that type to remove
toRemove = []
for mod in self.modules:
if mod.isEmpty and mod.slot == slotType:
toRemove.append(mod)
amount += 1
if amount == 0:
break
for mod in toRemove:
self.modules.remove(mod)
def unfill(self):
for i in xrange(len(self.modules) - 1, -1, -1):
mod = self.modules[i]
if mod.isEmpty:
del self.modules[i]
@property
def modCount(self):
x=0
for i in xrange(len(self.modules) - 1, -1, -1):
mod = self.modules[i]
if not mod.isEmpty:
x += 1
return x
def getItemAttrSum(self, dict, attr):
amount = 0
for mod in dict:
add = mod.getModifiedItemAttr(attr)
if add is not None:
amount += add
return amount
def getItemAttrOnlineSum(self, dict, attr):
amount = 0
for mod in dict:
add = mod.getModifiedItemAttr(attr) if mod.state >= State.ONLINE else None
if add is not None:
amount += add
return amount
def getHardpointsUsed(self, type):
amount = 0
for mod in self.modules:
if mod.hardpoint is type and not mod.isEmpty:
amount += 1
return amount
def getSlotsUsed(self, type, countDummies=False):
amount = 0
for mod in self.modules:
if mod.slot is type and (not mod.isEmpty or countDummies):
amount += 1
return amount
def getSlotsFree(self, type, countDummies=False):
slots = {Slot.LOW: "lowSlots",
Slot.MED: "medSlots",
Slot.HIGH: "hiSlots",
Slot.RIG: "rigSlots",
Slot.SUBSYSTEM: "maxSubSystems"}
slotsUsed = self.getSlotsUsed(type, countDummies)
totalSlots = self.ship.getModifiedItemAttr(slots[type]) or 0
return int(totalSlots - slotsUsed)
@property
def calibrationUsed(self):
return self.getItemAttrSum(self.modules, 'upgradeCost')
@property
def pgUsed(self):
return self.getItemAttrOnlineSum(self.modules, "power")
@property
def cpuUsed(self):
return self.getItemAttrOnlineSum(self.modules, "cpu")
@property
def droneBandwidthUsed(self):
amount = 0
for d in self.drones:
amount += d.getModifiedItemAttr("droneBandwidthUsed") * d.amountActive
return amount
@property
def droneBayUsed(self):
amount = 0
for d in self.drones:
amount += d.item.volume * d.amount
return amount
@property
def cargoBayUsed(self):
amount = 0
for c in self.cargo:
amount += c.getModifiedItemAttr("volume") * c.amount
return amount
@property
def activeDrones(self):
amount = 0
for d in self.drones:
amount +=d.amountActive
return amount
# Expresses how difficult a target is to probe down with scan probes
# If this is <1.08, the ship is unproabeable
@property
def probeSize(self):
sigRad = self.ship.getModifiedItemAttr("signatureRadius")
sensorStr = float(self.scanStrength)
probeSize = sigRad / sensorStr if sensorStr != 0 else None
# http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1532170&page=2#42
if probeSize is not None:
# http://forum.eve-ru.com/index.php?showtopic=74195&view=findpost&p=1333691
# http://forum.eve-ru.com/index.php?showtopic=74195&view=findpost&p=1333763
# Tests by tester128 and several conclusions by me, prove that cap is in range
# from 1.1 to 1.12, we're picking average value
probeSize = max(probeSize, 1.11)
return probeSize
@property
def warpSpeed(self):
base = self.ship.getModifiedItemAttr("baseWarpSpeed") or 1
multiplier = self.ship.getModifiedItemAttr("warpSpeedMultiplier") or 1
return base * multiplier
@property
def maxWarpDistance(self):
capacity = self.ship.getModifiedItemAttr("capacitorCapacity")
mass = self.ship.getModifiedItemAttr("mass")
warpCapNeed = self.ship.getModifiedItemAttr("warpCapacitorNeed")
return capacity / (mass * warpCapNeed)
@property
def capStable(self):
if self.__capStable is None:
self.simulateCap()
return self.__capStable
@property
def capState(self):
"""
If the cap is stable, the capacitor state is the % at which it is stable.
