class Module(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut): """An instance of this class represents a module together with its charge and modified attributes""" DAMAGE_ATTRIBUTES = ("emDamage", "kineticDamage", "explosiveDamage", "thermalDamage") def __init__(self, item): self.__item = item if item != None else 0 self.itemID = item.ID if item is not None else None self.__charge = 0 self.projected = False self.state = State.ONLINE self.__dps = None self.__volley = None self.__reloadTime = None self.__reloadForce = None self.__chargeCycles = None self.__itemModifiedAttributes = ModifiedAttributeDict() self.__slot = None if item != None: self.__itemModifiedAttributes.original = item.attributes self.__hardpoint = self.__calculateHardpoint(item) self.__slot = self.__calculateSlot(item) self.__chargeModifiedAttributes = ModifiedAttributeDict() @reconstructor def init(self): if self.dummySlot is None: self.__item = None self.__charge = None self.__volley = None self.__dps = None self.__reloadTime = None self.__reloadForce = None self.__chargeCycles = None else: self.__slot = self.dummySlot self.__item = 0 self.__charge = 0 self.__dps = 0 self.__volley = 0 self.__reloadTime = 0 self.__reloadForce = None self.__chargeCycles = 0 self.__hardpoint = Hardpoint.NONE self.__itemModifiedAttributes = ModifiedAttributeDict() self.__chargeModifiedAttributes = ModifiedAttributeDict() def __fetchItemInfo(self): import eos.db item = eos.db.getItem(self.itemID) self.__item = item self.__itemModifiedAttributes = ModifiedAttributeDict() self.__itemModifiedAttributes.original = item.attributes self.__hardpoint = self.__calculateHardpoint(item) self.__slot = self.__calculateSlot(item) def __fetchChargeInfo(self): self.__chargeModifiedAttributes = ModifiedAttributeDict() if self.chargeID is not None: import eos.db charge = eos.db.getItem(self.chargeID) self.__charge = charge self.__chargeModifiedAttributes.original = charge.attributes else: self.__charge = 0 @classmethod def buildEmpty(cls, slot): empty = Module(None) empty.__slot = slot empty.__hardpoint = Hardpoint.NONE empty.__item = 0 empty.__charge = 0 empty.dummySlot = slot empty.__itemModifiedAttributes = ModifiedAttributeDict() empty.__chargeModifiedAttributes = ModifiedAttributeDict() return empty @classmethod def buildRack(cls, slot): empty = Rack(None) empty.__slot = slot empty.__hardpoint = Hardpoint.NONE empty.__item = 0 empty.__charge = 0 empty.dummySlot = slot empty.__itemModifiedAttributes = ModifiedAttributeDict() empty.__chargeModifiedAttributes = ModifiedAttributeDict() return empty @property def isEmpty(self): return self.dummySlot is not None @property def hardpoint(self): if self.__item is None: self.__fetchItemInfo() return self.__hardpoint @property def numCharges(self): if self.charge is None: charges = 0 else: chargeVolume = self.charge.volume containerCapacity = self.item.capacity if chargeVolume is None or containerCapacity is None: charges = 0 else: charges = floorFloat(float(containerCapacity) / chargeVolume) return charges @property def numShots(self): if self.charge is None: return None if self.__chargeCycles is None and self.charge: numCharges = self.numCharges # Usual ammo like projectiles and missiles if numCharges > 0 and "chargeRate" in self.itemModifiedAttributes: self.__chargeCycles = self.__calculateAmmoShots() # Frequency crystals (combat and mining lasers) elif numCharges > 0 and "crystalsGetDamaged" in self.chargeModifiedAttributes: self.__chargeCycles = self.__calculateCrystalShots() # Scripts and stuff else: self.__chargeCycles = 0 return self.__chargeCycles else: return self.__chargeCycles @property def hpBeforeReload(self): """ If item is some kind of repairer with charges, calculate HP it reps before going into reload. """ cycles = self.numShots armorRep = self.getModifiedItemAttr("armorDamageAmount") or 0 shieldRep = self.getModifiedItemAttr("shieldBonus") or 0 if not cycles or (not armorRep and not shieldRep): return None hp = round((armorRep + shieldRep) * cycles) return hp def __calculateAmmoShots(self): if self.charge is not None: # Set number of cycles before reload is needed chargeRate = self.getModifiedItemAttr("chargeRate") numCharges = self.numCharges numShots = floorFloat(float(numCharges) / chargeRate) else: numShots = None return numShots def __calculateCrystalShots(self): if self.charge is not None: if self.getModifiedChargeAttr("crystalsGetDamaged") == 1: # For depletable crystals, calculate average amount of shots before it's destroyed hp = self.getModifiedChargeAttr("hp") chance = self.getModifiedChargeAttr("crystalVolatilityChance") damage = self.getModifiedChargeAttr("crystalVolatilityDamage") crystals = self.numCharges numShots = floorFloat(float(crystals * hp) / (damage * chance)) else: # Set 0 (infinite) for permanent crystals like t1 laser crystals numShots = 0 else: numShots = None return numShots @property def maxRange(self): attrs = ("maxRange", "shieldTransferRange", "powerTransferRange", "energyDestabilizationRange", "empFieldRange", "ecmBurstRange", "warpScrambleRange", "cargoScanRange", "shipScanRange", "surveyScanRange") for attr in attrs: maxRange = self.getModifiedItemAttr(attr) if maxRange is not None: return maxRange if self.charge is not None: try: chargeName = self.charge.group.name except AttributeError: pass else: if chargeName in ("Scanner Probe", "Survey Probe"): return None # Source: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1307419&page=1#15 # D_m = V_m * (T_m + T_0*[exp(- T_m/T_0)-1]) maxVelocity = self.getModifiedChargeAttr("maxVelocity") flightTime = self.getModifiedChargeAttr("explosionDelay") / 1000.0 mass = self.getModifiedChargeAttr("mass") agility = self.getModifiedChargeAttr("agility") if maxVelocity and flightTime and mass and agility: accelTime = min(flightTime, mass*agility/1000000) # Average distance done during acceleration duringAcceleration = maxVelocity / 2 * accelTime # Distance done after being at full speed fullSpeed = maxVelocity * (flightTime - accelTime) return duringAcceleration + fullSpeed @property def falloff(self): attrs = ("falloff", "shipScanFalloff") for attr in attrs: falloff = self.getModifiedItemAttr(attr) if falloff is not None: return falloff @property def slot(self): if self.__item is None: self.__fetchItemInfo() return self.__slot @property def itemModifiedAttributes(self): if self.__item is None: self.__fetchItemInfo() return self.__itemModifiedAttributes @property def chargeModifiedAttributes(self): if self.__charge is None: self.__fetchChargeInfo() return self.__chargeModifiedAttributes @property def item(self): if self.__item is None: self.__fetchItemInfo() return self.__item if self.__item != 0 else None @property def charge(self): if self.__charge is None: self.__fetchChargeInfo() return self.__charge if self.__charge != 0 else None @charge.setter def charge(self, charge): self.__charge = charge if charge is not None: self.chargeID = charge.ID self.__chargeModifiedAttributes.original = charge.attributes else: self.chargeID = None self.__chargeModifiedAttributes.original = None self.__itemModifiedAttributes.clear() @property def damageStats(self): if self.__dps == None: if self.isEmpty: self.__dps = 0 self.__volley = 0 else: if self.state >= State.ACTIVE: if self.charge: volley = sum(map(lambda attr: self.getModifiedChargeAttr(attr) or 0, self.DAMAGE_ATTRIBUTES)) else: volley = sum(map(lambda attr: self.getModifiedItemAttr(attr) or 0, self.DAMAGE_ATTRIBUTES)) volley *= self.getModifiedItemAttr("damageMultiplier") or 1 if volley: cycleTime = self.cycleTime self.__volley = volley self.__dps = volley / (cycleTime / 1000.0) else: self.__volley = 0 self.__dps = 0 else: self.__volley = 0 self.__dps = 0 return self.__dps, self.__volley @property def dps(self): return self.damageStats[0] @property def volley(self): return self.damageStats[1] @property def reloadTime(self): # Get reload time from attrs first, then use # custom value specified otherwise (e.g. in effects) moduleReloadTime = self.getModifiedItemAttr("reloadTime") if moduleReloadTime is None: moduleReloadTime = self.__reloadTime return moduleReloadTime @reloadTime.setter def reloadTime(self, milliseconds): self.__reloadTime = milliseconds @property def forceReload(self): return self.__reloadForce @forceReload.setter def forceReload(self, type): self.__reloadForce = type def fits(self, fit, hardpointLimit=True): slot = self.slot if fit.getSlotsFree(slot) <= (0 if self.owner != fit else -1): return False # Check ship type restrictions fitsOnType = set() fitsOnGroup = set() shipType = self.getModifiedItemAttr("fitsToShipType") if shipType is not None: fitsOnType.add(shipType) for i in xrange(1, 6): shipType = self.getModifiedItemAttr("canFitShipType%d" % i) if shipType is not None: fitsOnType.add(shipType) # Check ship group restrictions for i in xrange(1, 10): shipGroup = self.getModifiedItemAttr("canFitShipGroup%d" % i) if shipGroup is not None: fitsOnGroup.add(shipGroup) if (len(fitsOnGroup) > 0 or len(fitsOnType) > 0) and fit.ship.item.group.ID not in fitsOnGroup and fit.ship.item.ID not in fitsOnType: return False # If the mod is a subsystem, don't let two subs in the same slot fit if self.slot == Slot.SUBSYSTEM: subSlot = self.getModifiedItemAttr("subSystemSlot") for mod in fit.modules: if mod.getModifiedItemAttr("subSystemSlot") == subSlot: return False # Check rig sizes if self.slot == Slot.RIG: if self.getModifiedItemAttr("rigSize") != fit.ship.getModifiedItemAttr("rigSize"): return False # Check max group fitted max = self.getModifiedItemAttr("maxGroupFitted") if max is not None: current = 0 if self.owner != fit else -1 for mod in fit.modules: if mod.item and mod.item.groupID == self.item.groupID: current += 1 if current >= max: return False # Check this only if we're told to do so if hardpointLimit: if self.hardpoint == Hardpoint.TURRET: if fit.ship.getModifiedItemAttr('turretSlotsLeft') - fit.getHardpointsUsed(Hardpoint.TURRET) < 1: return False elif self.hardpoint == Hardpoint.MISSILE: if fit.ship.getModifiedItemAttr('launcherSlotsLeft') - fit.getHardpointsUsed(Hardpoint.MISSILE) < 1: return False return True def isValidState(self, state): """ Check if the state is valid for this module, without considering other modules at all """ #Check if we're within bounds if state < -1 or state > 2: return False elif state >= State.ACTIVE and not self.item.isType("active"): return False elif state == State.OVERHEATED and not self.item.isType("overheat"): return False else: return True def canHaveState(self, state=None, projectedOnto=None): """ Check with other modules if there are restrictions that might not allow this module to be activated """ # If we're going to set module to offline or online for local modules or offline for projected, # it should be fine for all cases item = self.item if (state <= State.ONLINE and projectedOnto is None) or (state <= State.OFFLINE): return True # Check if the local module is over it's max limit; if it's not, we're fine maxGroupActive = self.getModifiedItemAttr("maxGroupActive") if maxGroupActive is None and projectedOnto is None: return True # Following is applicable only to local modules, we do not want to limit projected if projectedOnto is None: currActive = 0 group = item.group.name for mod in self.owner.modules: currItem = getattr(mod, "item", None) if mod.state >= State.ACTIVE and currItem is not None and currItem.group.name == group: currActive += 1 if currActive > maxGroupActive: break return currActive <= maxGroupActive # For projected, we're checking if ship is vulnerable to given item else: # Do not allow to apply offensive modules on ship with offensive module immunite, with few exceptions # (all effects which apply instant modification are exception, generally speaking) if item.offensive and projectedOnto.ship.getModifiedItemAttr("disallowOffensiveModifiers") == 1: offensiveNonModifiers = set(("energyDestabilizationNew", "leech")) if not offensiveNonModifiers.intersection(set(item.effects)): return False # If assistive modules are not allowed, do not let to apply these altogether if item.assistive and projectedOnto.ship.getModifiedItemAttr("disallowAssistance") == 1: return False return True def isValidCharge(self, charge): #Check sizes, if 'charge size > module volume' it won't fit if charge is None: return True chargeVolume = charge.volume moduleCapacity = self.item.capacity if chargeVolume is not None and moduleCapacity is not None and chargeVolume > moduleCapacity: return False itemChargeSize = self.getModifiedItemAttr("chargeSize") if itemChargeSize is not None: chargeSize = charge.getAttribute('chargeSize') if itemChargeSize != chargeSize: return False chargeGroup = charge.groupID for i in range(5): itemChargeGroup = self.getModifiedItemAttr('chargeGroup' + str(i)) if itemChargeGroup is None: continue if itemChargeGroup == chargeGroup: return True return False def getValidCharges(self): validCharges = set() import eos.db for i in range(5): itemChargeGroup = self.getModifiedItemAttr('chargeGroup' + str(i)) if itemChargeGroup is not None: g = eos.db.getGroup(int(itemChargeGroup), eager=("items.icon", "items.attributes")) if g is None: continue for i in g.items: if i.published and self.isValidCharge(i): validCharges.add(i) return validCharges def __calculateHardpoint(self, item): effectHardpointMap = {"turretFitted" : Hardpoint.TURRET, "launcherFitted": Hardpoint.MISSILE} if item is None: return Hardpoint.NONE for effectName, slot in effectHardpointMap.iteritems(): if effectName in item.effects: return slot return Hardpoint.NONE def __calculateSlot(self, item): effectSlotMap = {"rigSlot" : Slot.RIG, "loPower" : Slot.LOW, "medPower" : Slot.MED, "hiPower" : Slot.HIGH, "subSystem" : Slot.SUBSYSTEM} if item is None: return None for effectName, slot in effectSlotMap.iteritems(): if effectName in item.effects: return slot if item.group.name == "Effect Beacon": return Slot.RIG raise ValueError("Passed item does not fit in any known slot") @validates("ID", "itemID", "ammoID") def validator(self, key, val): map = {"ID": lambda val: isinstance(val, int), "itemID" : lambda val: val is None or isinstance(val, int), "ammoID" : lambda val: isinstance(val, int)} if map[key](val) == False: raise ValueError(str(val) + " is not a valid value for " + key) else: return val def clear(self): self.__dps = None self.__volley = None self.__reloadTime = None self.__reloadForce = None self.__chargeCycles = None self.itemModifiedAttributes.clear() self.chargeModifiedAttributes.clear() def calculateModifiedAttributes(self, fit, runTime, forceProjected = False): #We will run the effect when two conditions are met: #1: It makes sense to run the effect # The effect is either offline # or the effect is passive and the module is in the online state (or higher) # or the effect is active and the module is in the active state (or higher) # or the effect is overheat and the module is in the overheated state (or higher) #2: the runtimes match if self.projected or forceProjected: context = "projected", "module" projected = True else: context = ("module",) projected = False if self.charge is not None: # fix for #82 and it's regression #106 if not projected or (self.projected and not forceProjected): for effect in self.charge.effects.itervalues(): if effect.runTime == runTime: effect.handler(fit, self, ("moduleCharge",)) if self.item: if self.state >= State.OVERHEATED: for effect in self.item.effects.itervalues(): if effect.runTime == runTime and effect.isType("overheat"): effect.handler(fit, self, context) for effect in self.item.effects.itervalues(): if effect.runTime == runTime and \ (effect.isType("offline") or (effect.isType("passive") and self.state >= State.ONLINE) or \ (effect.isType("active") and self.state >= State.ACTIVE)) and \ ((projected and effect.isType("projected")) or not projected): effect.handler(fit, self, context) @property def cycleTime(self): reactivation = (self.getModifiedItemAttr("moduleReactivationDelay") or 0) # Reactivation time starts counting after end of module cycle speed = self.rawCycleTime + reactivation if self.charge: reload = self.reloadTime else: reload = 0.0 # Determine if we'll take into account reload time or not factorReload = self.owner.factorReload if self.forceReload is None else self.forceReload # If reactivation is longer than 10 seconds then module can be reloaded # during reactivation time, thus we may ignore reload if factorReload and reactivation < reload: numShots = self.numShots # Time it takes to reload module after end of reactivation time, # given that we started when module cycle has just over additionalReloadTime = (reload - reactivation) # Speed here already takes into consideration reactivation time speed = (speed * numShots + additionalReloadTime) / numShots if numShots > 0 else speed return speed @property def rawCycleTime(self): speed = self.getModifiedItemAttr("speed") or self.getModifiedItemAttr("duration") return speed @property def capUse(self): capNeed = self.getModifiedItemAttr("capacitorNeed") if capNeed and self.state >= State.ACTIVE: cycleTime = self.cycleTime capUsed = capNeed / (cycleTime / 1000.0) return capUsed else: return 0 def __deepcopy__(self, memo): item = self.item if item is None: copy = Module.buildEmpty(self.slot) else: copy = Module(self.item) copy.charge = self.charge copy.state = self.state return copy
