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gamedata.py
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gamedata.py
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# ===============================================================================
# Copyright (C) 2010 Diego Duclos
#
# This file is part of eos.
#
# eos is free software: you can redistribute it and/or modify
# it under the terms of the GNU Lesser General Public License as published by
# the Free Software Foundation, either version 2 of the License, or
# (at your option) any later version.
#
# eos is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Lesser General Public License for more details.
#
# You should have received a copy of the GNU Lesser General Public License
# along with eos. If not, see <http://www.gnu.org/licenses/>.
# ===============================================================================
import re
import traceback
from sqlalchemy.orm import reconstructor
import eos.db
from eqBase import EqBase
try:
from collections import OrderedDict
except ImportError:
from utils.compat import OrderedDict
class Effect(EqBase):
"""
The effect handling class, it is used to proxy and load effect handler code,
as well as a container for extra information regarding effects coming
from the gamedata db.
@ivar ID: the ID of this effect
@ivar name: The name of this effect
@ivar description: The description of this effect, this is usualy pretty useless
@ivar published: Wether this effect is published or not, unpublished effects are typicaly unused.
"""
# Filter to change names of effects to valid python method names
nameFilter = re.compile("[^A-Za-z0-9]")
@reconstructor
def init(self):
"""
Reconstructor, composes the object as we grab it from the database
"""
self.__generated = False
self.__effectModule = None
self.handlerName = re.sub(self.nameFilter, "", self.name).lower()
@property
def handler(self):
"""
The handler for the effect,
It is automaticly fetched from effects/<effectName>.py if the file exists
the first time this property is accessed.
"""
if not self.__generated:
self.__generateHandler()
return self.__handler
@property
def runTime(self):
"""
The runTime that this effect should be run at.
This property is also automaticly fetched from effects/<effectName>.py if the file exists.
the possible values are:
None, "early", "normal", "late"
None and "normal" are equivalent, and are also the default.
effects with an early runTime will be ran first when things are calculated,
followed by effects with a normal runTime and as last effects with a late runTime are ran.
"""
if not self.__generated:
self.__generateHandler()
return self.__runTime
@property
def activeByDefault(self):
"""
The state that this effect should be be in.
This property is also automaticly fetched from effects/<effectName>.py if the file exists.
the possible values are:
None, True, False
If this is not set:
We simply assume that missing/none = True, and set it accordingly
(much as we set runTime to Normalif not otherwise set).
Nearly all effect files will fall under this category.
If this is set to True:
We would enable it anyway, but hey, it's double enabled.
No effect files are currently configured this way (and probably will never be).
If this is set to False:
Basically we simply skip adding the effect to the effect handler when the effect is called,
much as if the run time didn't match or other criteria failed.
"""
if not self.__generated:
self.__generateHandler()
return self.__activeByDefault
@activeByDefault.setter
def activeByDefault(self, value):
"""
Just assign the input values to the activeByDefault attribute.
You *could* do something more interesting here if you wanted.
"""
self.__activeByDefault = value
@property
def type(self):
"""
The type of the effect, automaticly fetched from effects/<effectName>.py if the file exists.
