예제 #1
0
EvilNumber ME_EffectOnWaste( EvilNumber MaterialAmount, EvilNumber BaseWasteFactor, EvilNumber MaterialEfficiency )
{
    EvilNumber ME_Factor(0.0);

    if( MaterialEfficiency >= 0 )
        ME_Factor = (1.0 / (MaterialEfficiency.get_float() + 1.0));
    else
        ME_Factor = (1.0 - MaterialEfficiency.get_float());

    return (floor(0.5 + (MaterialAmount.get_float() * (BaseWasteFactor.get_float() / 100.0) * ME_Factor.get_float())));
}
예제 #2
0
EvilNumber EffectiveStanding( EvilNumber YourStanding, EvilNumber ConnectionsSkillLevel, EvilNumber DiplomacySkillLevel )
{
    EvilNumber SkillLevel(0.0);

    if( YourStanding < 0.0 )
        SkillLevel = DiplomacySkillLevel;
    else
        SkillLevel = ConnectionsSkillLevel;

    return (YourStanding.get_float() + ((10.0 - YourStanding.get_float()) * (0.04 * (SkillLevel.get_float()))));
}
void ActiveModuleProcessingComponent::ProcessActiveCycle()
{
	//TO-DO: Check to see if capacitor is drained at activation or after the cycle

    //check for stop signal
    if(m_Stop)
        return;

    //else consume capacitor
	EvilNumber capCapacity = m_Ship->GetAttribute(AttrCharge);
	EvilNumber capNeed = m_Mod->GetAttribute(AttrCapacitorNeed);
	capCapacity -= capNeed;

	m_Ship->SetAttribute(AttrCharge, capCapacity.get_float());

    //then check if we are targeting another ship or not and apply attribute changes
	//maybe we can have a check for modules that repeat the same attributes so we
	//send the changes just once at activation and at deactivation

	//--pseudocode--
	//if(target != self)
	//	m_ShipAttrComp->ModifyTargetShipAttribute();
	//else
	//	m_ShipAttrComp->ModifyShipAttribute();
}
/* rewrote attrib calculations and implemented true stacking penality, with checks for exceptions.  -allan 13April16  */
void ModifyModuleAttributesComponent::_modifyModuleAttributes(GenericModule* targetMod, uint32 targetAttrID, uint32 sourceAttrID, EVECalculationType type)
{
    uint8 stackSize = 1;
    EvilNumber modVal = m_Mod->GetAttribute(sourceAttrID), startVal = targetMod->GetAttribute(targetAttrID);
    /* check for attribs that are NOT penalized here, and bypass stacking method. */
    /* note:  DCU, rigs and subsystems do not use this method */
    if ((targetAttrID != AttrWarpFactor) or (sourceAttrID != AttrCargoCapacityMultiplier)) {
        std::map<uint16, uint8>::iterator itr = m_attribMap.find(targetAttrID);
        if (itr != m_attribMap.end()) {
            /** @todo   verify these module states  */
            if (m_Mod->GetModuleState() == MOD_ONLINE)
                stackSize = ++itr->second;
            else if ((m_Mod->GetModuleState() == MOD_OFFLINE)
                or (m_Mod->GetModuleState() == MOD_DEACTIVATING))
                /** @todo  implement the difference between MOD_OFFLINE and MOD_DEACTIVATING */
                {
                    if (itr->second == 1)
                        m_attribMap.erase(itr);
                    else
                        stackSize = --itr->second;
                }
        } else
            m_attribMap.emplace(targetAttrID, 1);
    }

    double effectiveness = 1;
    if (m_Mod->GetModuleState() == MOD_ONLINE) {
        effectiveness = exp(-pow(((stackSize - 1)/2.67),2));  //stacking calculation fixed  -allan  20Dec15
        m_Mod->SetEffectiveness(targetAttrID, effectiveness);
    } else if ((m_Mod->GetModuleState() == MOD_OFFLINE) or (m_Mod->GetModuleState() == MOD_DEACTIVATING)) {
        effectiveness = m_Mod->GetEffectiveness(targetAttrID);
    }
    if (effectiveness <= 0) {   /* this should never happen */
        codelog(SHIP__MODULE_ERROR, "MMAC::_modifyModuleAttributes() -  effectiveness <= 0");
        targetMod->GetShipRef()->GetPilot()->SendErrorMsg("Internal Server Error.  Ref: ServerError 25620");
    }
    modVal *= effectiveness;
    EvilNumber newVal = CalculateNewAttributeValue(startVal, modVal, type);
    _log(SHIP__MODULE_TRACE, "MMAC::_modifyModuleAttributes() -  origVal:%f, Mod:%f, newVal:%f, stackSize:%u, effective:%f, type:%i", \
    startVal.get_float(), modVal.get_float(), newVal.get_float(), stackSize, effectiveness, (int)type);