If the cap is unstable, this is the amount of time before it runs out
"""
if self.__capState is None:
self.simulateCap()
return self.__capState
@property
def capUsed(self):
if self.__capUsed is None:
self.simulateCap()
return self.__capUsed
@property
def capRecharge(self):
if self.__capRecharge is None:
self.simulateCap()
return self.__capRecharge
@property
def sustainableTank(self):
if self.__sustainableTank is None:
self.calculateSustainableTank()
return self.__sustainableTank
def calculateSustainableTank(self, effective=True):
if self.__sustainableTank is None:
if self.capStable:
sustainable = {}
sustainable["armorRepair"] = self.extraAttributes["armorRepair"]
sustainable["shieldRepair"] = self.extraAttributes["shieldRepair"]
sustainable["hullRepair"] = self.extraAttributes["hullRepair"]
else:
sustainable = {}
repairers = []
#Map a repairer type to the attribute it uses
groupAttrMap = {"Armor Repair Unit": "armorDamageAmount",
"Fueled Armor Repairer": "armorDamageAmount",
"Hull Repair Unit": "structureDamageAmount",
"Shield Booster": "shieldBonus",
"Fueled Shield Booster": "shieldBonus",
"Remote Armor Repairer": "armorDamageAmount",
"Remote Shield Booster": "shieldBonus"}
#Map repairer type to attribute
groupStoreMap = {"Armor Repair Unit": "armorRepair",
"Hull Repair Unit": "hullRepair",
"Shield Booster": "shieldRepair",
"Fueled Shield Booster": "shieldRepair",
"Remote Armor Repairer": "armorRepair",
"Remote Shield Booster": "shieldRepair",
"Fueled Armor Repairer": "armorRepair",}
capUsed = self.capUsed
for attr in ("shieldRepair", "armorRepair", "hullRepair"):
sustainable[attr] = self.extraAttributes[attr]
dict = self.extraAttributes.getAfflictions(attr)
if self in dict:
for mod, _, amount, used in dict[self]:
if not used:
continue
if mod.projected is False:
usesCap = True
try:
if mod.capUse:
capUsed -= mod.capUse
else:
usesCap = False
except AttributeError:
usesCap = False
# Modules which do not use cap are not penalized based on cap use
if usesCap:
cycleTime = mod.getModifiedItemAttr("duration")
amount = mod.getModifiedItemAttr(groupAttrMap[mod.item.group.name])
sustainable[attr] -= amount / (cycleTime / 1000.0)
repairers.append(mod)
#Sort repairers by efficiency. We want to use the most efficient repairers first
repairers.sort(key=lambda mod: mod.getModifiedItemAttr(groupAttrMap[mod.item.group.name]) / mod.getModifiedItemAttr("capacitorNeed"), reverse = True)
#Loop through every module until we're above peak recharge
#Most efficient first, as we sorted earlier.
#calculate how much the repper can rep stability & add to total
totalPeakRecharge = self.capRecharge
for mod in repairers:
if capUsed > totalPeakRecharge: break
cycleTime = mod.cycleTime
capPerSec = mod.capUse
if capPerSec is not None and cycleTime is not None:
#Check how much this repper can work
sustainability = min(1, (totalPeakRecharge - capUsed) / capPerSec)
#Add the sustainable amount
amount = mod.getModifiedItemAttr(groupAttrMap[mod.item.group.name])
sustainable[groupStoreMap[mod.item.group.name]] += sustainability * (amount / (cycleTime / 1000.0))
capUsed += capPerSec
sustainable["passiveShield"] = self.calculateShieldRecharge()
self.__sustainableTank = sustainable
return self.__sustainableTank
def calculateCapRecharge(self, percent = PEAK_RECHARGE):
capacity = self.ship.getModifiedItemAttr("capacitorCapacity")
rechargeRate = self.ship.getModifiedItemAttr("rechargeRate") / 1000.0
return 10 / rechargeRate * sqrt(percent) * (1 - sqrt(percent)) * capacity
def calculateShieldRecharge(self, percent = PEAK_RECHARGE):
capacity = self.ship.getModifiedItemAttr("shieldCapacity")
rechargeRate = self.ship.getModifiedItemAttr("shieldRechargeRate") / 1000.0
return 10 / rechargeRate * sqrt(percent) * (1 - sqrt(percent)) * capacity
def addDrain(self, cycleTime, capNeed, clipSize=0):
self.__extraDrains.append((cycleTime, capNeed, clipSize))
def removeDrain(self, i):
del self.__extraDrains[i]
def iterDrains(self):
return self.__extraDrains.__iter__()
def __generateDrain(self):
drains = []
capUsed = 0
capAdded = 0
for mod in self.modules:
if mod.state >= State.ACTIVE:
cycleTime = mod.rawCycleTime or 0
reactivationTime = mod.getModifiedItemAttr("moduleReactivationDelay") or 0
fullCycleTime = cycleTime + reactivationTime
if fullCycleTime > 0:
capNeed = mod.capUse
if capNeed > 0:
capUsed += capNeed
else:
capAdded -= capNeed
drains.append((int(fullCycleTime), mod.getModifiedItemAttr("capacitorNeed") or 0, mod.numShots or 0))
for fullCycleTime, capNeed, clipSize in self.iterDrains():
drains.append((int(fullCycleTime), capNeed, clipSize))
if capNeed > 0:
capUsed += capNeed / (fullCycleTime / 1000.0)
else:
capAdded += -capNeed / (fullCycleTime / 1000.0)
return drains, capUsed, capAdded
def simulateCap(self):
drains, self.__capUsed, self.__capRecharge = self.__generateDrain()
self.__capRecharge += self.calculateCapRecharge()
if len(drains) > 0:
sim = capSim.CapSimulator()
sim.init(drains)
sim.capacitorCapacity = self.ship.getModifiedItemAttr("capacitorCapacity")
sim.capacitorRecharge = self.ship.getModifiedItemAttr("rechargeRate")
sim.stagger = True
sim.scale = False
sim.t_max = 6 * 60 * 60 * 1000
sim.reload = self.factorReload
sim.run()
capState = (sim.cap_stable_low + sim.cap_stable_high) / (2 * sim.capacitorCapacity)
self.__capStable = capState > 0
self.__capState = min(100, capState * 100) if self.__capStable else sim.t / 1000.0
else:
self.__capStable = True
self.__capState = 100
@property
def hp(self):
hp = {}
for (type, attr) in (('shield', 'shieldCapacity'), ('armor', 'armorHP'), ('hull', 'hp')):
hp[type] = self.ship.getModifiedItemAttr(attr)
return hp
@property
def ehp(self):
if self.__ehp is None:
if self.damagePattern is None:
ehp = self.hp
else:
ehp = self.damagePattern.calculateEhp(self)
self.__ehp = ehp
return self.__ehp
@property
def tank(self):
hps = {"passiveShield" : self.calculateShieldRecharge()}
for type in ("shield", "armor", "hull"):
hps["%sRepair" % type] = self.extraAttributes["%sRepair" % type]
return hps
@property
def effectiveTank(self):
if self.__effectiveTank is None:
if self.damagePattern is None:
ehps = self.tank
else:
ehps = self.damagePattern.calculateEffectiveTank(self, self.extraAttributes)
self.__effectiveTank = ehps
return self.__effectiveTank
@property
def effectiveSustainableTank(self):
if self.__effectiveSustainableTank is None:
if self.damagePattern is None:
eshps = self.sustainableTank
else:
eshps = self.damagePattern.calculateEffectiveTank(self, self.sustainableTank)
self.__effectiveSustainableTank = eshps
return self.__effectiveSustainableTank
def calculateLockTime(self, radius):
scanRes = self.ship.getModifiedItemAttr("scanResolution")
if scanRes is not None and scanRes > 0:
# Yes, this function returns time in seconds, not miliseconds.
# 40,000 is indeed the correct constant here.
return min(40000 / scanRes / asinh(radius)**2, 30*60)
else:
return self.ship.getModifiedItemAttr("scanSpeed") / 1000.0
def calculateMiningStats(self):
minerYield = 0
droneYield = 0
for mod in self.modules:
minerYield += mod.miningStats
for drone in self.drones:
droneYield += drone.miningStats
self.__minerYield = minerYield
self.__droneYield = droneYield
def calculateWeaponStats(self):
weaponDPS = 0
droneDPS = 0
weaponVolley = 0
for mod in self.modules:
dps, volley = mod.damageStats(self.targetResists)
weaponDPS += dps
weaponVolley += volley
for drone in self.drones:
droneDPS += drone.damageStats(self.targetResists)
self.__weaponDPS = weaponDPS
self.__weaponVolley = weaponVolley
self.__droneDPS = droneDPS
@property
def fits(self):
for mod in self.modules:
if not mod.fits(self):
return False
return True
def __deepcopy__(self, memo):
copy = Fit()
#Character and owner are not copied
copy.character = self.__character
copy.owner = self.owner
copy.ship = deepcopy(self.ship, memo)
copy.name = "%s copy" % self.name
copy.damagePattern = self.damagePattern
copy.targetResists = self.targetResists
toCopy = ("modules", "drones", "cargo", "implants", "boosters", "projectedModules", "projectedDrones")
for name in toCopy:
orig = getattr(self, name)
c = getattr(copy, name)
for i in orig:
c.append(deepcopy(i, memo))
for fit in self.projectedFits:
copy.projectedFits.append(fit)
return copy