Valid values are:
"passive", "active", "projected", "gang", "structure"
Each gives valuable information to eos about what type the module having
the effect is. passive vs active gives eos clues about wether to module
is activatable or not (duh!) and projected and gang each tell eos that the
module can be projected onto other fits, or used as a gang booster module respectivly
"""
if not self.__generated:
self.__generateHandler()
return self.__type
@property
def isImplemented(self):
"""
Wether this effect is implemented in code or not,
unimplemented effects simply do nothing at all when run
"""
return self.handler != effectDummy
def isType(self, type):
"""
Check if this effect is of the passed type
"""
return self.type is not None and type in self.type
def __generateHandler(self):
"""
Grab the handler, type and runTime from the effect code if it exists,
if it doesn't, set dummy values and add a dummy handler
"""
try:
self.__effectModule = effectModule = __import__('eos.effects.' + self.handlerName, fromlist=True)
try:
self.__handler = getattr(effectModule, "handler")
except AttributeError:
print "effect {} exists, but no handler".format(self.handlerName)
raise
try:
self.__runTime = getattr(effectModule, "runTime") or "normal"
except AttributeError:
self.__runTime = "normal"
try:
self.__activeByDefault = getattr(effectModule, "activeByDefault")
except AttributeError:
self.__activeByDefault = True
try:
t = getattr(effectModule, "type")
except AttributeError:
t = None
t = t if isinstance(t, tuple) or t is None else (t,)
self.__type = t
except (ImportError, AttributeError) as e:
self.__handler = effectDummy
self.__runTime = "normal"
self.__activeByDefault = True
self.__type = None
except Exception as e:
traceback.print_exc(e)
self.__generated = True
def getattr(self, key):
if not self.__generated:
self.__generateHandler()
return getattr(self.__effectModule, key, None)
def effectDummy(*args, **kwargs):
pass
class Item(EqBase):
MOVE_ATTRS = (4, # Mass
38, # Capacity
161) # Volume
MOVE_ATTR_INFO = None
@classmethod
def getMoveAttrInfo(cls):
info = getattr(cls, "MOVE_ATTR_INFO", None)
if info is None:
cls.MOVE_ATTR_INFO = info = []
for id in cls.MOVE_ATTRS:
info.append(eos.db.getAttributeInfo(id))
return info
def moveAttrs(self):
self.__moved = True
for info in self.getMoveAttrInfo():
val = getattr(self, info.name, 0)
if val != 0:
attr = Attribute()
attr.info = info
attr.value = val
self.__attributes[info.name] = attr
@reconstructor
def init(self):
self.__race = None
self.__requiredSkills = None
self.__moved = False
self.__offensive = None
self.__assistive = None
self.__overrides = None
@property
def attributes(self):
if not self.__moved:
self.moveAttrs()
return self.__attributes
def getAttribute(self, key):
if key in self.attributes:
return self.attributes[key].value
def isType(self, type):
for effect in self.effects.itervalues():
if effect.isType(type):
return True
return False
@property
def overrides(self):
if self.__overrides is None:
self.__overrides = {}
overrides = eos.db.getOverrides(self.ID)
for x in overrides:
if x.attr.name in self.__attributes:
self.__overrides[x.attr.name] = x
return self.__overrides
def setOverride(self, attr, value):
from eos.saveddata.override import Override
if attr.name in self.__overrides:
override = self.__overrides.get(attr.name)
override.value = value
else:
override = Override(self, attr, value)
self.__overrides[attr.name] = override
eos.db.save(override)
def deleteOverride(self, attr):
override = self.__overrides.pop(attr.name, None)
eos.db.saveddata_session.delete(override)
eos.db.commit()
@property
def requiredSkills(self):
if self.__requiredSkills is None:
# This import should be here to make sure it's fully initialized
from eos import db
requiredSkills = OrderedDict()
self.__requiredSkills = requiredSkills
# Map containing attribute IDs we may need for required skills
# { requiredSkillX : requiredSkillXLevel }
srqIDMap = {182: 277, 183: 278, 184: 279, 1285: 1286, 1289: 1287, 1290: 1288}
combinedAttrIDs = set(srqIDMap.iterkeys()).union(set(srqIDMap.itervalues()))