    SetAttribute(targetMod, targetAttrID, newVal);
}
예제 #5
0
uint32 TargetManager::TimeToLock(ShipRef ship, SystemEntity *target) const {

    EvilNumber scanRes = ship->GetAttribute(AttrScanResolution);
    EvilNumber sigRad(500);

	if( target->Item().get() != NULL )
		if( target->Item()->HasAttribute(AttrSignatureRadius) )
			sigRad = target->Item()->GetAttribute(AttrSignatureRadius);

    EvilNumber time = ( EvilNumber(40000) / ( scanRes ) ) /( EvilNumber::pow( e_log( sigRad + e_sqrt( sigRad * sigRad + 1) ), 2) );

	return static_cast<uint32>(time.get_float() * 1000); // Timer uses ms instead of seconds
}
예제 #6
0
EvilNumber ProductionTime( EvilNumber BaseProductionTime, EvilNumber ProductivityModifier, EvilNumber ProductionEfficiency, EvilNumber ProductionTimeModifier )
{
    EvilNumber PE_Factor(0.0);

    if( ProductionEfficiency >= 0.0 )
        PE_Factor = (ProductionEfficiency.get_float() / (1.0 + ProductionEfficiency.get_float()));
    else
        PE_Factor = (ProductionEfficiency.get_float() - 1.0);

    return (BaseProductionTime.get_float()
        * (1.0 - (ProductivityModifier.get_float() / BaseProductionTime.get_float())
        * (PE_Factor.get_float()))
        * ProductionTimeModifier.get_float());
}
예제 #7
0
EvilNumber BlueprintInventionChance( EvilNumber BaseChance, EvilNumber EncryptionSkillLevel, EvilNumber DataCore1SkillLevel, EvilNumber DataCore2SkillLevel, EvilNumber MetaLevel, EvilNumber DecryptorModifier )
{
    return (BaseChance.get_float() * (1+0.01*EncryptionSkillLevel.get_float())
        * (1+(DataCore1SkillLevel.get_float()+DataCore2SkillLevel.get_float())
        * (0.1 / (5 - MetaLevel.get_float())) * DecryptorModifier.get_float()));
}
// set attributes that are not stackable here...calibration, PG, CPU, etc.
void ModifyModuleAttributesComponent::ModifyNonStackingModuleAttributes(GenericModule* targetMod, uint32 targetAttrID, uint32 sourceAttrID, EVECalculationType type) {
    EvilNumber newVal = CalculateNewAttributeValue(targetMod->GetAttribute(targetAttrID), m_Mod->GetAttribute(sourceAttrID), type);
    if (!targetMod->getItem()->SetAttribute(targetAttrID, newVal))
        sLog.Error("MMAC::ModifyNonStackingModuleAttributes()","Failed to set attribute %u to %f on module %u", targetAttrID, newVal.get_float(), targetMod->itemID());
}
예제 #9
0
EvilNumber TradeBrokerFee( EvilNumber BrokerRelationsSkillLevel, EvilNumber FactionStanding, EvilNumber CorporationStanding )
{
    return (100.0 * ((0.01 - 0.0005 * BrokerRelationsSkillLevel.get_float())
        / (pow( 2, (0.14 * FactionStanding.get_float() + 0.06 * CorporationStanding.get_float()) ))));
}
예제 #10
0
EvilNumber TargetingLockTime( EvilNumber YourEffectiveScanResolution, EvilNumber TargetEffectiveSignatureRadius )
{
    return (40000.0 / (YourEffectiveScanResolution.get_float() * pow(asinh(TargetEffectiveSignatureRadius.get_float()),2)));
}
예제 #11
0
EvilNumber SkillPointsAtLevel( EvilNumber SkillLevel, EvilNumber SkillRank )
{
    return (pow( 2, (2.5 * SkillLevel.get_float()) - 2.5 ) * 250.0 * SkillRank);
}
예제 #12
0
EvilNumber MissionStandingIncrease( EvilNumber BaseMissionIncrease, EvilNumber YourSocialSkillLevel )
{
    return (BaseMissionIncrease * (1 + 0.05 * YourSocialSkillLevel.get_float()));
}
예제 #13
0
EvilNumber RequiredAgentStanding( EvilNumber AgentLevel, EvilNumber AgentQuality )
{
    return (((AgentLevel.get_float() - 1) * 2) + (AgentQuality.get_float()/20.0));
}
예제 #14
0
EvilNumber ME_LevelToEliminateWaste( EvilNumber MaterialAmount, EvilNumber BaseWasteFactor )
{
    return (floor(0.02 * BaseWasteFactor.get_float() * MaterialAmount.get_float()));
}
예제 #15
0
EvilNumber AgentEffectiveQuality( EvilNumber AgentQuality, EvilNumber NegotiationSkillLevel, EvilNumber AgentPersonalStanding )
{
    return (AgentQuality.get_float() + (5.0 * NegotiationSkillLevel.get_float()) + AgentPersonalStanding.get_float());
}
예제 #16
0
EvilNumber WasteSkillBased( EvilNumber MaterialAmount, EvilNumber ProductionEfficiency )
{
    return (floor(0.5 + (MaterialAmount.get_float() * ((25.0 - (5.0 * ProductionEfficiency.get_float())) / 100.0))));
}
예제 #17
0
EvilNumber PE_ResearchTime( EvilNumber BlueprintBaseResearchTime, EvilNumber ResearchSkillLevel, EvilNumber ResearchSlotModifier, EvilNumber ImplantModifier )
{
    return (BlueprintBaseResearchTime.get_float() * (1.0 - (0.05 * ResearchSkillLevel.get_float()))
        * ResearchSlotModifier.get_float() * ImplantModifier.get_float());
}
예제 #18
0
EvilNumber EffectiveRefiningYield( EvilNumber StationEquipmentYield, EvilNumber RefiningSkillLevel, EvilNumber RefiningEfficiencySkillLevel, EvilNumber OreSpecificProcessingSkillLevel )
{
    return (StationEquipmentYield.get_float() + 0.375 * (1 + (RefiningSkillLevel.get_float() * 0.02))
        * (1 + (RefiningEfficiencySkillLevel.get_float() * 0.04))
        * (1 + (OreSpecificProcessingSkillLevel.get_float() * 0.05)));
}
예제 #19
0
EvilNumber StationTaxesForReprocessing( EvilNumber CharacterStandingWithStationOwner )
{
    return (5.0 - 0.75 * CharacterStandingWithStationOwner.get_float());
}
예제 #20
0
EvilNumber ProductionTimeModifier( EvilNumber IndustrySkillLevel, EvilNumber ImplantModifier, EvilNumber ProductionSlotModifier )
{
    return (1.0 - (0.04 * IndustrySkillLevel.get_float()) * ImplantModifier.get_float() * ProductionSlotModifier.get_float());
}
예제 #21
0
EvilNumber BluePrintCopyTime( EvilNumber BlueprintBaseCopyTime, EvilNumber ScienceSkillLevel, EvilNumber CopySlotModifier, EvilNumber ImplantModifier )
{
    return (BlueprintBaseCopyTime.get_float() * (1.0 - (0.05 * ScienceSkillLevel.get_float()))
        * CopySlotModifier.get_float() * ImplantModifier.get_float());
}
예제 #22
0
void Character::UpdateSkillQueue()
{
    Client *c = m_factory.entity_list.FindCharacter( itemID() );