class Module(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut): """An instance of this class represents a module together with its charge and modified attributes""" MINING_ATTRIBUTES = ("miningAmount",) SYSTEM_GROUPS = ("Effect Beacon", "MassiveEnvironments", "Abyssal Hazards", "Non-Interactable Object") def __init__(self, item, baseItem=None, mutaplasmid=None): """Initialize a module from the program""" self.itemID = item.ID if item is not None else None self.baseItemID = baseItem.ID if baseItem is not None else None self.mutaplasmidID = mutaplasmid.ID if mutaplasmid is not None else None if baseItem is not None: # we're working with a mutated module, need to get abyssal module loaded with the base attributes # Note: there may be a better way of doing this, such as a metho on this classe to convert(mutaplamid). This # will require a bit more research though, considering there has never been a need to "swap" out the item of a Module # before, and there may be assumptions taken with regards to the item never changing (pre-calculated / cached results, for example) self.__item = eos.db.getItemWithBaseItemAttribute(self.itemID, self.baseItemID) self.__baseItem = baseItem self.__mutaplasmid = mutaplasmid else: self.__item = item self.__baseItem = baseItem self.__mutaplasmid = mutaplasmid if item is not None and self.isInvalid: raise ValueError("Passed item is not a Module") self.__charge = None self.projected = False self.state = FittingModuleState.ONLINE self.build() @reconstructor def init(self): """Initialize a module from the database and validate""" self.__item = None self.__baseItem = None self.__charge = None self.__mutaplasmid = None # we need this early if module is invalid and returns early self.__slot = self.dummySlot if self.itemID: self.__item = eos.db.getItem(self.itemID) if self.__item is None: pyfalog.error("Item (id: {0}) does not exist", self.itemID) return if self.baseItemID: self.__item = eos.db.getItemWithBaseItemAttribute(self.itemID, self.baseItemID) self.__baseItem = eos.db.getItem(self.baseItemID) self.__mutaplasmid = eos.db.getMutaplasmid(self.mutaplasmidID) if self.__baseItem is None: pyfalog.error("Base Item (id: {0}) does not exist", self.itemID) return if self.isInvalid: pyfalog.error("Item (id: {0}) is not a Module", self.itemID) return if self.chargeID: self.__charge = eos.db.getItem(self.chargeID) self.build() def build(self): """ Builds internal module variables from both init's """ if self.__charge and self.__charge.category.name != "Charge": self.__charge = None self.__baseVolley = None self.__baseRemoteReps = None self.__miningyield = None self.__reloadTime = None self.__reloadForce = None self.__chargeCycles = None self.__hardpoint = FittingHardpoint.NONE self.__itemModifiedAttributes = ModifiedAttributeDict(parent=self) self.__chargeModifiedAttributes = ModifiedAttributeDict(parent=self) self.__slot = self.dummySlot # defaults to None if self.__item: self.__itemModifiedAttributes.original = self.__item.attributes self.__itemModifiedAttributes.overrides = self.__item.overrides self.__hardpoint = self.__calculateHardpoint(self.__item) self.__slot = self.calculateSlot(self.__item) # Instantiate / remove mutators if this is a mutated module if self.__baseItem: for x in self.mutaplasmid.attributes: attr = self.item.attributes[x.name] id = attr.ID if id not in self.mutators: # create the mutator Mutator(self, attr, attr.value) # @todo: remove attributes that are no longer part of the mutaplasmid. self.__itemModifiedAttributes.mutators = self.mutators if self.__charge: self.__chargeModifiedAttributes.original = self.__charge.attributes self.__chargeModifiedAttributes.overrides = self.__charge.overrides @classmethod def buildEmpty(cls, slot): empty = Module(None) empty.__slot = slot empty.dummySlot = slot return empty @classmethod def buildRack(cls, slot, num=None): empty = Rack(None) empty.__slot = slot empty.dummySlot = slot empty.num = num return empty @property def isEmpty(self): return self.dummySlot is not None @property def hardpoint(self): return self.__hardpoint @property def isInvalid(self): # todo: validate baseItem as well if it's set. if self.isEmpty: return False return ( self.__item is None or ( self.__item.category.name not in ("Module", "Subsystem", "Structure Module") and self.__item.group.name not in self.SYSTEM_GROUPS) or (self.item.isAbyssal and not self.isMutated)) @property def isMutated(self): return self.baseItemID and self.mutaplasmidID @property def numCharges(self): return self.getNumCharges(self.charge) def getNumCharges(self, charge): if charge is None: charges = 0 else: chargeVolume = charge.volume containerCapacity = self.item.capacity if chargeVolume is None or containerCapacity is None: charges = 0 else: charges = int(floatUnerr(containerCapacity / chargeVolume)) return charges @property def numShots(self): if self.charge is None: return 0 if self.__chargeCycles is None and self.charge: numCharges = self.numCharges # Usual ammo like projectiles and missiles if numCharges > 0 and "chargeRate" in self.itemModifiedAttributes: self.__chargeCycles = self.__calculateAmmoShots() # Frequency crystals (combat and mining lasers) elif numCharges > 0 and "crystalsGetDamaged" in self.chargeModifiedAttributes: self.__chargeCycles = self.__calculateCrystalShots() # Scripts and stuff else: self.__chargeCycles = 0 return self.__chargeCycles else: return self.__chargeCycles @property def modPosition(self): return self.getModPosition() def getModPosition(self, fit=None): # Pass in fit for reliability. When it's not passed, we rely on owner and owner # is set by sqlalchemy during flush fit = fit if fit is not None else self.owner if fit: container = fit.projectedModules if self.isProjected else fit.modules try: return container.index(self) except ValueError: return None return None @property def isProjected(self): if self.owner: return self in self.owner.projectedModules return None @property def isExclusiveSystemEffect(self): return self.item.group.name in ("Effect Beacon", "Non-Interactable Object", "MassiveEnvironments") @property def isCapitalSize(self): return self.getModifiedItemAttr("volume", 0) >= 4000 @property def hpBeforeReload(self): """ If item is some kind of repairer with charges, calculate HP it reps before going into reload. """ cycles = self.numShots armorRep = self.getModifiedItemAttr("armorDamageAmount") or 0 shieldRep = self.getModifiedItemAttr("shieldBonus") or 0 if not cycles or (not armorRep and not shieldRep): return 0 hp = round((armorRep + shieldRep) * cycles) return hp def __calculateAmmoShots(self): if self.charge is not None: # Set number of cycles before reload is needed # numcycles = math.floor(module_capacity / (module_volume * module_chargerate)) chargeRate = self.getModifiedItemAttr("chargeRate") numCharges = self.numCharges numShots = math.floor(numCharges / chargeRate) else: numShots = None return numShots def __calculateCrystalShots(self): if self.charge is not None: if self.getModifiedChargeAttr("crystalsGetDamaged") == 1: # For depletable crystals, calculate average amount of shots before it's destroyed hp = self.getModifiedChargeAttr("hp") chance = self.getModifiedChargeAttr("crystalVolatilityChance") damage = self.getModifiedChargeAttr("crystalVolatilityDamage") crystals = self.numCharges numShots = math.floor((crystals * hp) / (damage * chance)) else: # Set 0 (infinite) for permanent crystals like t1 laser crystals numShots = 0 else: numShots = None return numShots @property def maxRange(self): attrs = ("maxRange", "shieldTransferRange", "powerTransferRange", "energyDestabilizationRange", "empFieldRange", "ecmBurstRange", "warpScrambleRange", "cargoScanRange", "shipScanRange", "surveyScanRange") for attr in attrs: maxRange = self.getModifiedItemAttr(attr, None) if maxRange is not None: return maxRange if self.charge is not None: try: chargeName = self.charge.group.name except AttributeError: pass else: if chargeName in ("Scanner Probe", "Survey Probe"): return None # Source: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1307419&page=1#15 # D_m = V_m * (T_m + T_0*[exp(- T_m/T_0)-1]) maxVelocity = self.getModifiedChargeAttr("maxVelocity") flightTime = self.getModifiedChargeAttr("explosionDelay") / 1000.0 mass = self.getModifiedChargeAttr("mass") agility = self.getModifiedChargeAttr("agility") if maxVelocity and (flightTime or mass or agility): accelTime = min(flightTime, mass * agility / 1000000) # Average distance done during acceleration duringAcceleration = maxVelocity / 2 * accelTime # Distance done after being at full speed fullSpeed = maxVelocity * (flightTime - accelTime) return duringAcceleration + fullSpeed @property def falloff(self): attrs = ("falloffEffectiveness", "falloff", "shipScanFalloff") for attr in attrs: falloff = self.getModifiedItemAttr(attr, None) if falloff is not None: return falloff @property def slot(self): return self.__slot @property def itemModifiedAttributes(self): return self.__itemModifiedAttributes @property def chargeModifiedAttributes(self): return self.__chargeModifiedAttributes @property def item(self): return self.__item if self.__item != 0 else None @property def baseItem(self): return self.__baseItem @property def mutaplasmid(self): return self.__mutaplasmid @property def charge(self): return self.__charge if self.__charge != 0 else None @charge.setter def charge(self, charge): self.__charge = charge if charge is not None: self.chargeID = charge.ID self.__chargeModifiedAttributes.original = charge.attributes self.__chargeModifiedAttributes.overrides = charge.overrides else: self.chargeID = None self.__chargeModifiedAttributes.original = None self.__chargeModifiedAttributes.overrides = {} self.__itemModifiedAttributes.clear() @property def miningStats(self): if self.__miningyield is None: if self.isEmpty: self.__miningyield = 0 else: if self.state >= FittingModuleState.ACTIVE: volley = self.getModifiedItemAttr("specialtyMiningAmount") or self.getModifiedItemAttr( "miningAmount") or 0 if volley: cycleParams = self.getCycleParameters() if cycleParams is None: self.__miningyield = 0 else: cycleTime = cycleParams.averageTime self.__miningyield = volley / (cycleTime / 1000.0) else: self.__miningyield = 0 else: self.__miningyield = 0 return self.__miningyield def isDealingDamage(self, ignoreState=False): volleyParams = self.getVolleyParameters(ignoreState=ignoreState) for volley in volleyParams.values(): if volley.total > 0: return True return False def getVolleyParameters(self, spoolOptions=None, targetResists=None, ignoreState=False): if self.isEmpty or (self.state < FittingModuleState.ACTIVE and not ignoreState): return {0: DmgTypes(0, 0, 0, 0)} if self.__baseVolley is None: self.__baseVolley = {} dmgGetter = self.getModifiedChargeAttr if self.charge else self.getModifiedItemAttr dmgMult = self.getModifiedItemAttr("damageMultiplier", 1) dmgDelay = self.getModifiedItemAttr("damageDelayDuration", 0) or self.getModifiedItemAttr("doomsdayWarningDuration", 0) dmgDuration = self.getModifiedItemAttr("doomsdayDamageDuration", 0) dmgSubcycle = self.getModifiedItemAttr("doomsdayDamageCycleTime", 0) if dmgDuration != 0 and dmgSubcycle != 0: subcycles = math.floor(floatUnerr(dmgDuration / dmgSubcycle)) else: subcycles = 1 for i in range(subcycles): self.__baseVolley[dmgDelay + dmgSubcycle * i] = DmgTypes( em=(dmgGetter("emDamage", 0)) * dmgMult, thermal=(dmgGetter("thermalDamage", 0)) * dmgMult, kinetic=(dmgGetter("kineticDamage", 0)) * dmgMult, explosive=(dmgGetter("explosiveDamage", 0)) * dmgMult) spoolType, spoolAmount = resolveSpoolOptions(spoolOptions, self) spoolBoost = calculateSpoolup( self.getModifiedItemAttr("damageMultiplierBonusMax", 0), self.getModifiedItemAttr("damageMultiplierBonusPerCycle", 0), self.rawCycleTime / 1000, spoolType, spoolAmount)[0] spoolMultiplier = 1 + spoolBoost adjustedVolley = {} for volleyTime, volleyValue in self.__baseVolley.items(): adjustedVolley[volleyTime] = DmgTypes( em=volleyValue.em * spoolMultiplier * (1 - getattr(targetResists, "emAmount", 0)), thermal=volleyValue.thermal * spoolMultiplier * (1 - getattr(targetResists, "thermalAmount", 0)), kinetic=volleyValue.kinetic * spoolMultiplier * (1 - getattr(targetResists, "kineticAmount", 0)), explosive=volleyValue.explosive * spoolMultiplier * (1 - getattr(targetResists, "explosiveAmount", 0))) return adjustedVolley def getVolley(self, spoolOptions=None, targetResists=None, ignoreState=False): volleyParams = self.getVolleyParameters(spoolOptions=spoolOptions, targetResists=targetResists, ignoreState=ignoreState) if len(volleyParams) == 0: return DmgTypes(0, 0, 0, 0) return volleyParams[min(volleyParams)] def getDps(self, spoolOptions=None, targetResists=None, ignoreState=False): dmgDuringCycle = DmgTypes(0, 0, 0, 0) cycleParams = self.getCycleParameters() if cycleParams is None: return dmgDuringCycle volleyParams = self.getVolleyParameters(spoolOptions=spoolOptions, targetResists=targetResists, ignoreState=ignoreState) avgCycleTime = cycleParams.averageTime if len(volleyParams) == 0 or avgCycleTime == 0: return dmgDuringCycle for volleyValue in volleyParams.values(): dmgDuringCycle += volleyValue dpsFactor = 1 / (avgCycleTime / 1000) dps = DmgTypes( em=dmgDuringCycle.em * dpsFactor, thermal=dmgDuringCycle.thermal * dpsFactor, kinetic=dmgDuringCycle.kinetic * dpsFactor, explosive=dmgDuringCycle.explosive * dpsFactor) return dps def getRemoteReps(self, spoolOptions=None, ignoreState=False): if self.isEmpty or (self.state < FittingModuleState.ACTIVE and not ignoreState): return None, 0 def getBaseRemoteReps(module): remoteModuleGroups = { "Remote Armor Repairer": "Armor", "Ancillary Remote Armor Repairer": "Armor", "Mutadaptive Remote Armor Repairer": "Armor", "Remote Hull Repairer": "Hull", "Remote Shield Booster": "Shield", "Ancillary Remote Shield Booster": "Shield", "Remote Capacitor Transmitter": "Capacitor"} rrType = remoteModuleGroups.get(module.item.group.name, None) if not rrType: return None, 0 if rrType == "Hull": rrAmount = module.getModifiedItemAttr("structureDamageAmount", 0) elif rrType == "Armor": rrAmount = module.getModifiedItemAttr("armorDamageAmount", 0) elif rrType == "Shield": rrAmount = module.getModifiedItemAttr("shieldBonus", 0) elif rrType == "Capacitor": rrAmount = module.getModifiedItemAttr("powerTransferAmount", 0) else: return None, 0 if rrAmount: cycleParams = self.getCycleParameters() if cycleParams is None: return None, 0 rrAmount *= 1 / (cycleParams.averageTime / 1000) if module.item.group.name == "Ancillary Remote Armor Repairer" and module.charge: rrAmount *= module.getModifiedItemAttr("chargedArmorDamageMultiplier", 1) return rrType, rrAmount if self.__baseRemoteReps is None: self.__baseRemoteReps = getBaseRemoteReps(self) rrType, rrAmount = self.__baseRemoteReps if rrType and rrAmount and self.item.group.name == "Mutadaptive Remote Armor Repairer": spoolType, spoolAmount = resolveSpoolOptions(spoolOptions, self) spoolBoost = calculateSpoolup( self.getModifiedItemAttr("repairMultiplierBonusMax", 0), self.getModifiedItemAttr("repairMultiplierBonusPerCycle", 0), self.rawCycleTime / 1000, spoolType, spoolAmount)[0] rrAmount *= (1 + spoolBoost) return rrType, rrAmount def getSpoolData(self, spoolOptions=None): weaponMultMax = self.getModifiedItemAttr("damageMultiplierBonusMax", 0) weaponMultPerCycle = self.getModifiedItemAttr("damageMultiplierBonusPerCycle", 0) if weaponMultMax and weaponMultPerCycle: spoolType, spoolAmount = resolveSpoolOptions(spoolOptions, self) _, spoolCycles, spoolTime = calculateSpoolup( weaponMultMax, weaponMultPerCycle, self.rawCycleTime / 1000, spoolType, spoolAmount) return spoolCycles, spoolTime rrMultMax = self.getModifiedItemAttr("repairMultiplierBonusMax", 0) rrMultPerCycle = self.getModifiedItemAttr("repairMultiplierBonusPerCycle", 0) if rrMultMax and rrMultPerCycle: spoolType, spoolAmount = resolveSpoolOptions(spoolOptions, self) _, spoolCycles, spoolTime = calculateSpoolup( rrMultMax, rrMultPerCycle, self.rawCycleTime / 1000, spoolType, spoolAmount) return spoolCycles, spoolTime return 0, 0 @property def reloadTime(self): # Get reload time from attrs first, then use # custom value specified otherwise (e.g. in effects) moduleReloadTime = self.getModifiedItemAttr("reloadTime") if moduleReloadTime is None: moduleReloadTime = self.__reloadTime return moduleReloadTime or 0.0 @reloadTime.setter def reloadTime(self, milliseconds): self.__reloadTime = milliseconds @property def forceReload(self): return self.__reloadForce @forceReload.setter def forceReload(self, type): self.__reloadForce = type def fits(self, fit, hardpointLimit=True): """ Function that determines if a module can be fit to the ship. We always apply slot restrictions no matter what (too many assumptions made on this), however all other fitting restrictions are optional """ slot = self.slot if fit.getSlotsFree(slot) <= (0 if self.owner != fit else -1): return False fits = self.