Example #1
0
    def getCycleParameters(self, reloadOverride=None):
        """Copied from new eos as well"""
        # Determine if we'll take into account reload time or not
        if reloadOverride is not None:
            factorReload = reloadOverride
        else:
            factorReload = self.owner.factorReload if self.forceReload is None else self.forceReload

        cycles_until_reload = self.numShots
        if cycles_until_reload == 0:
            cycles_until_reload = math.inf

        active_time = self.rawCycleTime
        if active_time == 0:
            return None
        forced_inactive_time = self.reactivationDelay
        reload_time = self.reloadTime
        # Effects which cannot be reloaded have the same processing whether
        # caller wants to take reload time into account or not
        if reload_time is None and cycles_until_reload < math.inf:
            final_cycles = 1
            early_cycles = cycles_until_reload - final_cycles
            # Single cycle until effect cannot run anymore
            if early_cycles == 0:
                return CycleInfo(active_time, 0, 1, False)
            # Multiple cycles with the same parameters
            if forced_inactive_time == 0:
                return CycleInfo(active_time, 0, cycles_until_reload, False)
            # Multiple cycles with different parameters
            return CycleSequence((
                CycleInfo(active_time, forced_inactive_time, early_cycles, False),
                CycleInfo(active_time, 0, final_cycles, False)
            ), 1)
        # Module cycles the same way all the time in 3 cases:
        # 1) caller doesn't want to take into account reload time
        # 2) effect does not have to reload anything to keep running
        # 3) effect has enough time to reload during inactivity periods
        if (
            not factorReload or
            cycles_until_reload == math.inf or
            forced_inactive_time >= reload_time
        ):
            isInactivityReload = factorReload and forced_inactive_time >= reload_time
            return CycleInfo(active_time, forced_inactive_time, math.inf, isInactivityReload)
        # We've got to take reload into consideration
        else:
            final_cycles = 1
            early_cycles = cycles_until_reload - final_cycles
            # If effect has to reload after each its cycle, then its parameters
            # are the same all the time
            if early_cycles == 0:
                return CycleInfo(active_time, reload_time, math.inf, True)
            return CycleSequence((
                CycleInfo(active_time, forced_inactive_time, early_cycles, False),
                CycleInfo(active_time, reload_time, final_cycles, True)
            ), math.inf)
Example #2
0
 def getCycleParametersPerEffect(self, reloadOverride=None):
     factorReload = reloadOverride if reloadOverride is not None else self.owner.factorReload
     # Assume it can cycle infinitely
     if not factorReload:
         return {
             a.effectID: CycleInfo(a.cycleTime, 0, math.inf)
             for a in self.abilities if a.cycleTime > 0
         }
     limitedAbilities = [
         a for a in self.abilities if a.numShots > 0 and a.cycleTime > 0
     ]
     if len(limitedAbilities) == 0:
         return {
             a.effectID: CycleInfo(a.cycleTime, 0, math.inf)
             for a in self.abilities if a.cycleTime > 0
         }
     validAbilities = [a for a in self.abilities if a.cycleTime > 0]
     if len(validAbilities) == 0:
         return {}
     mostLimitedAbility = min(limitedAbilities,
                              key=lambda a: a.cycleTime * a.numShots)
     durationToRefuel = mostLimitedAbility.cycleTime * mostLimitedAbility.numShots
     # find out how many shots various abilities will do until reload, and how much time
     # "extra" cycle will last (None for no extra cycle)
     cyclesUntilRefuel = {
         mostLimitedAbility.effectID: (mostLimitedAbility.numShots, None)
     }
     for ability in (a for a in validAbilities
                     if a is not mostLimitedAbility):
         fullCycles = int(floatUnerr(durationToRefuel / ability.cycleTime))
         extraShotTime = floatUnerr(durationToRefuel -
                                    (fullCycles * ability.cycleTime))
         if extraShotTime == 0:
             extraShotTime = None
         cyclesUntilRefuel[ability.effectID] = (fullCycles, extraShotTime)
     refuelTimes = {}
     for ability in validAbilities:
         spentShots, extraShotTime = cyclesUntilRefuel[ability.effectID]
         if extraShotTime is not None:
             spentShots += 1
         refuelTimes[ability.effectID] = ability.getReloadTime(spentShots)
     refuelTime = max(refuelTimes.values())
     cycleParams = {}
     for ability in validAbilities:
         regularShots, extraShotTime = cyclesUntilRefuel[ability.effectID]
         sequence = []
         if extraShotTime is not None:
             if regularShots > 0:
                 sequence.append(
                     CycleInfo(ability.cycleTime, 0, regularShots))
             sequence.append(CycleInfo(extraShotTime, refuelTime, 1))
         else:
             regularShotsNonReload = regularShots - 1
             if regularShotsNonReload > 0:
                 sequence.append(
                     CycleInfo(ability.cycleTime, 0, regularShotsNonReload))
             sequence.append(CycleInfo(ability.cycleTime, refuelTime, 1))
         cycleParams[ability.effectID] = CycleSequence(sequence, math.inf)
     return cycleParams
Example #3
0
 def getCycleParameters(self, reloadOverride=None):
     cycleTime = self.cycleTime
     if cycleTime == 0:
         return None
     return CycleInfo(self.cycleTime, 0, math.inf)
Example #4
0
 def getCycleParametersPerEffectInfinite(self):
     return {a.effectID: CycleInfo(a.cycleTime, 0, math.inf) for a in self.abilities if a.numShots == 0 and a.cycleTime > 0}