468 lines
19 KiB
Python
468 lines
19 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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import math
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from copy import deepcopy
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from logbook import Logger
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from sqlalchemy.orm import reconstructor, validates
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import eos.db
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from eos.const import FittingSlot
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from eos.effectHandlerHelpers import HandledCharge, HandledItem
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from eos.modifiedAttributeDict import ChargeAttrShortcut, ItemAttrShortcut, ModifiedAttributeDict
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from eos.saveddata.fighterAbility import FighterAbility
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from eos.utils.cycles import CycleInfo, CycleSequence
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from eos.utils.default import DEFAULT
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from eos.utils.float import floatUnerr
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from eos.utils.stats import DmgTypes
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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.projectionRange = None
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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.__ehp = None
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self.__itemModifiedAttributes = ModifiedAttributeDict()
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self.__chargeModifiedAttributes = ModifiedAttributeDict()
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if {a.effectID for a in self.abilities} != {e.ID for e in self.item.effects.values()}:
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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 amount(self):
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return int(self.getModifiedItemAttr("fighterSquadronMaxSize")) if self._amount == -1 else self._amount
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@amount.setter
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def amount(self, amount):
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amount = max(0, int(amount))
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if amount >= self.getModifiedItemAttr("fighterSquadronMaxSize"):
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amount = -1
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self._amount = amount
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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 isDealingDamage(self):
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volleyParams = self.getVolleyParametersPerEffect()
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for effectData in volleyParams.values():
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for volley in effectData.values():
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if volley.total > 0:
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return True
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return False
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def getVolleyParametersPerEffect(self, targetProfile=None):
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if not self.active or self.amount <= 0:
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return {}
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if self.__baseVolley is None:
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self.__baseVolley = {}
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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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self.__baseVolley[ability.effectID] = {0: ability.getVolley()}
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adjustedVolleys = {}
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for effectID, effectData in self.__baseVolley.items():
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adjustedVolleys[effectID] = {}
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for volleyTime, baseVolley in effectData.items():
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adjustedVolley = deepcopy(baseVolley)
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adjustedVolley.profile = targetProfile
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adjustedVolleys[effectID][volleyTime] = adjustedVolley
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return adjustedVolleys
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def getVolleyPerEffect(self, targetProfile=None):
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volleyParams = self.getVolleyParametersPerEffect(targetProfile=targetProfile)
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volleyMap = {}
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for effectID, volleyData in volleyParams.items():
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volleyMap[effectID] = volleyData[0]
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return volleyMap
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def getVolley(self, targetProfile=None):
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volleyParams = self.getVolleyParametersPerEffect(targetProfile=targetProfile)
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volley = DmgTypes.default()
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for volleyData in volleyParams.values():
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volley += volleyData[0]
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return volley
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def getDps(self, targetProfile=None):
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dps = DmgTypes.default()
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for subdps in self.getDpsPerEffect(targetProfile=targetProfile).values():
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dps += subdps
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return dps
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def getDpsPerEffect(self, targetProfile=None):
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if not self.active or self.amount <= 0:
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return {}
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cycleParams = self.getCycleParametersPerEffectOptimizedDps(targetProfile=targetProfile)
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dpsMap = {}
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for ability in self.abilities:
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if ability.effectID in cycleParams:
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cycleTime = cycleParams[ability.effectID].averageTime
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dpsMap[ability.effectID] = ability.getDps(targetProfile=targetProfile, cycleTimeOverride=cycleTime)
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return dpsMap
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def getCycleParametersPerEffectOptimizedDps(self, targetProfile=None, reloadOverride=None):
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cycleParamsInfinite = self.getCycleParametersPerEffectInfinite()
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cycleParamsReload = self.getCycleParametersPerEffect(reloadOverride=reloadOverride)
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dpsMapOnlyInfinite = {}
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dpsMapAllWithReloads = {}
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# Decide if it's better to keep steady dps up and never reload or reload from time to time
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for ability in self.abilities:
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if ability.effectID in cycleParamsInfinite:
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cycleTime = cycleParamsInfinite[ability.effectID].averageTime
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dpsMapOnlyInfinite[ability.effectID] = ability.getDps(targetProfile=targetProfile, cycleTimeOverride=cycleTime)
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if ability.effectID in cycleParamsReload:
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cycleTime = cycleParamsReload[ability.effectID].averageTime
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dpsMapAllWithReloads[ability.effectID] = ability.getDps(targetProfile=targetProfile, cycleTimeOverride=cycleTime)
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totalOnlyInfinite = sum(i.total for i in dpsMapOnlyInfinite.values())
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totalAllWithReloads = sum(i.total for i in dpsMapAllWithReloads.values())
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return cycleParamsInfinite if totalOnlyInfinite >= totalAllWithReloads else cycleParamsReload
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def getCycleParametersPerEffectInfinite(self):