__fitRestrictions(fit, hardpointLimit) if not fits and fit.ignoreRestrictions: self.restrictionOverridden = True fits = True elif fits and fit.ignoreRestrictions: self.restrictionOverridden = False return fits def __fitRestrictions(self, fit, hardpointLimit=True): if not fit.canFit(self.item): return False # EVE doesn't let capital modules be fit onto subcapital hulls. Confirmed by CCP Larrikin that this is dictated # by the modules volume. See GH issue #1096 if not isinstance(fit.ship, Citadel) and fit.ship.getModifiedItemAttr("isCapitalSize", 0) != 1 and self.isCapitalSize: return False # If the mod is a subsystem, don't let two subs in the same slot fit if self.slot == FittingSlot.SUBSYSTEM: subSlot = self.getModifiedItemAttr("subSystemSlot") for mod in fit.modules: if mod is self: continue if mod.getModifiedItemAttr("subSystemSlot") == subSlot: return False # Check rig sizes if self.slot == FittingSlot.RIG: if self.getModifiedItemAttr("rigSize") != fit.ship.getModifiedItemAttr("rigSize"): return False # Check max group fitted max = self.getModifiedItemAttr("maxGroupFitted", None) if max is not None: current = 0 # if self.owner != fit else -1 # Disabled, see #1278 for mod in fit.modules: if (mod.item and mod.item.groupID == self.item.groupID and self.getModPosition(fit) != mod.getModPosition(fit)): current += 1 if current >= max: return False # Check this only if we're told to do so if hardpointLimit: if fit.getHardpointsFree(self.hardpoint) < 1: return False return True def isValidState(self, state): """ Check if the state is valid for this module, without considering other modules at all """ # Check if we're within bounds if state < -1 or state > 2: return False elif state >= FittingModuleState.ACTIVE and (not self.item.isType("active") or self.getModifiedItemAttr('activationBlocked') > 0): return False elif state == FittingModuleState.OVERHEATED and not self.item.isType("overheat"): return False else: return True def getMaxState(self, proposedState=None): states = sorted((s for s in FittingModuleState if proposedState is None or s <= proposedState), reverse=True) for state in states: if self.isValidState(state): return state def canHaveState(self, state=None, projectedOnto=None): """ Check with other modules if there are restrictions that might not allow this module to be activated """ # If we're going to set module to offline or online for local modules or offline for projected, # it should be fine for all cases item = self.item if (state <= FittingModuleState.ONLINE and projectedOnto is None) or (state <= FittingModuleState.OFFLINE): return True # Check if the local module is over it's max limit; if it's not, we're fine maxGroupActive = self.getModifiedItemAttr("maxGroupActive", None) if maxGroupActive is None and projectedOnto is None: return True # Following is applicable only to local modules, we do not want to limit projected if projectedOnto is None: currActive = 0 group = item.group.name for mod in self.owner.modules: currItem = getattr(mod, "item", None) if mod.state >= FittingModuleState.ACTIVE and currItem is not None and currItem.group.name == group: currActive += 1 if currActive > maxGroupActive: break return currActive <= maxGroupActive # For projected, we're checking if ship is vulnerable to given item else: # Do not allow to apply offensive modules on ship with offensive module immunite, with few exceptions # (all effects which apply instant modification are exception, generally speaking) if item.offensive and projectedOnto.ship.getModifiedItemAttr("disallowOffensiveModifiers") == 1: offensiveNonModifiers = {"energyDestabilizationNew", "leech", "energyNosferatuFalloff", "energyNeutralizerFalloff"} if not offensiveNonModifiers.intersection(set(item.effects)): return False # If assistive modules are not allowed, do not let to apply these altogether if item.assistive and projectedOnto.ship.getModifiedItemAttr("disallowAssistance") == 1: return False return True def isValidCharge(self, charge): # Check sizes, if 'charge size > module volume' it won't fit if charge is None: return True chargeVolume = charge.volume moduleCapacity = self.item.capacity if chargeVolume is not None and moduleCapacity is not None and chargeVolume > moduleCapacity: return False itemChargeSize = self.getModifiedItemAttr("chargeSize") if itemChargeSize > 0: chargeSize = charge.getAttribute('chargeSize') if itemChargeSize != chargeSize: return False chargeGroup = charge.groupID for i in range(5): itemChargeGroup = self.getModifiedItemAttr('chargeGroup' + str(i), None) if itemChargeGroup is None: continue if itemChargeGroup == chargeGroup: return True return False def getValidCharges(self): validCharges = set() for i in range(5): itemChargeGroup = self.getModifiedItemAttr('chargeGroup' + str(i), None) if itemChargeGroup is not None: g = eos.db.getGroup(int(itemChargeGroup), eager="items.attributes") if g is None: continue for singleItem in g.items: if singleItem.published and self.isValidCharge(singleItem): validCharges.add(singleItem) return validCharges @staticmethod def __calculateHardpoint(item): effectHardpointMap = { "turretFitted" : FittingHardpoint.TURRET, "launcherFitted": FittingHardpoint.MISSILE } if item is None: return FittingHardpoint.NONE for effectName, slot in effectHardpointMap.items(): if effectName in item.effects: return slot return FittingHardpoint.NONE @staticmethod def calculateSlot(item): effectSlotMap = { "rigSlot" : FittingSlot.RIG.value, "loPower" : FittingSlot.LOW.value, "medPower" : FittingSlot.MED.value, "hiPower" : FittingSlot.HIGH.value, "subSystem" : FittingSlot.SUBSYSTEM.value, "serviceSlot": FittingSlot.SERVICE.value } if item is None: return None for effectName, slot in effectSlotMap.items(): if effectName in item.effects: return slot if item.group.name in Module.SYSTEM_GROUPS: return FittingSlot.SYSTEM return None @validates("ID", "itemID", "ammoID") def validator(self, key, val): map = { "ID" : lambda _val: isinstance(_val, int), "itemID": lambda _val: _val is None or isinstance(_val, int), "ammoID": lambda _val: isinstance(_val, int) } if not map[key](val): raise ValueError(str(val) + " is not a valid value for " + key) else: return val def clear(self): self.__baseVolley = None self.__baseRemoteReps = None self.__miningyield = None self.__reloadTime = None self.__reloadForce = None self.__chargeCycles = None self.itemModifiedAttributes.clear() self.chargeModifiedAttributes.clear() def calculateModifiedAttributes(self, fit, runTime, forceProjected=False, gang=False): # We will run the effect when two conditions are met: # 1: It makes sense to run the effect # The effect is either offline # or the effect is passive and the module is in the online state (or higher) # or the effect is active and the module is in the active state (or higher) # or the effect is overheat and the module is in the overheated state (or higher) # 2: the runtimes match if self.projected or forceProjected: context = "projected", "module" projected = True else: context = ("module",) projected = False if self.charge is not None: # fix for #82 and it's regression #106 if not projected or (self.projected and not forceProjected) or gang: for effect in self.charge.effects.values(): if ( effect.runTime == runTime and effect.activeByDefault and ( effect.isType("offline") or (effect.isType("passive") and self.state >= FittingModuleState.ONLINE) or (effect.isType("active") and self.state >= FittingModuleState.ACTIVE)) and (not gang or (gang and effect.isType("gang"))) ): contexts = ("moduleCharge",) # For gang effects, we pass in the effect itself as an argument. However, to avoid going through all # the effect definitions and defining this argument, do a simple try/catch here and be done with it. # @todo: possibly fix this try: effect.handler(fit, self, contexts, effect=effect) except: effect.handler(fit, self, contexts) if self.item: if self.state >= FittingModuleState.OVERHEATED: for effect in self.item.effects.values(): if effect.runTime == runTime and \ effect.isType("overheat") \ and not forceProjected \ and effect.activeByDefault \ and ((gang and effect.isType("gang")) or not gang): effect.handler(fit, self, context) for effect in self.item.effects.values(): if effect.runTime == runTime and \ effect.activeByDefault and \ (effect.isType("offline") or (effect.isType("passive") and self.state >= FittingModuleState.ONLINE) or (effect.isType("active") and self.state >= FittingModuleState.ACTIVE)) \ and ((projected and effect.isType("projected")) or not projected) \ and ((gang and effect.isType("gang")) or not gang): try: effect.handler(fit, self, context, effect=effect) except: effect.handler(fit, self, context) 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) # Multiple cycles with the same parameters if forced_inactive_time == 0: return CycleInfo(active_time, 0, cycles_until_reload) # Multiple cycles with different parameters return CycleSequence(( CycleInfo(active_time, forced_inactive_time, early_cycles), CycleInfo(active_time, 0, final_cycles) ), 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 ): return CycleInfo(active_time, forced_inactive_time, math.inf) # 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) return CycleSequence(( CycleInfo(active_time, forced_inactive_time, early_cycles), CycleInfo(active_time, reload_time, final_cycles) ), math.inf) @property def rawCycleTime(self): speed = max( self.getModifiedItemAttr("speed", 0), # Most weapons self.getModifiedItemAttr("duration", 0), # Most average modules self.getModifiedItemAttr("durationSensorDampeningBurstProjector", 0), self.getModifiedItemAttr("durationTargetIlluminationBurstProjector", 0), self.getModifiedItemAttr("durationECMJammerBurstProjector", 0), self.getModifiedItemAttr("durationWeaponDisruptionBurstProjector", 0) ) return speed @property def disallowRepeatingAction(self): return self.getModifiedItemAttr("disallowRepeatingActivation", 0) @property def reactivationDelay(self): return self.getModifiedItemAttr("moduleReactivationDelay", 0) @property def capUse(self): capNeed = self.getModifiedItemAttr("capacitorNeed") if capNeed and self.state >= FittingModuleState.ACTIVE: cycleParams = self.getCycleParameters() if cycleParams is None: return 0 cycleTime = cycleParams.averageTime if cycleTime > 0: capUsed = capNeed / (cycleTime / 1000.0) return capUsed else: return 0 @staticmethod def getProposedState(mod, click, proposedState=None): pyfalog.debug("Get proposed state for module.") if mod.slot == FittingSlot.SUBSYSTEM or mod.isEmpty: return FittingModuleState.ONLINE if mod.slot == FittingSlot.SYSTEM: transitionMap = ProjectedSystem else: transitionMap = ProjectedMap if mod.projected else LocalMap currState = mod.state if proposedState is not None: state = proposedState elif click == "right": state = FittingModuleState.OVERHEATED elif click == "ctrl": state = FittingModuleState.OFFLINE else: state = transitionMap[currState] # If passive module tries to transition into online and fails, # put it to passive instead if not mod.isValidState(state) and currState == FittingModuleState.ONLINE: state = FittingModuleState.OFFLINE return mod.getMaxState(proposedState=state) def __deepcopy__(self, memo): item = self.item if item is None: copy = Module.buildEmpty(self.slot) else: copy = Module(self.item, self.baseItem, self.mutaplasmid) copy.charge = self.charge copy.state = self.state copy.spoolType = self.spoolType copy.spoolAmount = self.spoolAmount for x in self.mutators.values(): Mutator(copy, x.attribute, x.value) return copy def rebase(self, item): state = self.state charge = self.charge Module.__init__(self, item, self.baseItem, self.mutaplasmid) self.state = state if self.isValidCharge(charge): self.charge = charge for x in self.mutators.values(): Mutator(self, x.attribute, x.value) def __repr__(self): if self.item: return "Module(ID={}, name={}) at {}".format( self.item.ID, self.item.name, hex(id(self)) ) else: return "EmptyModule() at {}".format(hex(id(self)))
class Module(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut): """An instance of this class represents a module together with its charge and modified attributes""" DAMAGE_TYPES = ("em", "thermal", "kinetic", "explosive") MINING_ATTRIBUTES = ("miningAmount", ) SYSTEM_GROUPS = ("Effect Beacon", "MassiveEnvironments", "Abyssal Hazards", "Non-Interactable Object") def __init__(self, item, baseItem=None, mutaplasmid=None): """Initialize a module from the program""" self.itemID = item.ID if item is not None else None self.baseItemID = baseItem.ID if baseItem is not None else None self.mutaplasmidID = mutaplasmid.ID if mutaplasmid is not None else None if baseItem is not None: # we're working with a mutated module, need to get abyssal module loaded with the base attributes # Note: there may be a better way of doing this, such as a metho on this classe to convert(mutaplamid). This # will require a bit more research though, considering there has never been a need to "swap" out the item of a Module # before, and there may be assumptions taken with regards to the item never changing (pre-calculated / cached results, for example) self.__item = eos.db.getItemWithBaseItemAttribute( self.itemID, self.baseItemID) self.__baseItem = baseItem self.__mutaplasmid = mutaplasmid else: self.__item = item self.__baseItem = baseItem self.__mutaplasmid = mutaplasmid if item is not None and self.isInvalid: raise ValueError("Passed item is not a Module") self.__charge = None self.projected = False self.state = State.ONLINE self.build() @reconstructor def init(self): """Initialize a module from the database and validate""" self.__item = None self.__baseItem = None self.__charge = None self.__mutaplasmid = None # we need this early if module is invalid and returns early self.__slot = self.dummySlot if self.itemID: self.__item = eos.db.getItem(self.itemID) if self.__item is None: pyfalog.error("Item (id: {0}) does not exist", self.itemID) return if self.baseItemID: self.__item = eos.db.getItemWithBaseItemAttribute( self.itemID, self.baseItemID) self.__baseItem = eos.db.getItem(self.baseItemID) self.__mutaplasmid = eos.db.getMutaplasmid(self.mutaplasmidID) if self.__baseItem is None: pyfalog.error("Base Item (id: {0}) does not exist", self.itemID) return if self.isInvalid: pyfalog.error("Item (id: {0}) is not a Module", self.itemID) return if self.chargeID: self.__charge = eos.db.getItem(self.chargeID) self.build() def build(self): """ Builds internal module variables from both init's """ if self.__charge and self.__charge.category.name != "Charge": self.__charge = None self.__dps = None self.__miningyield = None self.__volley = None self.__reloadTime = None self.__reloadForce = None self.__chargeCycles = None self.__hardpoint = Hardpoint.NONE self.__itemModifiedAttributes = ModifiedAttributeDict(parent=self) self.__chargeModifiedAttributes = ModifiedAttributeDict(parent=self) self.__slot = self.dummySlot # defaults to None if self.__item: self.__itemModifiedAttributes.original = self.__item.attributes self.__itemModifiedAttributes.overrides = self.__item.overrides self.__hardpoint = self.__calculateHardpoint(self.__item) self.__slot = self.__calculateSlot(self.__item) # Instantiate / remove mutators if this is a mutated module if self.__baseItem: for x in self.mutaplasmid.attributes: attr = self.item.attributes[x.name] id = attr.ID if id not in self.mutators: # create the mutator Mutator(self, attr, attr.value) # @todo: remove attributes that are no longer part of the mutaplasmid. self.__itemModifiedAttributes.mutators = self.mutators if self.__charge: self.__chargeModifiedAttributes.original = self.__charge.attributes self.__chargeModifiedAttributes.overrides = self.__charge.overrides @classmethod def buildEmpty(cls, slot): empty = Module(None) empty.__slot = slot empty.dummySlot = slot return empty @classmethod def buildRack(cls, slot, num=None): empty = Rack(None) empty.__slot = slot empty.dummySlot = slot empty.num = num return empty @property def isEmpty(self): return self.dummySlot is not None @property def hardpoint(self): return self.__hardpoint @property def isInvalid(self): # todo: validate baseItem as well if it's set. if self.isEmpty: return False return self.__item is None or \ (self.__item.category.name not in ("Module", "Subsystem", "Structure Module") and self.__item.group.name not in self.SYSTEM_GROUPS) or \ (self.item.isAbyssal and (not self.baseItemID or not self.mutaplasmidID)) @property def isMutated(self): return self.baseItemID or self.mutaplasmidID @property def numCharges(self): if self.charge is None: charges = 0 else: chargeVolume = self.charge.volume containerCapacity = self.item.capacity if chargeVolume is None or containerCapacity is None: charges = 0 else: charges = floor(containerCapacity / chargeVolume) return int(charges) @property def numShots(self): if self.charge is None: return 0 if self.__chargeCycles is None and self.charge: numCharges = self.numCharges # Usual ammo like projectiles and missiles if numCharges > 0 and "chargeRate" in self.itemModifiedAttributes: self.__chargeCycles = self.__calculateAmmoShots() # Frequency crystals (combat and mining lasers) elif numCharges > 0 and "crystalsGetDamaged" in self.chargeModifiedAttributes: self.__chargeCycles = self.__calculateCrystalShots() # Scripts and stuff else: self.__chargeCycles = 0 return self.__chargeCycles else: return self.