302 lines
11 KiB
Python
302 lines
11 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.saveddata.module import Slot
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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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@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.__dps = None
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self.__volley = 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" : Slot.F_LIGHT,
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"Support": Slot.F_SUPPORT,
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"Heavy" : Slot.F_HEAVY,
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"StandupLight": Slot.FS_LIGHT,
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"StandupSupport": Slot.FS_SUPPORT,
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"StandupHeavy": Slot.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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@property
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def dps(self):
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return self.damageStats()
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def damageStats(self, targetResists=None):
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if self.__dps is None:
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self.__volley = 0
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self.__dps = 0
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if self.active and self.amountActive > 0:
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for ability in self.abilities:
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dps, volley = ability.damageStats(targetResists)
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self.__dps += dps
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self.__volley += volley
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# For forward compatability this assumes a fighter
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# can have more than 2 damaging abilities and/or
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# multiple that use charges.
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if self.owner.factorReload:
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activeTimes = []
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reloadTimes = []
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constantDps = 0
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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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if ability.numShots == 0:
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dps, volley = ability.damageStats(targetResists)
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constantDps += dps
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continue
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activeTimes.append(ability.numShots * ability.cycleTime)
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reloadTimes.append(ability.reloadTime)
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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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self.__dps = max(constantDps, self.__dps * shortestActive / (shortestActive + longestReload))
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return self.__dps, self.__volley
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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.__dps = None
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self.__volley = 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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return copy
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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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