# Map containing result of the request
# { attributeID : attributeValue }
skillAttrs = {}
# Get relevant attribute values from db (required skill IDs and levels) for our item
for attrInfo in db.directAttributeRequest((self.ID,), tuple(combinedAttrIDs)):
attrID = attrInfo[1]
attrVal = attrInfo[2]
skillAttrs[attrID] = attrVal
# Go through all attributeID pairs
for srqIDAtrr, srqLvlAttr in srqIDMap.iteritems():
# Check if we have both in returned result
if srqIDAtrr in skillAttrs and srqLvlAttr in skillAttrs:
skillID = int(skillAttrs[srqIDAtrr])
skillLvl = skillAttrs[srqLvlAttr]
# Fetch item from database and fill map
item = db.getItem(skillID)
requiredSkills[item] = skillLvl
return self.__requiredSkills
factionMap = {
500001: "caldari",
500002: "minmatar",
500003: "amarr",
500004: "gallente",
500005: "jove",
500010: "guristas",
500011: "angel",
500012: "blood",
500014: "ore",
500016: "sisters",
500018: "mordu",
500019: "sansha",
500020: "serpentis"
}
@property
def race(self):
if self.__race is None:
try:
if self.category.categoryName == 'Structure':
self.__race = "upwell"
else:
self.__race = self.factionMap[self.factionID]
# Some ships (like few limited issue ships) do not have factionID set,
# thus keep old mechanism for now
except KeyError:
# Define race map
map = {1: "caldari",
2: "minmatar",
4: "amarr",
5: "sansha", # Caldari + Amarr
6: "blood", # Minmatar + Amarr
8: "gallente",
9: "guristas", # Caldari + Gallente
10: "angelserp", # Minmatar + Gallente, final race depends on the order of skills
12: "sisters", # Amarr + Gallente
16: "jove",
32: "sansha", # Incrusion Sansha
128: "ore"}
# Race is None by default
race = None
# Check primary and secondary required skills' races
if race is None:
skillRaces = tuple(filter(lambda rid: rid, (s.raceID for s in tuple(self.requiredSkills.keys()))))
if sum(skillRaces) in map:
race = map[sum(skillRaces)]
if race == "angelserp":
if skillRaces == (2, 8):
race = "angel"
else:
race = "serpentis"
# Rely on item's own raceID as last resort
if race is None:
race = map.get(self.raceID, None)
# Store our final value
self.__race = race
return self.__race
@property
def assistive(self):
"""Detects if item can be used as assistance"""
# Make sure we cache results
if self.__assistive is None:
assistive = False
# Go through all effects and find first assistive
for effect in self.effects.itervalues():
if effect.info.isAssistance is True:
# If we find one, stop and mark item as assistive
assistive = True
break
self.__assistive = assistive
return self.__assistive
@property
def offensive(self):
"""Detects if item can be used as something offensive"""
# Make sure we cache results
if self.__offensive is None:
offensive = False
# Go through all effects and find first offensive
for effect in self.effects.itervalues():
if effect.info.isOffensive is True:
# If we find one, stop and mark item as offensive
offensive = True
break
self.__offensive = offensive
return self.__offensive
def requiresSkill(self, skill, level=None):
for s, l in self.requiredSkills.iteritems():
if isinstance(skill, basestring):
if s.name == skill and (level is None or l == level):
return True
elif isinstance(skill, int) and (level is None or l == level):
if s.ID == skill:
return True
elif skill == s and (level is None or l == level):
return True
elif hasattr(skill, "item") and skill.item == s and (level is None or l == level):
return True
return False
def __repr__(self):
return "Item(ID={}, name={}) at {}".format(
self.ID, self.name, hex(id(self))
)
class MetaData(EqBase):
pass
class EffectInfo(EqBase):
pass
class AttributeInfo(EqBase):
pass
class Attribute(EqBase):
pass
class Category(EqBase):
pass
class Group(EqBase):
pass
class Icon(EqBase):
pass
class MarketGroup(EqBase):
def __repr__(self):
return u"MarketGroup(ID={}, name={}, parent={}) at {}".format(
self.ID, self.name, getattr(self.parent, "name", None), self.name, hex(id(self))
).encode('utf8')
class MetaGroup(EqBase):
pass
class MetaType(EqBase):
pass
class Unit(EqBase):
pass
class Traits(EqBase):
pass