__chargeCycles @property def modPosition(self): if self.owner: return self.owner.modules.index(self) @property def isCapitalSize(self): return self.getModifiedItemAttr("volume", 0) >= 4000 @property def hpBeforeReload(self): """ If item is some kind of repairer with charges, calculate HP it reps before going into reload. """ cycles = self.numShots armorRep = self.getModifiedItemAttr("armorDamageAmount") or 0 shieldRep = self.getModifiedItemAttr("shieldBonus") or 0 if not cycles or (not armorRep and not shieldRep): return 0 hp = round((armorRep + shieldRep) * cycles) return hp def __calculateAmmoShots(self): if self.charge is not None: # Set number of cycles before reload is needed # numcycles = math.floor(module_capacity / (module_volume * module_chargerate)) chargeRate = self.getModifiedItemAttr("chargeRate") numCharges = self.numCharges numShots = floor(numCharges / chargeRate) else: numShots = None return numShots def __calculateCrystalShots(self): if self.charge is not None: if self.getModifiedChargeAttr("crystalsGetDamaged") == 1: # For depletable crystals, calculate average amount of shots before it's destroyed hp = self.getModifiedChargeAttr("hp") chance = self.getModifiedChargeAttr("crystalVolatilityChance") damage = self.getModifiedChargeAttr("crystalVolatilityDamage") crystals = self.numCharges numShots = floor((crystals * hp) / (damage * chance)) else: # Set 0 (infinite) for permanent crystals like t1 laser crystals numShots = 0 else: numShots = None return numShots @property def maxRange(self): attrs = ("maxRange", "shieldTransferRange", "powerTransferRange", "energyDestabilizationRange", "empFieldRange", "ecmBurstRange", "warpScrambleRange", "cargoScanRange", "shipScanRange", "surveyScanRange") for attr in attrs: maxRange = self.getModifiedItemAttr(attr, None) if maxRange is not None: return maxRange if self.charge is not None: try: chargeName = self.charge.group.name except AttributeError: pass else: if chargeName in ("Scanner Probe", "Survey Probe"): return None # Source: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1307419&page=1#15 # D_m = V_m * (T_m + T_0*[exp(- T_m/T_0)-1]) maxVelocity = self.getModifiedChargeAttr("maxVelocity") flightTime = self.getModifiedChargeAttr("explosionDelay") / 1000.0 mass = self.getModifiedChargeAttr("mass") agility = self.getModifiedChargeAttr("agility") if maxVelocity and (flightTime or mass or agility): accelTime = min(flightTime, mass * agility / 1000000) # Average distance done during acceleration duringAcceleration = maxVelocity / 2 * accelTime # Distance done after being at full speed fullSpeed = maxVelocity * (flightTime - accelTime) return duringAcceleration + fullSpeed @property def falloff(self): attrs = ("falloffEffectiveness", "falloff", "shipScanFalloff") for attr in attrs: falloff = self.getModifiedItemAttr(attr, None) if falloff is not None: return falloff @property def slot(self): return self.__slot @property def itemModifiedAttributes(self): return self.__itemModifiedAttributes @property def chargeModifiedAttributes(self): return self.__chargeModifiedAttributes @property def item(self): return self.__item if self.__item != 0 else None @property def baseItem(self): return self.__baseItem @property def mutaplasmid(self): return self.__mutaplasmid @property def charge(self): return self.__charge if self.__charge != 0 else None @charge.setter def charge(self, charge): self.__charge = charge if charge is not None: self.chargeID = charge.ID self.__chargeModifiedAttributes.original = charge.attributes self.__chargeModifiedAttributes.overrides = charge.overrides else: self.chargeID = None self.__chargeModifiedAttributes.original = None self.__chargeModifiedAttributes.overrides = {} self.__itemModifiedAttributes.clear() def damageStats(self, targetResists): if self.__dps is None: self.__dps = 0 self.__volley = 0 if not self.isEmpty and self.state >= State.ACTIVE: if self.charge: func = self.getModifiedChargeAttr else: func = self.getModifiedItemAttr volley = sum([ (func("%sDamage" % attr) or 0) * (1 - getattr(targetResists, "%sAmount" % attr, 0)) for attr in self.DAMAGE_TYPES ]) volley *= self.getModifiedItemAttr("damageMultiplier") or 1 # Disintegrator-specific ramp-up multiplier volley *= (self.getModifiedItemAttr("damageMultiplierBonusMax") or 0) + 1 if volley: cycleTime = self.cycleTime # Some weapons repeat multiple times in one cycle (think doomsdays) # Get the number of times it fires off weaponDoT = max( self.getModifiedItemAttr("doomsdayDamageDuration", 1) / self.getModifiedItemAttr("doomsdayDamageCycleTime", 1), 1) self.__volley = volley self.__dps = (volley * weaponDoT) / (cycleTime / 1000.0) return self.__dps, self.__volley @property def miningStats(self): if self.__miningyield is None: if self.isEmpty: self.__miningyield = 0 else: if self.state >= State.ACTIVE: volley = self.getModifiedItemAttr( "specialtyMiningAmount") or self.getModifiedItemAttr( "miningAmount") or 0 if volley: cycleTime = self.cycleTime self.__miningyield = volley / (cycleTime / 1000.0) else: self.__miningyield = 0 else: self.__miningyield = 0 return self.__miningyield @property def dps(self): return self.damageStats(None)[0] @property def volley(self): return self.damageStats(None)[1] @property def reloadTime(self): # Get reload time from attrs first, then use # custom value specified otherwise (e.g. in effects) moduleReloadTime = self.getModifiedItemAttr("reloadTime") if moduleReloadTime is None: moduleReloadTime = self.__reloadTime return moduleReloadTime or 0.0 @reloadTime.setter def reloadTime(self, milliseconds): self.__reloadTime = milliseconds @property def forceReload(self): return self.__reloadForce @forceReload.setter def forceReload(self, type): self.__reloadForce = type def fits(self, fit, hardpointLimit=True): """ Function that determines if a module can be fit to the ship. We always apply slot restrictions no matter what (too many assumptions made on this), however all other fitting restrictions are optional """ slot = self.slot if fit.getSlotsFree(slot) <= (0 if self.owner != fit else -1): return False fits = self.__fitRestrictions(fit, hardpointLimit) if not fits and fit.ignoreRestrictions: self.restrictionOverridden = True fits = True return fits def __fitRestrictions(self, fit, hardpointLimit=True): # Check ship type restrictions fitsOnType = set() fitsOnGroup = set() shipType = self.getModifiedItemAttr("fitsToShipType", None) if shipType is not None: fitsOnType.add(shipType) for attr in list(self.itemModifiedAttributes.keys()): if attr.startswith("canFitShipType"): shipType = self.getModifiedItemAttr(attr, None) if shipType is not None: fitsOnType.add(shipType) for attr in list(self.itemModifiedAttributes.keys()): if attr.startswith("canFitShipGroup"): shipGroup = self.getModifiedItemAttr(attr, None) if shipGroup is not None: fitsOnGroup.add(shipGroup) if (len(fitsOnGroup) > 0 or len(fitsOnType) > 0) \ and fit.ship.item.group.ID not in fitsOnGroup \ and fit.ship.item.ID not in fitsOnType: return False # Citadel modules are now under a new category, so we can check this to ensure only structure modules can fit on a citadel if isinstance(fit.ship, Citadel) and self.item.category.name != "Structure Module" or \ not isinstance(fit.ship, Citadel) and self.item.category.name == "Structure Module": return False # EVE doesn't let capital modules be fit onto subcapital hulls. Confirmed by CCP Larrikin that this is dictated # by the modules volume. See GH issue #1096 if not isinstance(fit.ship, Citadel) and fit.ship.getModifiedItemAttr( "isCapitalSize", 0) != 1 and self.isCapitalSize: return False # If the mod is a subsystem, don't let two subs in the same slot fit if self.slot == Slot.SUBSYSTEM: subSlot = self.getModifiedItemAttr("subSystemSlot") for mod in fit.modules: if mod.getModifiedItemAttr("subSystemSlot") == subSlot: return False # Check rig sizes if self.slot == Slot.RIG: if self.getModifiedItemAttr( "rigSize") != fit.ship.getModifiedItemAttr("rigSize"): return False # Check max group fitted max = self.getModifiedItemAttr("maxGroupFitted", None) if max is not None: current = 0 # if self.owner != fit else -1 # Disabled, see #1278 for mod in fit.modules: if (mod.item and mod.item.groupID == self.item.groupID and self.modPosition != mod.modPosition): current += 1 if current >= max: return False # Check this only if we're told to do so if hardpointLimit: if fit.getHardpointsFree(self.hardpoint) < 1: return False return True def isValidState(self, state): """ Check if the state is valid for this module, without considering other modules at all """ # Check if we're within bounds if state < -1 or state > 2: return False elif state >= State.ACTIVE and not self.item.isType("active"): return False elif state == State.OVERHEATED and not self.item.isType("overheat"): return False else: return True def canHaveState(self, state=None, projectedOnto=None): """ Check with other modules if there are restrictions that might not allow this module to be activated """ # If we're going to set module to offline or online for local modules or offline for projected, # it should be fine for all cases item = self.item if (state <= State.ONLINE and projectedOnto is None) or (state <= State.OFFLINE): return True # Check if the local module is over it's max limit; if it's not, we're fine maxGroupActive = self.getModifiedItemAttr("maxGroupActive", None) if maxGroupActive is None and projectedOnto is None: return True # Following is applicable only to local modules, we do not want to limit projected if projectedOnto is None: currActive = 0 group = item.group.name for mod in self.owner.modules: currItem = getattr(mod, "item", None) if mod.state >= State.ACTIVE and currItem is not None and currItem.group.name == group: currActive += 1 if currActive > maxGroupActive: break return currActive <= maxGroupActive # For projected, we're checking if ship is vulnerable to given item else: # Do not allow to apply offensive modules on ship with offensive module immunite, with few exceptions # (all effects which apply instant modification are exception, generally speaking) if item.offensive and projectedOnto.ship.getModifiedItemAttr( "disallowOffensiveModifiers") == 1: offensiveNonModifiers = { "energyDestabilizationNew", "leech", "energyNosferatuFalloff", "energyNeutralizerFalloff" } if not offensiveNonModifiers.intersection(set(item.effects)): return False # If assistive modules are not allowed, do not let to apply these altogether if item.assistive and projectedOnto.ship.getModifiedItemAttr( "disallowAssistance") == 1: return False return True def isValidCharge(self, charge): # Check sizes, if 'charge size > module volume' it won't fit if charge is None: return True chargeVolume = charge.volume moduleCapacity = self.item.capacity if chargeVolume is not None and moduleCapacity is not None and chargeVolume > moduleCapacity: return False itemChargeSize = self.getModifiedItemAttr("chargeSize") if itemChargeSize > 0: chargeSize = charge.getAttribute('chargeSize') if itemChargeSize != chargeSize: return False chargeGroup = charge.groupID for i in range(5): itemChargeGroup = self.getModifiedItemAttr('chargeGroup' + str(i), None) if itemChargeGroup is None: continue if itemChargeGroup == chargeGroup: return True return False def getValidCharges(self): validCharges = set() for i in range(5): itemChargeGroup = self.getModifiedItemAttr('chargeGroup' + str(i), None) if itemChargeGroup is not None: g = eos.db.getGroup(int(itemChargeGroup), eager=("items.attributes")) if g is None: continue for singleItem in g.items: if singleItem.published and self.isValidCharge(singleItem): validCharges.add(singleItem) return validCharges @staticmethod def __calculateHardpoint(item): effectHardpointMap = { "turretFitted": Hardpoint.TURRET, "launcherFitted": Hardpoint.MISSILE } if item is None: return Hardpoint.NONE for effectName, slot in effectHardpointMap.items(): if effectName in item.effects: return slot return Hardpoint.NONE @staticmethod def __calculateSlot(item): effectSlotMap = { "rigSlot": Slot.RIG, "loPower": Slot.LOW, "medPower": Slot.MED, "hiPower": Slot.HIGH, "subSystem": Slot.SUBSYSTEM, "serviceSlot": Slot.SERVICE } if item is None: return None for effectName, slot in effectSlotMap.items(): if effectName in item.effects: return slot if item.group.name in Module.SYSTEM_GROUPS: return Slot.SYSTEM raise ValueError("Passed item does not fit in any known slot") @validates("ID", "itemID", "ammoID") def validator(self, key, val): map = { "ID": lambda _val: isinstance(_val, int), "itemID": lambda _val: _val is None or isinstance(_val, int), "ammoID": lambda _val: isinstance(_val, int) } if not map[key](val): raise ValueError(str(val) + " is not a valid value for " + key) else: return val def clear(self): self.__dps = None self.__miningyield = None self.__volley = None self.__reloadTime = None self.__reloadForce = None self.__chargeCycles = None self.itemModifiedAttributes.clear() self.chargeModifiedAttributes.clear() def calculateModifiedAttributes(self, fit, runTime, forceProjected=False, gang=False): # We will run the effect when two conditions are met: # 1: It makes sense to run the effect # The effect is either offline # or the effect is passive and the module is in the online state (or higher) # or the effect is active and the module is in the active state (or higher) # or the effect is overheat and the module is in the overheated state (or higher) # 2: the runtimes match if self.projected or forceProjected: context = "projected", "module" projected = True else: context = ("module", ) projected = False # if gang: # context += ("commandRun",) if self.charge is not None: # fix for #82 and it's regression #106 if not projected or (self.projected and not forceProjected) or gang: for effect in self.charge.effects.values(): if effect.runTime == runTime and \ effect.activeByDefault and \ (effect.isType("offline") or (effect.isType("passive") and self.state >= State.ONLINE) or (effect.isType("active") and self.state >= State.ACTIVE)) and \ (not gang or (gang and effect.isType("gang"))): chargeContext = ("moduleCharge", ) # For gang effects, we pass in the effect itself as an argument. However, to avoid going through # all the effect files and defining this argument, do a simple try/catch here and be done with it. # @todo: possibly fix this try: effect.handler(fit, self, chargeContext, effect=effect) except: effect.handler(fit, self, chargeContext) if self.item: if self.state >= State.OVERHEATED: for effect in self.item.effects.values(): if effect.runTime == runTime and \ effect.isType("overheat") \ and not forceProjected \ and effect.activeByDefault \ and ((gang and effect.isType("gang")) or not gang): effect.handler(fit, self, context) for effect in self.item.effects.values(): if effect.runTime == runTime and \ effect.activeByDefault and \ (effect.isType("offline") or (effect.isType("passive") and self.state >= State.ONLINE) or (effect.isType("active") and self.state >= State.ACTIVE)) \ and ((projected and effect.isType("projected")) or not projected) \ and ((gang and effect.isType("gang")) or not gang): try: effect.handler(fit, self, context, effect=effect) except: effect.handler(fit, self, context) @property def cycleTime(self): # Determine if we'll take into account reload time or not factorReload = self.owner.factorReload if self.forceReload is None else self.forceReload numShots = self.numShots speed = self.rawCycleTime if factorReload and self.charge: raw_reload_time = self.reloadTime else: raw_reload_time = 0.0 # Module can only fire one shot at a time, think bomb launchers or defender launchers if self.disallowRepeatingAction: if numShots > 0: """ The actual mechanics behind this is complex. Behavior will be (for 3 ammo): fire, reactivation delay, fire, reactivation delay, fire, max(reactivation delay, reload) so your effective reload time depends on where you are at in the cycle. We can't do that, so instead we'll average it out. Currently would apply to bomb launchers and defender missiles """ effective_reload_time = ( (self.reactivationDelay * (numShots - 1)) + max(raw_reload_time, self.reactivationDelay, 0)) else: """ Applies to MJD/MJFG """ effective_reload_time = max(raw_reload_time, self.reactivationDelay, 0) speed = speed + effective_reload_time else: """ Currently no other modules would have a reactivation delay, so for sanities sake don't try and account for it. Okay, technically cloaks do, but they also have 0 cycle time and cap usage so why do you care? """ effective_reload_time = raw_reload_time if numShots > 0 and self.charge: speed = (speed * numShots + effective_reload_time) / numShots return speed @property def rawCycleTime(self): speed = max( self.getModifiedItemAttr("speed", 0), # Most weapons self.getModifiedItemAttr("duration", 0), # Most average modules self.getModifiedItemAttr("durationSensorDampeningBurstProjector", 0), self.getModifiedItemAttr( "durationTargetIlluminationBurstProjector", 0), self.getModifiedItemAttr("durationECMJammerBurstProjector", 0), self.getModifiedItemAttr("durationWeaponDisruptionBurstProjector", 0)) return speed @property def disallowRepeatingAction(self): return self.getModifiedItemAttr("disallowRepeatingActivation", 0) @property def reactivationDelay(self): return self.getModifiedItemAttr("moduleReactivationDelay", 0) @property def capUse(self): capNeed = self.getModifiedItemAttr("capacitorNeed") if capNeed and self.state >= State.ACTIVE: cycleTime = self.cycleTime if cycleTime > 0: capUsed = capNeed / (cycleTime / 1000.0) return capUsed else: return 0 def __deepcopy__(self, memo): item = self.item if item is None: copy = Module.buildEmpty(self.slot) else: copy = Module(self.item, self.baseItem, self.mutaplasmid) copy.charge = self.charge copy.state = self.state for x in self.mutators.values(): Mutator(copy, x.attribute, x.value) return copy def __repr__(self): if self.item: return "Module(ID={}, name={}) at {}".format( self.item.ID, self.item.name, hex(id(self))) else: return "EmptyModule() at {}".format(hex(id(self)))