    SkillRef currentTraining = GetSkillInTraining();
    if( currentTraining )
    {
        if( m_skillQueue.empty()
            || currentTraining->typeID() != m_skillQueue.front().typeID )
        {
            // either queue is empty or skill with different typeID is in training ...
            // stop training:
            _log( ITEM__ERROR, "%s (%u): Stopping training of skill %s (%u).", itemName().c_str(), itemID(), currentTraining->itemName().c_str(), currentTraining->itemID() );

            /*
            uint64 timeEndTrain = currentTraining->expiryTime();
            if(timeEndTrain != 0)
            {
                double nextLevelSP = currentTraining->GetSPForLevel( currentTraining->skillLevel() + 1 );
                double SPPerMinute = GetSPPerMin( currentTraining );
                double minRemaining = (double)(timeEndTrain - Win32TimeNow()) / (double)Win32Time_Minute;

                currentTraining->Set_skillPoints( nextLevelSP - (minRemaining * SPPerMinute) );
            }

            currentTraining->Clear_expiryTime();
            */

            EvilNumber timeEndTrain = currentTraining->GetAttribute(AttrExpiryTime);
            if (timeEndTrain != 0) {
                EvilNumber nextLevelSP = currentTraining->GetSPForLevel( currentTraining->GetAttribute(AttrSkillLevel) + 1 );
                EvilNumber SPPerMinute = GetSPPerMin( currentTraining );
                EvilNumber minRemaining = (timeEndTrain - EvilNumber(Win32TimeNow())) / (double)Win32Time_Minute;

                //currentTraining->Set_skillPoints( nextLevelSP - (minRemaining * SPPerMinute) );
                EvilNumber skillPointsTrained = nextLevelSP - (minRemaining * SPPerMinute);
                currentTraining->SetAttribute(AttrSkillPoints, skillPointsTrained);
                sLog.Debug( "", "Skill %s (%u) trained %u skill points before termination from training queue", currentTraining->itemName().c_str(), currentTraining->itemID(), skillPointsTrained.get_float() );
            }

            currentTraining->SetAttribute(AttrExpiryTime, 0);

            currentTraining->MoveInto( *this, flagSkill, true );

            if( c != NULL )
            {
                OnSkillTrainingStopped osst;
                osst.itemID = currentTraining->itemID();
                osst.endOfTraining = 0;