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return {
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a.effectID: CycleInfo(a.cycleTime, 0, math.inf, False)
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for a in self.abilities
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if a.numShots == 0 and a.cycleTime > 0}
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def getCycleParametersPerEffect(self, reloadOverride=None):
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factorReload = reloadOverride if reloadOverride is not None else self.owner.factorReload
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# Assume it can cycle infinitely
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if not factorReload:
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return {a.effectID: CycleInfo(a.cycleTime, 0, math.inf, False) for a in self.abilities if a.cycleTime > 0}
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limitedAbilities = [a for a in self.abilities if a.numShots > 0 and a.cycleTime > 0]
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if len(limitedAbilities) == 0:
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return {a.effectID: CycleInfo(a.cycleTime, 0, math.inf, False) for a in self.abilities if a.cycleTime > 0}
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validAbilities = [a for a in self.abilities if a.cycleTime > 0]
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if len(validAbilities) == 0:
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return {}
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mostLimitedAbility = min(limitedAbilities, key=lambda a: a.cycleTime * a.numShots)
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durationToRefuel = mostLimitedAbility.cycleTime * mostLimitedAbility.numShots
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# find out how many shots various abilities will do until reload, and how much time
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# "extra" cycle will last (None for no extra cycle)
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cyclesUntilRefuel = {mostLimitedAbility.effectID: (mostLimitedAbility.numShots, None)}
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for ability in (a for a in validAbilities if a is not mostLimitedAbility):
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fullCycles = int(floatUnerr(durationToRefuel / ability.cycleTime))
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extraShotTime = floatUnerr(durationToRefuel - (fullCycles * ability.cycleTime))
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if extraShotTime == 0:
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extraShotTime = None
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cyclesUntilRefuel[ability.effectID] = (fullCycles, extraShotTime)
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refuelTimes = {}
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for ability in validAbilities:
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spentShots, extraShotTime = cyclesUntilRefuel[ability.effectID]
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if extraShotTime is not None:
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spentShots += 1
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refuelTimes[ability.effectID] = ability.getReloadTime(spentShots)
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refuelTime = max(refuelTimes.values())
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cycleParams = {}
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for ability in validAbilities:
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regularShots, extraShotTime = cyclesUntilRefuel[ability.effectID]
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sequence = []
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if extraShotTime is not None:
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if regularShots > 0:
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sequence.append(CycleInfo(ability.cycleTime, 0, regularShots, False))
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sequence.append(CycleInfo(extraShotTime, refuelTime, 1, True))
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else:
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regularShotsNonReload = regularShots - 1
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if regularShotsNonReload > 0:
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sequence.append(CycleInfo(ability.cycleTime, 0, regularShotsNonReload, False))
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sequence.append(CycleInfo(ability.cycleTime, refuelTime, 1, True))
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cycleParams[ability.effectID] = CycleSequence(sequence, math.inf)
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return cycleParams
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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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@property
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def hp(self):
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hp = {}
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for (type, attr) in (('shield', 'shieldCapacity'), ('armor', 'armorHP'), ('hull', 'hp')):
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hp[type] = self.getModifiedItemAttr(attr)
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return hp
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@property
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def ehp(self):
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if self.__ehp is None:
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if self.owner is None or self.owner.damagePattern is None:
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ehp = self.hp
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else:
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ehp = self.owner.damagePattern.calculateEhp(self)
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self.__ehp = ehp
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return self.__ehp
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def calculateShieldRecharge(self):
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capacity = self.getModifiedItemAttr("shieldCapacity")
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rechargeRate = self.getModifiedItemAttr("shieldRechargeRate") / 1000.0
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return 10 / rechargeRate * math.sqrt(0.25) * (1 - math.sqrt(0.25)) * capacity
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@validates("ID", "itemID", "chargeID", "amount")
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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.__ehp = 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, forcedProjRange=DEFAULT):
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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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projectionRange = self.projectionRange if forcedProjRange is DEFAULT else forcedProjRange
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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, projectionRange, effect=effect)
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else:
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i = 0
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while i != self.amount:
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effect.handler(fit, self, context, projectionRange, effect=effect)
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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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copy.projectionRange = self.projectionRange
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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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projectionRange = self.projectionRange
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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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self.projectionRange = projectionRange
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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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def canDealDamage(self, ignoreState=False, ignoreAbilityState=False):
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if self.item is None:
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return False
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if not self.active and not ignoreState:
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return False
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for ability in self.abilities:
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if not ability.active and not ignoreAbilityState:
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continue
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if ability.effect.dealsDamage:
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return True
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return False
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