class Module(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut): """An instance of this class represents a module together with its charge and modified attributes""" DAMAGE_TYPES = ("em", "thermal", "kinetic", "explosive") MINING_ATTRIBUTES = ("miningAmount", ) def __init__(self, item): """Initialize a module from the program""" self.__item = item if item is not None and self.isInvalid: raise ValueError("Passed item is not a Module") self.__charge = None self.itemID = item.ID if item is not None else None self.projected = False self.state = State.ONLINE self.build() @reconstructor def init(self): """Initialize a module from the database and validate""" self.__item = None self.__charge = None # we need this early if module is invalid and returns early self.__slot = self.dummySlot if self.itemID: self.__item = eos.db.getItem(self.itemID) if self.__item is None: logger.error("Item (id: %d) does not exist", self.itemID) return if self.isInvalid: logger.error("Item (id: %d) is not a Module", self.itemID) return if self.chargeID: self.__charge = eos.db.getItem(self.chargeID) self.build() def build(self): """ Builds internal module variables from both init's """ if self.__charge and self.__charge.category.name != "Charge": self.__charge = None self.__dps = None self.__miningyield = None self.__volley = None self.__reloadTime = None self.__reloadForce = None self.__chargeCycles = None self.__hardpoint = Hardpoint.NONE self.__itemModifiedAttributes = ModifiedAttributeDict() self.__chargeModifiedAttributes = ModifiedAttributeDict() self.__slot = self.dummySlot # defaults to None if self.__item: self.__itemModifiedAttributes.original = self.__item.attributes self.__hardpoint = self.__calculateHardpoint(self.__item) self.__slot = self.__calculateSlot(self.__item) if self.__charge: self.__chargeModifiedAttributes.original = self.__charge.attributes @classmethod def buildEmpty(cls, slot): empty = Module(None) empty.__slot = slot empty.dummySlot = slot return empty @classmethod def buildRack(cls, slot): empty = Rack(None) empty.__slot = slot empty.dummySlot = slot return empty @property def isEmpty(self): return self.dummySlot is not None @property def hardpoint(self): return self.__hardpoint @property def isInvalid(self): if self.isEmpty: return False return self.__item is None or ( self.__item.category.name not in ("Module", "Subsystem") and self.__item.group.name != "Effect Beacon") @property def numCharges(self): if self.charge is None: charges = 0 else: chargeVolume = self.charge.volume containerCapacity = self.item.capacity if chargeVolume is None or containerCapacity is None: charges = 0 else: charges = floorFloat(float(containerCapacity) / chargeVolume) return charges @property def numShots(self): if self.charge is None: return None if self.__chargeCycles is None and self.charge: numCharges = self.numCharges # Usual ammo like projectiles and missiles if numCharges > 0 and "chargeRate" in self.itemModifiedAttributes: self.__chargeCycles = self.__calculateAmmoShots() # Frequency crystals (combat and mining lasers) elif numCharges > 0 and "crystalsGetDamaged" in self.chargeModifiedAttributes: self.__chargeCycles = self.__calculateCrystalShots() # Scripts and stuff else: self.__chargeCycles = 0 return self.__chargeCycles else: return self.__chargeCycles @property def hpBeforeReload(self): """ If item is some kind of repairer with charges, calculate HP it reps before going into reload. """ cycles = self.numShots armorRep = self.getModifiedItemAttr("armorDamageAmount") or 0 shieldRep = self.getModifiedItemAttr("shieldBonus") or 0 if not cycles or (not armorRep and not shieldRep): return None hp = round((armorRep + shieldRep) * cycles) return hp def __calculateAmmoShots(self): if self.charge is not None: # Set number of cycles before reload is needed chargeRate = self.getModifiedItemAttr("chargeRate") numCharges = self.numCharges numShots = floorFloat(float(numCharges) / chargeRate) else: numShots = None return numShots def __calculateCrystalShots(self): if self.charge is not None: if self.getModifiedChargeAttr("crystalsGetDamaged") == 1: # For depletable crystals, calculate average amount of shots before it's destroyed hp = self.getModifiedChargeAttr("hp") chance = self.getModifiedChargeAttr("crystalVolatilityChance") damage = self.getModifiedChargeAttr("crystalVolatilityDamage") crystals = self.numCharges numShots = floorFloat(float(crystals * hp) / (damage * chance)) else: # Set 0 (infinite) for permanent crystals like t1 laser crystals numShots = 0 else: numShots = None return numShots @property def maxRange(self): attrs = ("maxRange", "shieldTransferRange", "powerTransferRange", "energyDestabilizationRange", "empFieldRange", "ecmBurstRange", "warpScrambleRange", "cargoScanRange", "shipScanRange", "surveyScanRange") for attr in attrs: maxRange = self.getModifiedItemAttr(attr) if maxRange is not None: return maxRange if self.charge is not None: try: chargeName = self.charge.group.name except AttributeError: pass else: if chargeName in ("Scanner Probe", "Survey Probe"): return None # Source: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1307419&page=1#15 # D_m = V_m * (T_m + T_0*[exp(- T_m/T_0)-1]) maxVelocity = self.getModifiedChargeAttr("maxVelocity") flightTime = self.getModifiedChargeAttr("explosionDelay") / 1000.0 mass = self.getModifiedChargeAttr("mass") agility = self.getModifiedChargeAttr("agility") if maxVelocity and flightTime and mass and agility: accelTime = min(flightTime, mass * agility / 1000000) # Average distance done during acceleration duringAcceleration = maxVelocity / 2 * accelTime # Distance done after being at full speed fullSpeed = maxVelocity * (flightTime - accelTime) return duringAcceleration + fullSpeed @property def falloff(self): attrs = ("falloff", "shipScanFalloff") for attr in attrs: falloff = self.getModifiedItemAttr(attr) if falloff is not None: return falloff @property def slot(self): return self.__slot @property def itemModifiedAttributes(self): return self.__itemModifiedAttributes @property def chargeModifiedAttributes(self): return self.__chargeModifiedAttributes @property def item(self): return self.__item if self.__item != 0 else None @property def charge(self): return self.__charge if self.__charge != 0 else None @charge.setter def charge(self, charge): self.__charge = charge if charge is not None: self.chargeID = charge.ID self.__chargeModifiedAttributes.original = charge.attributes else: self.chargeID = None self.__chargeModifiedAttributes.original = None self.__itemModifiedAttributes.clear() def damageStats(self, targetResists): if self.__dps == None: self.__dps = 0 self.__volley = 0 if not self.isEmpty and self.state >= State.ACTIVE: if self.charge: func = self.getModifiedChargeAttr else: func = self.getModifiedItemAttr volley = sum( map( lambda attr: (func("%sDamage" % attr) or 0) * (1 - getattr(targetResists, "%sAmount" % attr, 0)), self.DAMAGE_TYPES)) volley *= self.getModifiedItemAttr("damageMultiplier") or 1 if volley: cycleTime = self.cycleTime self.__volley = volley self.__dps = volley / (cycleTime / 1000.0) return self.__dps, self.__volley @property def miningStats(self): if self.__miningyield == None: if self.isEmpty: self.__miningyield = 0 else: if self.state >= State.ACTIVE: volley = sum( map(lambda attr: self.getModifiedItemAttr(attr) or 0, self.MINING_ATTRIBUTES)) if volley: cycleTime = self.cycleTime self.__miningyield = volley / (cycleTime / 1000.0) else: self.__miningyield = 0 else: self.__miningyield = 0 return self.__miningyield @property def dps(self): return self.damageStats(None)[0] @property def volley(self): return self.damageStats(None)[1] @property def reloadTime(self): # Get reload time from attrs first, then use # custom value specified otherwise (e.g. in effects) moduleReloadTime = self.getModifiedItemAttr("reloadTime") if moduleReloadTime is None: moduleReloadTime = self.__reloadTime return moduleReloadTime @reloadTime.setter def reloadTime(self, milliseconds): self.__reloadTime = milliseconds @property def forceReload(self): return self.__reloadForce @forceReload.setter def forceReload(self, type): self.__reloadForce = type def fits(self, fit, hardpointLimit=True): slot = self.slot if fit.getSlotsFree(slot) <= (0 if self.owner != fit else -1): return False # Check ship type restrictions fitsOnType = set() fitsOnGroup = set() shipType = self.getModifiedItemAttr("fitsToShipType") if shipType is not None: fitsOnType.add(shipType) for i in xrange(1, 6): shipType = self.getModifiedItemAttr("canFitShipType%d" % i) if shipType is not None: fitsOnType.add(shipType) # Check ship group restrictions for i in xrange(1, 10): shipGroup = self.getModifiedItemAttr("canFitShipGroup%d" % i) if shipGroup is not None: fitsOnGroup.add(shipGroup) if ( len(fitsOnGroup) > 0 or len(fitsOnType) > 0 ) and fit.ship.item.group.ID not in fitsOnGroup and fit.ship.item.ID not in fitsOnType: return False # If the mod is a subsystem, don't let two subs in the same slot fit if self.slot == Slot.SUBSYSTEM: subSlot = self.getModifiedItemAttr("subSystemSlot") for mod in fit.modules: if mod.getModifiedItemAttr("subSystemSlot") == subSlot: return False # Check rig sizes if self.slot == Slot.RIG: if self.getModifiedItemAttr( "rigSize") != fit.ship.getModifiedItemAttr("rigSize"): return False # Check max group fitted max = self.getModifiedItemAttr("maxGroupFitted") if max is not None: current = 0 if self.owner != fit else -1 for mod in fit.modules: if mod.item and mod.item.groupID == self.item.groupID: current += 1 if current >= max: return False # Check this only if we're told to do so if hardpointLimit: if self.hardpoint == Hardpoint.TURRET: if fit.ship.getModifiedItemAttr( 'turretSlotsLeft') - fit.getHardpointsUsed( Hardpoint.TURRET) < 1: return False elif self.hardpoint == Hardpoint.MISSILE: if fit.ship.getModifiedItemAttr( 'launcherSlotsLeft') - fit.getHardpointsUsed( Hardpoint.MISSILE) < 1: return False return True def isValidState(self, state): """ Check if the state is valid for this module, without considering other modules at all """ #Check if we're within bounds if state < -1 or state > 2: return False elif state >= State.ACTIVE and not self.item.isType("active"): return False elif state == State.OVERHEATED and not self.item.isType("overheat"): return False else: return True def canHaveState(self, state=None, projectedOnto=None): """ Check with other modules if there are restrictions that might not allow this module to be activated """ # If we're going to set module to offline or online for local modules or offline for projected, # it should be fine for all cases item = self.item if (state <= State.ONLINE and projectedOnto is None) or (state <= State.OFFLINE): return True # Check if the local module is over it's max limit; if it's not, we're fine maxGroupActive = self.getModifiedItemAttr("maxGroupActive") if maxGroupActive is None and projectedOnto is None: return True # Following is applicable only to local modules, we do not want to limit projected if projectedOnto is None: currActive = 0 group = item.group.name for mod in self.owner.modules: currItem = getattr(mod, "item", None) if mod.state >= State.ACTIVE and currItem is not None and currItem.group.name == group: currActive += 1 if currActive > maxGroupActive: break return currActive <= maxGroupActive # For projected, we're checking if ship is vulnerable to given item else: # Do not allow to apply offensive modules on ship with offensive module immunite, with few exceptions # (all effects which apply instant modification are exception, generally speaking) if item.offensive and projectedOnto.ship.getModifiedItemAttr( "disallowOffensiveModifiers") == 1: offensiveNonModifiers = set( ("energyDestabilizationNew", "leech")) if not offensiveNonModifiers.intersection(set(item.effects)): return False # If assistive modules are not allowed, do not let to apply these altogether if item.assistive and projectedOnto.ship.getModifiedItemAttr( "disallowAssistance") == 1: return False return True def isValidCharge(self, charge): #Check sizes, if 'charge size > module volume' it won't fit if charge is None: return True chargeVolume = charge.volume moduleCapacity = self.item.capacity if chargeVolume is not None and moduleCapacity is not None and chargeVolume > moduleCapacity: return False itemChargeSize = self.getModifiedItemAttr("chargeSize") if itemChargeSize is not None: chargeSize = charge.getAttribute('chargeSize') if itemChargeSize != chargeSize: return False chargeGroup = charge.groupID for i in range(5): itemChargeGroup = self.getModifiedItemAttr('chargeGroup' + str(i)) if itemChargeGroup is None: continue if itemChargeGroup == chargeGroup: return True return False def getValidCharges(self): validCharges = set() for i in range(5): itemChargeGroup = self.getModifiedItemAttr('chargeGroup' + str(i)) if itemChargeGroup is not None: g = eos.db.getGroup(int(itemChargeGroup), eager=("items.icon", "items.attributes")) if g is None: continue for i in g.items: if i.published and self.isValidCharge(i): validCharges.add(i) return validCharges def __calculateHardpoint(self, item): effectHardpointMap = { "turretFitted": Hardpoint.TURRET, "launcherFitted": Hardpoint.MISSILE } if item is None: return Hardpoint.NONE for effectName, slot in effectHardpointMap.iteritems(): if effectName in item.effects: return slot return Hardpoint.NONE def __calculateSlot(self, item): effectSlotMap = { "rigSlot": Slot.RIG, "loPower": Slot.LOW, "medPower": Slot.MED, "hiPower": Slot.HIGH, "subSystem": Slot.SUBSYSTEM } if item is None: return None for effectName, slot in effectSlotMap.iteritems(): if effectName in item.effects: return slot if item.group.name == "Effect Beacon": return Slot.RIG raise ValueError("Passed item does not fit in any known slot") @validates("ID", "itemID", "ammoID") def validator(self, key, val): map = { "ID": lambda val: isinstance(val, int), "itemID": lambda val: val is None or isinstance(val, int), "ammoID": lambda val: isinstance(val, int) } if map[key](val) == False: raise ValueError(str(val) + " is not a valid value for " + key) else: return val def clear(self): self.__dps = None self.__miningyield = None self.__volley = None self.__reloadTime = None self.__reloadForce = None self.__chargeCycles = None self.itemModifiedAttributes.clear() self.chargeModifiedAttributes.clear() def calculateModifiedAttributes(self, fit, runTime, forceProjected=False): #We will run the effect when two conditions are met: #1: It makes sense to run the effect # The effect is either offline # or the effect is passive and the module is in the online state (or higher) # or the effect is active and the module is in the active state (or higher) # or the effect is overheat and the module is in the overheated state (or higher) #2: the runtimes match if self.projected or forceProjected: context = "projected", "module" projected = True else: context = ("module", ) projected = False if self.charge is not None: # fix for #82 and it's regression #106 if not projected or (self.projected and not forceProjected): for effect in self.charge.effects.itervalues(): if effect.runTime == runTime: effect.handler(fit, self, ("moduleCharge", )) if self.item: if self.state >= State.OVERHEATED: for effect in self.item.effects.itervalues(): if effect.runTime == runTime and \ effect.isType("overheat") and \ not forceProjected: effect.handler(fit, self, context) for effect in self.item.effects.itervalues(): if effect.runTime == runTime and \ (effect.isType("offline") or (effect.isType("passive") and self.state >= State.ONLINE) or \ (effect.isType("active") and self.state >= State.ACTIVE)) and \ ((projected and effect.isType("projected")) or not projected): effect.handler(fit, self, context) @property def cycleTime(self): reactivation = (self.getModifiedItemAttr("moduleReactivationDelay") or 0) # Reactivation time starts counting after end of module cycle speed = self.rawCycleTime + reactivation if self.charge: reload = self.reloadTime else: reload = 0.0 # Determine if we'll take into account reload time or not factorReload = self.owner.factorReload if self.forceReload is None else self.forceReload # If reactivation is longer than 10 seconds then module can be reloaded # during reactivation time, thus we may ignore reload if factorReload and reactivation < reload: numShots = self.numShots # Time it takes to reload module after end of reactivation time, # given that we started when module cycle has just over additionalReloadTime = (reload - reactivation) # Speed here already takes into consideration reactivation time speed = (speed * numShots + additionalReloadTime ) / numShots if numShots > 0 else speed return speed @property def rawCycleTime(self): speed = self.getModifiedItemAttr("speed") or self.getModifiedItemAttr( "duration") return speed @property def capUse(self): capNeed = self.getModifiedItemAttr("capacitorNeed") if capNeed and self.state >= State.ACTIVE: cycleTime = self.cycleTime capUsed = capNeed / (cycleTime / 1000.0) return capUsed else: return 0 def __deepcopy__(self, memo): item = self.item if item is None: copy = Module.buildEmpty(self.slot) else: copy = Module(self.item) copy.charge = self.charge copy.state = self.state return copy def __repr__(self): if self.item: return "Module(ID={}, name={}) at {}".format( self.item.ID, self.item.name, hex(id(self))) else: return "EmptyModule() at {}".format(hex(id(self)))