                PyTuple* tmp = osst.Encode();
                c->QueueDestinyEvent( &tmp );
                PySafeDecRef( tmp );

                c->UpdateSkillTraining();
            }

            // nothing currently in training
            currentTraining = SkillRef();
        }
    }

    EvilNumber nextStartTime = EvilTimeNow();
    
    while( !m_skillQueue.empty() )
    {
        if( !currentTraining )
        {
            // something should be trained, get desired skill
            uint32 skillTypeID = m_skillQueue.front().typeID;

            currentTraining = GetSkill( skillTypeID );
            if( !currentTraining )
            {
                _log( ITEM__ERROR, "%s (%u): Skill %u to train was not found.", itemName().c_str(), itemID(), skillTypeID );
                break;
            }

            sLog.Debug( "Character::UpdateSkillQueue()", "%s (%u): Starting training of skill %s (%u)",  m_itemName.c_str(), m_itemID, currentTraining->itemName().c_str(), currentTraining->itemID() );

            EvilNumber SPPerMinute = GetSPPerMin( currentTraining );
            EvilNumber NextLevel = currentTraining->GetAttribute(AttrSkillLevel) + 1;
            EvilNumber SPToNextLevel = currentTraining->GetSPForLevel( NextLevel ) - currentTraining->GetAttribute(AttrSkillPoints);
            sLog.Debug( "    ", "Training skill at %f SP/min", SPPerMinute.get_float() );
            sLog.Debug( "    ", "%f SP to next Level of %d", SPToNextLevel.get_float(), NextLevel.get_int() );

            SPPerMinute.to_float();
            SPToNextLevel.to_float();
            nextStartTime.to_float();
            EvilNumber timeTraining = nextStartTime + EvilTime_Minute * SPToNextLevel / SPPerMinute;

            currentTraining->MoveInto( *this, flagSkillInTraining );
            double dbl_timeTraining = timeTraining.get_float() + (double)(Win32Time_Second * 10);
            currentTraining->SetAttribute(AttrExpiryTime, dbl_timeTraining);    // Set server-side
                                                                                // skill expiry + 10 sec

            sLog.Debug( "    ", "Calculated time to complete training = %s", Win32TimeToString((uint64)dbl_timeTraining).c_str() );

            if( c != NULL )
            {
                OnSkillStartTraining osst;
                osst.itemID = currentTraining->itemID();
                osst.endOfTraining = timeTraining.get_float();

                PyTuple* tmp = osst.Encode();
                c->QueueDestinyEvent( &tmp );
                PySafeDecRef( tmp );

                c->UpdateSkillTraining();
            }
        }

        if( currentTraining->GetAttribute(AttrExpiryTime) <= EvilTimeNow() ) {
            // training has been finished:
            sLog.Debug( "Character::UpdateSkillQueue()", "%s (%u): Finishing training of skill %s (%u).", itemName().c_str(), itemID(), currentTraining->itemName().c_str(), currentTraining->itemID() );

            currentTraining->SetAttribute(AttrSkillLevel, currentTraining->GetAttribute(AttrSkillLevel) + 1 );
            currentTraining->SetAttribute(AttrSkillPoints, currentTraining->GetSPForLevel( currentTraining->GetAttribute(AttrSkillLevel) ), true);

            nextStartTime = currentTraining->GetAttribute(AttrExpiryTime);
            currentTraining->SetAttribute(AttrExpiryTime, 0);

            currentTraining->MoveInto( *this, flagSkill, true );

            if( c != NULL )
            {
                OnSkillTrained ost;
                ost.itemID = currentTraining->itemID();

                PyTuple* tmp = ost.Encode();
                c->QueueDestinyEvent( &tmp );
                PySafeDecRef( tmp );

                c->UpdateSkillTraining();
            }

            // erase first element in skill queue
            m_skillQueue.erase( m_skillQueue.begin() );

            // nothing currently in training
            currentTraining = SkillRef();
        }
        // else the skill is in training ...
        else
            break;
    }

    // Re-Calculate total SP trained and store in internal variable:
    _CalculateTotalSPTrained();

    // Save character and skill data:
    SaveCharacter();
    SaveSkillQueue();
}
예제 #23
0
EvilNumber ResearchPointsPerDay( EvilNumber Multiplier, EvilNumber AgentEffectiveQuality, EvilNumber YourResearchSkillLevel, EvilNumber AgentResearchSkillLevel )
{
    return (Multiplier.get_float() * (1 + (AgentEffectiveQuality.get_float() / 100.0))
        * pow(YourResearchSkillLevel.get_float() + AgentResearchSkillLevel.get_float(),2));
}