class Module(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut): """An instance of this class represents a module together with its charge and modified attributes""" MINING_ATTRIBUTES = ("miningAmount", ) SYSTEM_GROUPS = ("Effect Beacon", "MassiveEnvironments", "Abyssal Hazards", "Non-Interactable Object") def __init__(self, item, baseItem=None, mutaplasmid=None): """Initialize a module from the program""" self.itemID = item.ID if item is not None else None self.baseItemID = baseItem.ID if baseItem is not None else None self.mutaplasmidID = mutaplasmid.ID if mutaplasmid is not None else None if baseItem is not None: # we're working with a mutated module, need to get abyssal module loaded with the base attributes # Note: there may be a better way of doing this, such as a metho on this classe to convert(mutaplamid). This # will require a bit more research though, considering there has never been a need to "swap" out the item of a Module # before, and there may be assumptions taken with regards to the item never changing (pre-calculated / cached results, for example) self.__item = eos.db.getItemWithBaseItemAttribute( self.itemID, self.baseItemID) self.__baseItem = baseItem self.__mutaplasmid = mutaplasmid else: self.__item = item self.__baseItem = baseItem self.__mutaplasmid = mutaplasmid if item is not None and self.isInvalid: raise ValueError("Passed item is not a Module") self.__charge = None self.projected = False self.state = FittingModuleState.ONLINE self.build() @reconstructor def init(self): """Initialize a module from the database and validate""" self.__item = None self.__baseItem = None self.__charge = None self.__mutaplasmid = None # we need this early if module is invalid and returns early self.__slot = self.dummySlot if self.itemID: self.__item = eos.db.getItem(self.itemID) if self.__item is None: pyfalog.error("Item (id: {0}) does not exist", self.itemID) return if self.baseItemID: self.__item = eos.db.getItemWithBaseItemAttribute( self.itemID, self.baseItemID) self.__baseItem = eos.db.getItem(self.baseItemID) self.__mutaplasmid = eos.db.getMutaplasmid(self.mutaplasmidID) if self.__baseItem is None: pyfalog.error("Base Item (id: {0}) does not exist", self.itemID) return if self.isInvalid: pyfalog.error("Item (id: {0}) is not a Module", self.itemID) return if self.chargeID: self.__charge = eos.db.getItem(self.chargeID) self.build() def build(self): """ Builds internal module variables from both init's """ if self.__charge and self.__charge.category.name != "Charge": self.__charge = None self.__baseVolley = None self.__baseRRAmount = None self.__miningyield = None self.__reloadTime = None self.__reloadForce = None self.__chargeCycles = None self.__hardpoint = FittingHardpoint.NONE self.__itemModifiedAttributes = ModifiedAttributeDict(parent=self) self.__chargeModifiedAttributes = ModifiedAttributeDict(parent=self) self.__slot = self.dummySlot # defaults to None if self.__item: self.__itemModifiedAttributes.original = self.__item.attributes self.__itemModifiedAttributes.overrides = self.__item.overrides self.__hardpoint = self.__calculateHardpoint(self.__item) self.__slot = self.calculateSlot(self.__item) # Instantiate / remove mutators if this is a mutated module if self.__baseItem: for x in self.mutaplasmid.attributes: attr = self.item.attributes[x.name] id = attr.ID if id not in self.mutators: # create the mutator Mutator(self, attr, attr.value) # @todo: remove attributes that are no longer part of the mutaplasmid. self.__itemModifiedAttributes.mutators = self.mutators if self.__charge: self.__chargeModifiedAttributes.original = self.__charge.attributes self.__chargeModifiedAttributes.overrides = self.__charge.overrides @classmethod def buildEmpty(cls, slot): empty = Module(None) empty.__slot = slot empty.dummySlot = slot return empty @classmethod def buildRack(cls, slot, num=None): empty = Rack(None) empty.__slot = slot empty.dummySlot = slot empty.num = num return empty @property def isEmpty(self): return self.dummySlot is not None @property def hardpoint(self): return self.__hardpoint @property def isInvalid(self): # todo: validate baseItem as well if it's set. if self.isEmpty: return False return (self.__item is None or (self.__item.category.name not in ("Module", "Subsystem", "Structure Module") and self.__item.group.name not in self.SYSTEM_GROUPS) or (self.item.isAbyssal and not self.isMutated)) @property def isMutated(self): return self.baseItemID and self.mutaplasmidID @property def numCharges(self): return self.getNumCharges(self.charge) def getNumCharges(self, charge): if charge is None: charges = 0 else: chargeVolume = charge.volume containerCapacity = self.item.capacity if chargeVolume is None or containerCapacity is None: charges = 0 else: charges = int(floatUnerr(containerCapacity / chargeVolume)) return charges @property def numShots(self): if self.charge is None: return 0 if self.__chargeCycles is None and self.charge: numCharges = self.numCharges # Usual ammo like projectiles and missiles if numCharges > 0 and "chargeRate" in self.itemModifiedAttributes: self.__chargeCycles = self.__calculateAmmoShots() # Frequency crystals (combat and mining lasers) elif numCharges > 0 and "crystalsGetDamaged" in self.chargeModifiedAttributes: self.__chargeCycles = self.__calculateCrystalShots() # Scripts and stuff else: self.__chargeCycles = 0 return self.__chargeCycles else: return self.__chargeCycles @property def modPosition(self): return self.getModPosition() def getModPosition(self, fit=None): # Pass in fit for reliability. When it's not passed, we rely on owner and owner # is set by sqlalchemy during flush fit = fit if fit is not None else self.owner if fit: container = fit.projectedModules if self.isProjected else fit.modules try: return container.index(self) except ValueError: return None return None @property def isProjected(self): if self.owner: return self in self.owner.projectedModules return None @property def isExclusiveSystemEffect(self): return self.item.group.name in ("Effect Beacon", "Non-Interactable Object", "MassiveEnvironments") @property def isCapitalSize(self): return self.getModifiedItemAttr("volume", 0) >= 4000 @property def hpBeforeReload(self): """ If item is some kind of repairer with charges, calculate HP it reps before going into reload. """ cycles = self.numShots armorRep = self.getModifiedItemAttr("armorDamageAmount") or 0 shieldRep = self.getModifiedItemAttr("shieldBonus") or 0 if not cycles or (not armorRep and not shieldRep): return 0 hp = round((armorRep + shieldRep) * cycles) return hp def __calculateAmmoShots(self): if self.charge is not None: # Set number of cycles before reload is needed # numcycles = math.floor(module_capacity / (module_volume * module_chargerate)) chargeRate = self.getModifiedItemAttr("chargeRate") numCharges = self.numCharges numShots = math.floor(numCharges / chargeRate) else: numShots = None return numShots def __calculateCrystalShots(self): if self.charge is not None: if self.getModifiedChargeAttr("crystalsGetDamaged") == 1: # For depletable crystals, calculate average amount of shots before it's destroyed hp = self.getModifiedChargeAttr("hp") chance = self.getModifiedChargeAttr("crystalVolatilityChance") damage = self.getModifiedChargeAttr("crystalVolatilityDamage") crystals = self.numCharges numShots = math.floor((crystals * hp) / (damage * chance)) else: # Set 0 (infinite) for permanent crystals like t1 laser crystals numShots = 0 else: numShots = None return numShots @property def maxRange(self): attrs = ("maxRange", "shieldTransferRange", "powerTransferRange", "energyDestabilizationRange", "empFieldRange", "ecmBurstRange", "warpScrambleRange", "cargoScanRange", "shipScanRange", "surveyScanRange") for attr in attrs: maxRange = self.getModifiedItemAttr(attr, None) if maxRange is not None: return maxRange if self.charge is not None: try: chargeName = self.charge.group.name except AttributeError: pass else: if chargeName in ("Scanner Probe", "Survey Probe"): return None # Source: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1307419&page=1#15 # D_m = V_m * (T_m + T_0*[exp(- T_m/T_0)-1]) maxVelocity = self.getModifiedChargeAttr("maxVelocity") flightTime = self.getModifiedChargeAttr("explosionDelay") / 1000.0 mass = self.getModifiedChargeAttr("mass") agility = self.getModifiedChargeAttr("agility") if maxVelocity and (flightTime or mass or agility): accelTime = min(flightTime, mass * agility / 1000000) # Average distance done during acceleration duringAcceleration = maxVelocity / 2 * accelTime # Distance done after being at full speed fullSpeed = maxVelocity * (flightTime - accelTime) maxRange = duringAcceleration + fullSpeed if 'fofMissileLaunching' in self.charge.effects: rangeLimit = self.getModifiedChargeAttr( "maxFOFTargetRange") if rangeLimit: maxRange = min(maxRange, rangeLimit) return maxRange @property def falloff(self): attrs = ("falloffEffectiveness", "falloff", "shipScanFalloff") for attr in attrs: falloff = self.getModifiedItemAttr(attr, None) if falloff is not None: return falloff @property def slot(self): return self.__slot @property def itemModifiedAttributes(self): return self.__itemModifiedAttributes @property def chargeModifiedAttributes(self): return self.__chargeModifiedAttributes @property def item(self): return self.__item if self.__item != 0 else None @property def baseItem(self): return self.__baseItem @property def mutaplasmid(self): return self.__mutaplasmid @property def charge(self): return self.__charge if self.__charge != 0 else None @charge.setter def charge(self, charge): self.__charge = charge if charge is not None: self.chargeID = charge.ID self.__chargeModifiedAttributes.original = charge.attributes self.__chargeModifiedAttributes.overrides = charge.overrides else: self.chargeID = None self.__chargeModifiedAttributes.original = None self.__chargeModifiedAttributes.overrides = {} self.__itemModifiedAttributes.clear() @property def miningStats(self): if self.__miningyield is None: if self.isEmpty: self.__miningyield = 0 else: if self.state >= FittingModuleState.ACTIVE: volley = self.getModifiedItemAttr( "specialtyMiningAmount") or self.getModifiedItemAttr( "miningAmount") or 0 if volley: cycleParams = self.getCycleParameters() if cycleParams is None: self.__miningyield = 0 else: cycleTime = cycleParams.averageTime self.__miningyield = volley / (cycleTime / 1000.0) else: self.__miningyield = 0 else: self.__miningyield = 0 return self.__miningyield def isDealingDamage(self, ignoreState=False): volleyParams = self.getVolleyParameters(ignoreState=ignoreState) for volley in volleyParams.values(): if volley.total > 0: return True return False def getVolleyParameters(self, spoolOptions=None, targetProfile=None, ignoreState=False): if self.isEmpty or (self.state < FittingModuleState.ACTIVE and not ignoreState): return {0: DmgTypes(0, 0, 0, 0)} if self.__baseVolley is None: self.__baseVolley = {} dmgGetter = self.getModifiedChargeAttr if self.charge else self.getModifiedItemAttr dmgMult = self.getModifiedItemAttr("damageMultiplier", 1) # Some delay attributes have non-0 default value, so we have to pick according to effects if { 'superWeaponAmarr', 'superWeaponCaldari', 'superWeaponGallente', 'superWeaponMinmatar', 'lightningWeapon' }.intersection(self.item.effects): dmgDelay = self.getModifiedItemAttr("damageDelayDuration", 0) elif {'doomsdayBeamDOT', 'doomsdaySlash', 'doomsdayConeDOT'}.intersection(self.item.effects): dmgDelay = self.getModifiedItemAttr("doomsdayWarningDuration", 0) else: dmgDelay = 0 dmgDuration = self.getModifiedItemAttr("doomsdayDamageDuration", 0) dmgSubcycle = self.getModifiedItemAttr("doomsdayDamageCycleTime", 0) # Reaper DD can damage each target only once if dmgDuration != 0 and dmgSubcycle != 0 and 'doomsdaySlash' not in self.item.effects: subcycles = math.floor(floatUnerr(dmgDuration / dmgSubcycle)) else: subcycles = 1 for i in range(subcycles): self.__baseVolley[dmgDelay + dmgSubcycle * i] = DmgTypes( em=(dmgGetter("emDamage", 0)) * dmgMult, thermal=(dmgGetter("thermalDamage", 0)) * dmgMult, kinetic=(dmgGetter("kineticDamage", 0)) * dmgMult, explosive=(dmgGetter("explosiveDamage", 0)) * dmgMult) spoolType, spoolAmount = resolveSpoolOptions(spoolOptions, self) spoolBoost = calculateSpoolup( self.getModifiedItemAttr("damageMultiplierBonusMax", 0), self.getModifiedItemAttr("damageMultiplierBonusPerCycle", 0), self.rawCycleTime / 1000, spoolType, spoolAmount)[0] spoolMultiplier = 1 + spoolBoost adjustedVolley = {} for volleyTime, volleyValue in self.__baseVolley.items(): adjustedVolley[volleyTime] = DmgTypes( em=volleyValue.em * spoolMultiplier * (1 - getattr(targetProfile, "emAmount", 0)), thermal=volleyValue.thermal * spoolMultiplier * (1 - getattr(targetProfile, "thermalAmount", 0)), kinetic=volleyValue.kinetic * spoolMultiplier * (1 - getattr(targetProfile, "kineticAmount", 0)), explosive=volleyValue.explosive * spoolMultiplier * (1 - getattr(targetProfile, "explosiveAmount", 0))) return adjustedVolley def getVolley(self, spoolOptions=None, targetProfile=None, ignoreState=False): volleyParams = self.getVolleyParameters(spoolOptions=spoolOptions, targetProfile=targetProfile, ignoreState=ignoreState) if len(volleyParams) == 0: return DmgTypes(0, 0, 0, 0) return volleyParams[min(volleyParams)] def getDps(self, spoolOptions=None, targetProfile=None, ignoreState=False): dmgDuringCycle = DmgTypes(0, 0, 0, 0) cycleParams = self.getCycleParameters() if cycleParams is None: return dmgDuringCycle volleyParams = self.getVolleyParameters(spoolOptions=spoolOptions, targetProfile=targetProfile, ignoreState=ignoreState) avgCycleTime = cycleParams.averageTime if len(volleyParams) == 0 or avgCycleTime == 0: return dmgDuringCycle for volleyValue in volleyParams.values(): dmgDuringCycle += volleyValue dpsFactor = 1 / (avgCycleTime / 1000) dps = DmgTypes(em=dmgDuringCycle.em * dpsFactor, thermal=dmgDuringCycle.thermal * dpsFactor, kinetic=dmgDuringCycle.kinetic * dpsFactor, explosive=dmgDuringCycle.explosive * dpsFactor) return dps def isRemoteRepping(self, ignoreState=False): repParams = self.getRepAmountParameters(ignoreState=ignoreState) for rrData in repParams.values(): if rrData: return True return False def getRepAmountParameters(self, spoolOptions=None, ignoreState=False): if self.isEmpty or (self.state < FittingModuleState.ACTIVE and not ignoreState): return {} remoteModuleGroups = { "Remote Armor Repairer": "Armor", "Ancillary Remote Armor Repairer": "Armor", "Mutadaptive Remote Armor Repairer": "Armor", "Remote Hull Repairer": "Hull", "Remote Shield Booster": "Shield", "Ancillary Remote Shield Booster": "Shield", "Remote Capacitor Transmitter": "Capacitor" } rrType = remoteModuleGroups.get(self.item.group.name) if rrType is None: return {} if self.__baseRRAmount is None: self.__baseRRAmount = {} shieldAmount = 0 armorAmount = 0 hullAmount = 0 capacitorAmount = 0 if rrType == "Hull": hullAmount += self.getModifiedItemAttr("structureDamageAmount", 0) elif rrType == "Armor": if self.item.group.name == "Ancillary Remote Armor Repairer" and self.charge: mult = self.getModifiedItemAttr( "chargedArmorDamageMultiplier", 1) else: mult = 1 armorAmount += self.getModifiedItemAttr( "armorDamageAmount", 0) * mult elif rrType == "Shield": shieldAmount += self.getModifiedItemAttr("shieldBonus", 0) elif rrType == "Capacitor": capacitorAmount += self.getModifiedItemAttr( "powerTransferAmount", 0) rrDelay = 0 if rrType == "Shield" else self.rawCycleTime self.__baseRRAmount[rrDelay] = RRTypes(shield=shieldAmount, armor=armorAmount, hull=hullAmount, capacitor=capacitorAmount) spoolType, spoolAmount = resolveSpoolOptions(spoolOptions, self) spoolBoost = calculateSpoolup( self.getModifiedItemAttr("repairMultiplierBonusMax", 0), self.getModifiedItemAttr("repairMultiplierBonusPerCycle", 0), self.rawCycleTime / 1000, spoolType, spoolAmount)[0] spoolMultiplier = 1 + spoolBoost adjustedRRAmount = {} for rrTime, rrAmount in self.__baseRRAmount.items(): if spoolMultiplier == 1: adjustedRRAmount[rrTime] = rrAmount else: adjustedRRAmount[rrTime] = rrAmount * spoolMultiplier return adjustedRRAmount def getRemoteReps(self, spoolOptions=None, ignoreState=False, reloadOverride=None): rrDuringCycle = RRTypes(0, 0, 0, 0) cycleParams = self.getCycleParameters(reloadOverride=reloadOverride) if cycleParams is None: return rrDuringCycle repAmountParams = self.getRepAmountParameters( spoolOptions=spoolOptions, ignoreState=ignoreState) avgCycleTime = cycleParams.averageTime if len(repAmountParams) == 0 or avgCycleTime == 0: return rrDuringCycle for rrAmount in repAmountParams.values(): rrDuringCycle += rrAmount rrFactor = 1 / (avgCycleTime / 1000) rps = rrDuringCycle * rrFactor return rps def getSpoolData(self, spoolOptions=None): weaponMultMax = self.getModifiedItemAttr("damageMultiplierBonusMax", 0) weaponMultPerCycle = self.getModifiedItemAttr( "damageMultiplierBonusPerCycle", 0) if weaponMultMax and weaponMultPerCycle: spoolType, spoolAmount = resolveSpoolOptions(spoolOptions, self) _, spoolCycles, spoolTime = calculateSpoolup( weaponMultMax, weaponMultPerCycle, self.rawCycleTime / 1000, spoolType, spoolAmount) return spoolCycles, spoolTime rrMultMax = self.getModifiedItemAttr("repairMultiplierBonusMax", 0) rrMultPerCycle = self.getModifiedItemAttr( "repairMultiplierBonusPerCycle", 0) if rrMultMax and rrMultPerCycle: spoolType, spoolAmount = resolveSpoolOptions(spoolOptions, self) _, spoolCycles, spoolTime = calculateSpoolup( rrMultMax, rrMultPerCycle, self.rawCycleTime / 1000, spoolType, spoolAmount) return spoolCycles, spoolTime return 0, 0 @property def reloadTime(self): # Get reload time from attrs first, then use # custom value specified otherwise (e.g. in effects) moduleReloadTime = self.getModifiedItemAttr("reloadTime") if moduleReloadTime is None: moduleReloadTime = self.__reloadTime return moduleReloadTime or 0.0 @reloadTime.setter def reloadTime(self, milliseconds): self.__reloadTime = milliseconds @property def forceReload(self): return self.__reloadForce @forceReload.setter def forceReload(self, type): self.__reloadForce = type def fits(self, fit, hardpointLimit=True): """ Function that determines if a module can be fit to the ship. We always apply slot restrictions no matter what (too many assumptions made on this), however all other fitting restrictions are optional """ slot = self.slot if fit.getSlotsFree(slot) <= (0 if self.owner != fit else -1): return False fits = self.__fitRestrictions(fit, hardpointLimit) if not fits and fit.ignoreRestrictions: self.restrictionOverridden = True fits = True elif fits and fit.ignoreRestrictions: self.restrictionOverridden = False return fits def __fitRestrictions(self, fit, hardpointLimit=True): if not fit.canFit(self.item): return False # EVE doesn't let capital modules be fit onto subcapital hulls. Confirmed by CCP Larrikin that this is dictated # by the modules volume. See GH issue #1096 if not isinstance(fit.ship, Citadel) and fit.ship.getModifiedItemAttr( "isCapitalSize", 0) != 1 and self.isCapitalSize: return False # If the mod is a subsystem, don't let two subs in the same slot fit if self.slot == FittingSlot.SUBSYSTEM: subSlot = self.getModifiedItemAttr("subSystemSlot") for mod in fit.modules: if mod is self: continue if mod.getModifiedItemAttr("subSystemSlot") == subSlot: return False # Check rig sizes if self.slot == FittingSlot.RIG: if self.getModifiedItemAttr( "rigSize") != fit.ship.getModifiedItemAttr("rigSize"): return False # Check max group fitted max = self.getModifiedItemAttr("maxGroupFitted", None) if max is not None: current = 0 # if self.owner != fit else -1 # Disabled, see #1278 for mod in fit.modules: if (mod.item and mod.item.groupID == self.item.groupID and self.getModPosition(fit) != mod.getModPosition(fit)): current += 1 if current >= max: return False # Check this only if we're told to do so if hardpointLimit: if fit.getHardpointsFree(self.hardpoint) < 1: return False return True def isValidState(self, state): """ Check if the state is valid for this module, without considering other modules at all """ # Check if we're within bounds if state < -1 or state > 2: return False elif state >= FittingModuleState.ACTIVE and ( not self.item.isType("active") or self.getModifiedItemAttr('activationBlocked') > 0): return False elif state == FittingModuleState.OVERHEATED and not self.item.isType( "overheat"): return False else: return True def getMaxState(self, proposedState=None): states = sorted((s for s in FittingModuleState if proposedState is None or s <= proposedState), reverse=True) for state in states: if self.isValidState(state): return state def canHaveState(self, state=None, projectedOnto=None): """ Check with other modules if there are restrictions that might not allow this module to be activated. Returns True if state is allowed, or max state module can have if current state is invalid. """ # If we're going to set module to offline, it should be fine for all cases item = self.item if state <= FittingModuleState.OFFLINE: return True # Check if the local module is over it's max limit; if it's not, we're fine maxGroupOnline = self.getModifiedItemAttr("maxGroupOnline", None) maxGroupActive = self.getModifiedItemAttr("maxGroupActive", None) if maxGroupOnline is None and maxGroupActive is None and projectedOnto is None: return True # Following is applicable only to local modules, we do not want to limit projected if projectedOnto is None: currOnline = 0 currActive = 0 group = item.group.name maxState = None for mod in self.owner.modules: currItem = getattr(mod, "item", None) if currItem is not None and currItem.group.name == group: if mod.state >= FittingModuleState.ONLINE: currOnline += 1 if mod.state >= FittingModuleState.ACTIVE: currActive += 1 if maxGroupOnline is not None and currOnline > maxGroupOnline: if maxState is None or maxState > FittingModuleState.OFFLINE: maxState = FittingModuleState.OFFLINE break if maxGroupActive is not None and currActive > maxGroupActive: if maxState is None or maxState > FittingModuleState.ONLINE: maxState = FittingModuleState.ONLINE return True if maxState is None else maxState # For projected, we're checking if ship is vulnerable to given item else: # Do not allow to apply offensive modules on ship with offensive module immunite, with few exceptions # (all effects which apply instant modification are exception, generally speaking) if item.offensive and projectedOnto.ship.getModifiedItemAttr( "disallowOffensiveModifiers") == 1: offensiveNonModifiers = { "energyDestabilizationNew", "leech", "energyNosferatuFalloff", "energyNeutralizerFalloff" } if not offensiveNonModifiers.intersection(set(item.effects)): return FittingModuleState.OFFLINE # If assistive modules are not allowed, do not let to apply these altogether if item.assistive and projectedOnto.ship.getModifiedItemAttr( "disallowAssistance") == 1: return FittingModuleState.OFFLINE return True def isValidCharge(self, charge): # Check sizes, if 'charge size > module volume' it won't fit if charge is None: return True chargeVolume = charge.volume moduleCapacity = self.item.capacity if chargeVolume is not None and moduleCapacity is not None and chargeVolume > moduleCapacity: return False itemChargeSize = self.getModifiedItemAttr("chargeSize") if itemChargeSize > 0: chargeSize = charge.getAttribute('chargeSize') if itemChargeSize != chargeSize: return False chargeGroup = charge.groupID for i in range(5): itemChargeGroup = self.getModifiedItemAttr('chargeGroup' + str(i), None) if itemChargeGroup is None: continue if itemChargeGroup == chargeGroup: return True return False def getValidCharges(self): validCharges = set() for i in range(5): itemChargeGroup = self.getModifiedItemAttr('chargeGroup' + str(i), None) if itemChargeGroup is not None: g = eos.db.getGroup(int(itemChargeGroup), eager="items.attributes") if g is None: continue for singleItem in g.items: if singleItem.published and self.isValidCharge(singleItem): validCharges.add(singleItem) return validCharges @staticmethod def __calculateHardpoint(item): effectHardpointMap = { "turretFitted": FittingHardpoint.TURRET, "launcherFitted": FittingHardpoint.MISSILE } if item is None: return FittingHardpoint.NONE for effectName, slot in effectHardpointMap.items(): if effectName in item.effects: return slot return FittingHardpoint.NONE @staticmethod def calculateSlot(item): effectSlotMap = { "rigSlot": FittingSlot.RIG.value, "loPower": FittingSlot.LOW.value, "medPower": FittingSlot.MED.value, "hiPower": FittingSlot.HIGH.value, "subSystem": FittingSlot.SUBSYSTEM.value, "serviceSlot": FittingSlot.SERVICE.value } if item is None: return None for effectName, slot in effectSlotMap.items(): if effectName in item.effects: return slot if item.group.name in Module.SYSTEM_GROUPS: return FittingSlot.SYSTEM return None @validates("ID", "itemID", "ammoID") def validator(self, key, val): map = { "ID": lambda _val: isinstance(_val, int), "itemID": lambda _val: _val is None or isinstance(_val, int), "ammoID": lambda _val: isinstance(_val, int) } if not map[key](val): raise ValueError(str(val) + " is not a valid value for " + key) else: return val def clear(self): self.__baseVolley = None self.__baseRRAmount = None self.__miningyield = None self.__reloadTime = None self.__reloadForce = None self.__chargeCycles = None self.itemModifiedAttributes.clear() self.chargeModifiedAttributes.clear() def calculateModifiedAttributes(self, fit, runTime, forceProjected=False, gang=False): # We will run the effect when two conditions are met: # 1: It makes sense to run the effect # The effect is either offline # or the effect is passive and the module is in the online state (or higher) # or the effect is active and the module is in the active state (or higher) # or the effect is overheat and the module is in the overheated state (or higher) # 2: the runtimes match if self.projected or forceProjected: context = "projected", "module" projected = True else: context = ("module", ) projected = False if self.charge is not None: # fix for #82 and it's regression #106 if not projected or (self.projected and not forceProjected) or gang: for effect in self.charge.effects.values(): if (effect.runTime == runTime and effect.activeByDefault and (effect.isType("offline") or (effect.isType("passive") and self.state >= FittingModuleState.ONLINE) or (effect.isType("active") and self.state >= FittingModuleState.ACTIVE)) and (not gang or (gang and effect.isType("gang")))): contexts = ("moduleCharge", ) # For gang effects, we pass in the effect itself as an argument. However, to avoid going through all # the effect definitions and defining this argument, do a simple try/catch here and be done with it. # @todo: possibly fix this try: effect.handler(fit, self, contexts, effect=effect) except: effect.handler(fit, self, contexts) if self.item: if self.state >= FittingModuleState.OVERHEATED: for effect in self.item.effects.values(): if effect.runTime == runTime and \ effect.isType("overheat") \ and not forceProjected \ and effect.activeByDefault \ and ((gang and effect.isType("gang")) or not gang): effect.handler(fit, self, context) for effect in self.item.effects.values(): if effect.runTime == runTime and \ effect.activeByDefault and \ (effect.isType("offline") or (effect.isType("passive") and self.state >= FittingModuleState.ONLINE) or (effect.isType("active") and self.state >= FittingModuleState.ACTIVE)) \ and ((projected and effect.isType("projected")) or not projected) \ and ((gang and effect.isType("gang")) or not gang): try: effect.handler(fit, self, context, effect=effect) except: effect.handler(fit, self, context) 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) @property def rawCycleTime(self): speed = max( self.getModifiedItemAttr("speed", 0), # Most weapons self.getModifiedItemAttr("duration", 0), # Most average modules self.getModifiedItemAttr("durationSensorDampeningBurstProjector", 0), self.getModifiedItemAttr( "durationTargetIlluminationBurstProjector", 0), self.getModifiedItemAttr("durationECMJammerBurstProjector", 0), self.getModifiedItemAttr("durationWeaponDisruptionBurstProjector", 0)) return speed @property def disallowRepeatingAction(self): return self.getModifiedItemAttr("disallowRepeatingActivation", 0) @property def reactivationDelay(self): return self.getModifiedItemAttr("moduleReactivationDelay", 0) @property def capUse(self): capNeed = self.getModifiedItemAttr("capacitorNeed") if capNeed and self.state >= FittingModuleState.ACTIVE: cycleParams = self.getCycleParameters() if cycleParams is None: return 0 cycleTime = cycleParams.averageTime if cycleTime > 0: capUsed = capNeed / (cycleTime / 1000.0) return capUsed else: return 0 @staticmethod def getProposedState(mod, click, proposedState=None): pyfalog.debug("Get proposed state for module.") if mod.slot == FittingSlot.SUBSYSTEM or mod.isEmpty: return FittingModuleState.ONLINE if mod.slot == FittingSlot.SYSTEM: transitionMap = ProjectedSystem else: transitionMap = ProjectedMap if mod.projected else LocalMap currState = mod.state if proposedState is not None: state = proposedState elif click == "right": state = FittingModuleState.OVERHEATED elif click == "ctrl": state = FittingModuleState.OFFLINE else: state = transitionMap[currState] # If passive module tries to transition into online and fails, # put it to passive instead if not mod.isValidState( state) and currState == FittingModuleState.ONLINE: state = FittingModuleState.OFFLINE return mod.getMaxState(proposedState=state) def __deepcopy__(self, memo): item = self.item if item is None: copy = Module.buildEmpty(self.slot) else: copy = Module(self.item, self.baseItem, self.mutaplasmid) copy.charge = self.charge copy.state = self.state copy.spoolType = self.spoolType copy.spoolAmount = self.spoolAmount for x in self.mutators.values(): Mutator(copy, x.attribute, x.value) return copy def rebase(self, item): state = self.state charge = self.charge Module.__init__(self, item, self.baseItem, self.mutaplasmid) self.state = state if self.isValidCharge(charge): self.charge = charge for x in self.mutators.values(): Mutator(self, x.attribute, x.value) def __repr__(self): if self.item: return "Module(ID={}, name={}) at {}".format( self.item.ID, self.item.name, hex(id(self))) else: return "EmptyModule() at {}".format(hex(id(self)))
class Module(HandledItem, HandledCharge, ItemAttrShortcut, ChargeAttrShortcut): """An instance of this class represents a module together with its charge and modified attributes""" DAMAGE_TYPES = ("em", "thermal", "kinetic", "explosive") MINING_ATTRIBUTES = ("miningAmount",) def __init__(self, item): """Initialize a module from the program""" self.__item = item if item is not None and self.isInvalid: raise ValueError("Passed item is not a Module") self.__charge = None self.itemID = item.ID if item is not None else None self.projected = False self.state = State.ONLINE self.build() @reconstructor def init(self): """Initialize a module from the database and validate""" self.__item = None self.__charge = None # we need this early if module is invalid and returns early self.__slot = self.dummySlot if self.itemID: self.__item = eos.db.getItem(self.itemID) if self.__item is None: pyfalog.error("Item (id: {0}) does not exist", self.itemID) return if self.isInvalid: pyfalog.error("Item (id: {0}) is not a Module", self.itemID) return if self.chargeID: self.__charge = eos.db.getItem(self.chargeID) self.build() def build(self): """ Builds internal module variables from both init's """ if self.__charge and self.__charge.category.name != "Charge": self.__charge = None self.__dps = None self.__miningyield = None self.__volley = None self.__reloadTime = None self.__reloadForce = None self.__chargeCycles = None self.__hardpoint = Hardpoint.NONE self.__itemModifiedAttributes = ModifiedAttributeDict(parent=self) self.__chargeModifiedAttributes = ModifiedAttributeDict(parent=self) self.__slot = self.dummySlot # defaults to None if self.__item: self.__itemModifiedAttributes.original = self.__item.attributes self.__itemModifiedAttributes.overrides = self.__item.overrides self.__hardpoint = self.__calculateHardpoint(self.__item) self.__slot = self.__calculateSlot(self.__item) if self.__charge: self.__chargeModifiedAttributes.original = self.__charge.attributes self.__chargeModifiedAttributes.overrides = self.__charge.overrides @classmethod def buildEmpty(cls, slot): empty = Module(None) empty.__slot = slot empty.dummySlot = slot return empty @classmethod def buildRack(cls, slot): empty = Rack(None) empty.__slot = slot empty.dummySlot = slot return empty @property def isEmpty(self): return self.dummySlot is not None @property def hardpoint(self): return self.__hardpoint @property def isInvalid(self): if self.isEmpty: return False return self.__item is None or \ (self.__item.category.name not in ("Module", "Subsystem", "Structure Module") and self.__item.group.name != "Effect Beacon") @property def numCharges(self): if self.charge is None: charges = 0 else: chargeVolume = self.charge.volume containerCapacity = self.item.capacity if chargeVolume is None or containerCapacity is None: charges = 0 else: charges = floor(containerCapacity / chargeVolume) return int(charges) @property def numShots(self): if self.charge is None: return None if self.__chargeCycles is None and self.charge: numCharges = self.numCharges # Usual ammo like projectiles and missiles if numCharges > 0 and "chargeRate" in self.itemModifiedAttributes: self.__chargeCycles = self.__calculateAmmoShots() # Frequency crystals (combat and mining lasers) elif numCharges > 0 and "crystalsGetDamaged" in self.chargeModifiedAttributes: self.__chargeCycles = self.__calculateCrystalShots() # Scripts and stuff else: self.__chargeCycles = 0 return self.__chargeCycles else: return self.__chargeCycles @property def modPosition(self): if self.owner: return self.owner.modules.index(self) @property def isCapitalSize(self): return self.getModifiedItemAttr("volume", 0) >= 4000 @property def hpBeforeReload(self): """ If item is some kind of repairer with charges, calculate HP it reps before going into reload. """ cycles = self.numShots armorRep = self.getModifiedItemAttr("armorDamageAmount") or 0 shieldRep = self.getModifiedItemAttr("shieldBonus") or 0 if not cycles or (not armorRep and not shieldRep): return None hp = round((armorRep + shieldRep) * cycles) return hp def __calculateAmmoShots(self): if self.charge is not None: # Set number of cycles before reload is needed # numcycles = math.floor(module_capacity / (module_volume * module_chargerate)) chargeRate = self.getModifiedItemAttr("chargeRate") numCharges = self.numCharges numShots = floor(numCharges / chargeRate) else: numShots = None return numShots def __calculateCrystalShots(self): if self.charge is not None: if self.getModifiedChargeAttr("crystalsGetDamaged") == 1: # For depletable crystals, calculate average amount of shots before it's destroyed hp = self.getModifiedChargeAttr("hp") chance = self.getModifiedChargeAttr("crystalVolatilityChance") damage = self.getModifiedChargeAttr("crystalVolatilityDamage") crystals = self.numCharges numShots = floor((crystals * hp) / (damage * chance)) else: # Set 0 (infinite) for permanent crystals like t1 laser crystals numShots = 0 else: numShots = None return numShots @property def maxRange(self): attrs = ("maxRange", "shieldTransferRange", "powerTransferRange", "energyDestabilizationRange", "empFieldRange", "ecmBurstRange", "warpScrambleRange", "cargoScanRange", "shipScanRange", "surveyScanRange") for attr in attrs: maxRange = self.getModifiedItemAttr(attr) if maxRange is not None: return maxRange if self.charge is not None: try: chargeName = self.charge.group.name except AttributeError: pass else: if chargeName in ("Scanner Probe", "Survey Probe"): return None # Source: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1307419&page=1#15 # D_m = V_m * (T_m + T_0*[exp(- T_m/T_0)-1]) maxVelocity = self.getModifiedChargeAttr("maxVelocity") flightTime = self.getModifiedChargeAttr("explosionDelay") / 1000.0 mass = self.getModifiedChargeAttr("mass") agility = self.getModifiedChargeAttr("agility") if maxVelocity and (flightTime or mass or agility): accelTime = min(flightTime, mass * agility / 1000000) # Average distance done during acceleration duringAcceleration = maxVelocity / 2 * accelTime # Distance done after being at full speed fullSpeed = maxVelocity * (flightTime - accelTime) return duringAcceleration + fullSpeed @property def falloff(self): attrs = ("falloffEffectiveness", "falloff", "shipScanFalloff") for attr in attrs: falloff = self.getModifiedItemAttr(attr) if falloff is not None: return falloff @property def slot(self): return self.__slot @property def itemModifiedAttributes(self): return self.__itemModifiedAttributes @property def chargeModifiedAttributes(self): return self.__chargeModifiedAttributes @property def item(self): return self.__item if self.__item != 0 else None @property def charge(self): return self.__charge if self.__charge != 0 else None @charge.setter def charge(self, charge): self.__charge = charge if charge is not None: self.chargeID = charge.ID self.__chargeModifiedAttributes.original = charge.attributes self.__chargeModifiedAttributes.overrides = charge.overrides else: self.chargeID = None self.__chargeModifiedAttributes.original = None self.__chargeModifiedAttributes.overrides = {} self.__itemModifiedAttributes.clear() def damageStats(self, targetResists): if self.__dps is None: self.__dps = 0 self.__volley = 0 if not self.isEmpty and self.state >= State.ACTIVE: if self.charge: func = self.getModifiedChargeAttr else: func = self.getModifiedItemAttr volley = sum(map( lambda attr: (func("%sDamage" % attr) or 0) * (1 - getattr(targetResists, "%sAmount" % attr, 0)), self.DAMAGE_TYPES)) volley *= self.getModifiedItemAttr("damageMultiplier") or 1 if volley: cycleTime = self.cycleTime # Some weapons repeat multiple times in one cycle (think doomsdays) # Get the number of times it fires off weaponDoT = max( self.getModifiedItemAttr("doomsdayDamageDuration", 1) / self.getModifiedItemAttr("doomsdayDamageCycleTime", 1), 1 ) self.__volley = volley self.__dps = (volley * weaponDoT) / (cycleTime / 1000.0) return self.__dps, self.__volley @property def miningStats(self): if self.__miningyield is None: if self.isEmpty: self.__miningyield = 0 else: if self.state >= State.ACTIVE: volley = self.getModifiedItemAttr("specialtyMiningAmount") or self.getModifiedItemAttr( "miningAmount") or 0 if volley: cycleTime = self.cycleTime self.__miningyield = volley / (cycleTime / 1000.0) else: self.__miningyield = 0 else: self.__miningyield = 0 return self.__miningyield @property def dps(self): return self.damageStats(None)[0] @property def volley(self): return self.damageStats(None)[1] @property def reloadTime(self): # Get reload time from attrs first, then use # custom value specified otherwise (e.g. in effects) moduleReloadTime = self.getModifiedItemAttr("reloadTime") if moduleReloadTime is None: moduleReloadTime = self.__reloadTime return moduleReloadTime or 0.0 @reloadTime.setter def reloadTime(self, milliseconds): self.__reloadTime = milliseconds @property def forceReload(self): return self.__reloadForce @forceReload.setter def forceReload(self, type): self.__reloadForce = type def fits(self, fit, hardpointLimit=True): """ Function that determines if a module can be fit to the ship. We always apply slot restrictions no matter what (too many assumptions made on this), however all other fitting restrictions are optional """ slot = self.slot if fit.getSlotsFree(slot) <= (0 if self.owner != fit else -1): return False fits = self.__fitRestrictions(fit, hardpointLimit) if not fits and fit.ignoreRestrictions: self.restrictionOverridden = True fits = True return fits def __fitRestrictions(self, fit, hardpointLimit=True): # Check ship type restrictions fitsOnType = set() fitsOnGroup = set() shipType = self.getModifiedItemAttr("fitsToShipType") if shipType is not None: fitsOnType.add(shipType) for attr in self.itemModifiedAttributes.keys(): if attr.startswith("canFitShipType"): shipType = self.getModifiedItemAttr(attr) if shipType is not None: fitsOnType.add(shipType) for attr in self.itemModifiedAttributes.keys(): if attr.startswith("canFitShipGroup"): shipGroup = self.getModifiedItemAttr(attr) if shipGroup is not None: fitsOnGroup.add(shipGroup) if (len(fitsOnGroup) > 0 or len(fitsOnType) > 0) \ and fit.ship.item.group.ID not in fitsOnGroup \ and fit.ship.item.ID not in fitsOnType: return False # Citadel modules are now under a new category, so we can check this to ensure only structure modules can fit on a citadel if isinstance(fit.ship, Citadel) and self.item.category.name != "Structure Module" or \ not isinstance(fit.ship, Citadel) and self.item.category.name == "Structure Module": return False # EVE doesn't let capital modules be fit onto subcapital hulls. Confirmed by CCP Larrikin that this is dictated # by the modules volume. See GH issue #1096 if not isinstance(fit.ship, Citadel) and fit.ship.getModifiedItemAttr("isCapitalSize", 0) != 1 and self.isCapitalSize: return False # If the mod is a subsystem, don't let two subs in the same slot fit if self.slot == Slot.SUBSYSTEM: subSlot = self.getModifiedItemAttr("subSystemSlot") for mod in fit.modules: if mod.getModifiedItemAttr("subSystemSlot") == subSlot: return False # Check rig sizes if self.slot == Slot.RIG: if self.getModifiedItemAttr("rigSize") != fit.ship.getModifiedItemAttr("rigSize"): return False # Check max group fitted max = self.getModifiedItemAttr("maxGroupFitted") if max is not None: current = 0 # if self.owner != fit else -1 # Disabled, see #1278 for mod in fit.modules: if mod.item and mod.item.groupID == self.item.groupID: current += 1 if current >= max: return False # Check this only if we're told to do so if hardpointLimit: if self.hardpoint == Hardpoint.TURRET: if (fit.ship.getModifiedItemAttr('turretSlotsLeft') or 0) - fit.getHardpointsUsed(Hardpoint.TURRET) < 1: return False elif self.hardpoint == Hardpoint.MISSILE: if (fit.ship.getModifiedItemAttr('launcherSlotsLeft') or 0) - fit.getHardpointsUsed( Hardpoint.MISSILE) < 1: return False return True def isValidState(self, state): """ Check if the state is valid for this module, without considering other modules at all """ # Check if we're within bounds if state < -1 or state > 2: return False elif state >= State.ACTIVE and not self.item.isType("active"): return False elif state == State.OVERHEATED and not self.item.isType("overheat"): return False else: return True def canHaveState(self, state=None, projectedOnto=None): """ Check with other modules if there are restrictions that might not allow this module to be activated """ # If we're going to set module to offline or online for local modules or offline for projected, # it should be fine for all cases item = self.item if (state <= State.ONLINE and projectedOnto is None) or (state <= State.OFFLINE): return True # Check if the local module is over it's max limit; if it's not, we're fine maxGroupActive = self.getModifiedItemAttr("maxGroupActive") if maxGroupActive is None and projectedOnto is None: return True # Following is applicable only to local modules, we do not want to limit projected if projectedOnto is None: currActive = 0 group = item.group.name for mod in self.owner.modules: currItem = getattr(mod, "item", None) if mod.state >= State.ACTIVE and currItem is not None and currItem.group.name == group: currActive += 1 if currActive > maxGroupActive: break return currActive <= maxGroupActive # For projected, we're checking if ship is vulnerable to given item else: # Do not allow to apply offensive modules on ship with offensive module immunite, with few exceptions # (all effects which apply instant modification are exception, generally speaking) if item.offensive and projectedOnto.ship.getModifiedItemAttr("disallowOffensiveModifiers") == 1: offensiveNonModifiers = {"energyDestabilizationNew", "leech", "energyNosferatuFalloff", "energyNeutralizerFalloff"} if not offensiveNonModifiers.intersection(set(item.effects)): return False # If assistive modules are not allowed, do not let to apply these altogether if item.assistive and projectedOnto.ship.getModifiedItemAttr("disallowAssistance") == 1: return False return True def isValidCharge(self, charge): # Check sizes, if 'charge size > module volume' it won't fit if charge is None: return True chargeVolume = charge.volume moduleCapacity = self.item.capacity if chargeVolume is not None and moduleCapacity is not None and chargeVolume > moduleCapacity: return False itemChargeSize = self.getModifiedItemAttr("chargeSize") if itemChargeSize > 0: chargeSize = charge.getAttribute('chargeSize') if itemChargeSize != chargeSize: return False chargeGroup = charge.groupID for i in range(5): itemChargeGroup = self.getModifiedItemAttr('chargeGroup' + str(i)) if itemChargeGroup is None: continue if itemChargeGroup == chargeGroup: return True return False def getValidCharges(self): validCharges = set() for i in range(5): itemChargeGroup = self.getModifiedItemAttr('chargeGroup' + str(i)) if itemChargeGroup is not None: g = eos.db.getGroup(int(itemChargeGroup), eager=("items.icon", "items.attributes")) if g is None: continue for singleItem in g.items: if singleItem.published and self.isValidCharge(singleItem): validCharges.add(singleItem) return validCharges @staticmethod def __calculateHardpoint(item): effectHardpointMap = { "turretFitted" : Hardpoint.TURRET, "launcherFitted": Hardpoint.MISSILE } if item is None: return Hardpoint.NONE for effectName, slot in effectHardpointMap.iteritems(): if effectName in item.effects: return slot return Hardpoint.NONE @staticmethod def __calculateSlot(item): effectSlotMap = { "rigSlot" : Slot.RIG, "loPower" : Slot.LOW, "medPower" : Slot.MED, "hiPower" : Slot.HIGH, "subSystem" : Slot.SUBSYSTEM, "serviceSlot": Slot.SERVICE } if item is None: return None for effectName, slot in effectSlotMap.iteritems(): if effectName in item.effects: return slot if item.group.name == "Effect Beacon": return Slot.SYSTEM raise ValueError("Passed item does not fit in any known slot") @validates("ID", "itemID", "ammoID") def validator(self, key, val): map = { "ID" : lambda _val: isinstance(_val, int), "itemID": lambda _val: _val is None or isinstance(_val, int), "ammoID": lambda _val: isinstance(_val, int) } if not map[key](val): raise ValueError(str(val) + " is not a valid value for " + key) else: return val def clear(self): self.__dps = None self.__miningyield = None self.__volley = None self.__reloadTime = None self.__reloadForce = None self.__chargeCycles = None self.itemModifiedAttributes.clear() self.chargeModifiedAttributes.clear() def calculateModifiedAttributes(self, fit, runTime, forceProjected=False, gang=False): # We will run the effect when two conditions are met: # 1: It makes sense to run the effect # The effect is either offline # or the effect is passive and the module is in the online state (or higher) # or the effect is active and the module is in the active state (or higher) # or the effect is overheat and the module is in the overheated state (or higher) # 2: the runtimes match if self.projected or forceProjected: context = "projected", "module" projected = True else: context = ("module",) projected = False # if gang: # context += ("commandRun",) if self.charge is not None: # fix for #82 and it's regression #106 if not projected or (self.projected and not forceProjected) or gang: for effect in self.charge.effects.itervalues(): if effect.runTime == runTime and \ effect.activeByDefault and \ (effect.isType("offline") or (effect.isType("passive") and self.state >= State.ONLINE) or (effect.isType("active") and self.state >= State.ACTIVE)) and \ (not gang or (gang and effect.isType("gang"))): chargeContext = ("moduleCharge",) # For gang effects, we pass in the effect itself as an argument. However, to avoid going through # all the effect files and defining this argument, do a simple try/catch here and be done with it. # @todo: possibly fix this try: effect.handler(fit, self, chargeContext, effect=effect) except: effect.handler(fit, self, chargeContext) if self.item: if self.state >= State.OVERHEATED: for effect in self.item.effects.itervalues(): if effect.runTime == runTime and \ effect.isType("overheat") \ and not forceProjected \ and effect.activeByDefault \ and ((gang and effect.isType("gang")) or not gang): effect.handler(fit, self, context) for effect in self.item.effects.itervalues(): if effect.runTime == runTime and \ effect.activeByDefault and \ (effect.isType("offline") or (effect.isType("passive") and self.state >= State.ONLINE) or (effect.isType("active") and self.state >= State.ACTIVE)) \ and ((projected and effect.isType("projected")) or not projected) \ and ((gang and effect.isType("gang")) or not gang): try: effect.handler(fit, self, context, effect=effect) except: effect.handler(fit, self, context) @property def cycleTime(self): # Determine if we'll take into account reload time or not factorReload = self.owner.factorReload if self.forceReload is None else self.forceReload numShots = self.numShots speed = self.rawCycleTime if factorReload and self.charge: raw_reload_time = self.reloadTime else: raw_reload_time = 0.0 # Module can only fire one shot at a time, think bomb launchers or defender launchers if self.disallowRepeatingAction: if numShots > 0: """ The actual mechanics behind this is complex. Behavior will be (for 3 ammo): fire, reactivation delay, fire, reactivation delay, fire, max(reactivation delay, reload) so your effective reload time depends on where you are at in the cycle. We can't do that, so instead we'll average it out. Currently would apply to bomb launchers and defender missiles """ effective_reload_time = ((self.reactivationDelay * (numShots - 1)) + max(raw_reload_time, self.reactivationDelay, 0)) else: """ Applies to MJD/MJFG """ effective_reload_time = max(raw_reload_time, self.reactivationDelay, 0) speed = speed + effective_reload_time else: """ Currently no other modules would have a reactivation delay, so for sanities sake don't try and account for it. Okay, technically cloaks do, but they also have 0 cycle time and cap usage so why do you care? """ effective_reload_time = raw_reload_time if numShots > 0 and self.charge: speed = (speed * numShots + effective_reload_time) / numShots return speed @property def rawCycleTime(self): speed = max( self.getModifiedItemAttr("speed"), # Most weapons self.getModifiedItemAttr("duration"), # Most average modules self.getModifiedItemAttr("durationSensorDampeningBurstProjector"), self.getModifiedItemAttr("durationTargetIlluminationBurstProjector"), self.getModifiedItemAttr("durationECMJammerBurstProjector"), self.getModifiedItemAttr("durationWeaponDisruptionBurstProjector"), 0, # Return 0 if none of the above are valid ) return speed @property def disallowRepeatingAction(self): return self.getModifiedItemAttr("disallowRepeatingActivation", 0) @property def reactivationDelay(self): return self.getModifiedItemAttr("moduleReactivationDelay", 0) @property def capUse(self): capNeed = self.getModifiedItemAttr("capacitorNeed") if capNeed and self.state >= State.ACTIVE: cycleTime = self.cycleTime if cycleTime > 0: capUsed = capNeed / (cycleTime / 1000.0) return capUsed else: return 0 def __deepcopy__(self, memo): item = self.item if item is None: copy = Module.buildEmpty(self.slot) else: copy = Module(self.item) copy.charge = self.charge copy.state = self.state return copy def __repr__(self): if self.item: return u"Module(ID={}, name={}) at {}".format( self.item.ID, self.item.name, hex(id(self)) ) else: return "EmptyModule() at {}".format(hex(id(self)))