-- Path of Building -- -- Module: Item Tools -- Various functions for dealing with items. -- local t_insert = table.insert local t_remove = table.remove local m_min = math.min local m_floor = math.floor local dmgTypeList = {"Physical", "Lightning", "Cold", "Fire", "Chaos"} itemLib = { } -- Apply range value (0 to 1) to a modifier that has a range: (x to x) or (x-x to x-x) function itemLib.applyRange(line, range) return line:gsub("%((%d+)%-(%d+) to (%d+)%-(%d+)%)", "(%1-%2) to (%3-%4)") :gsub("(%+?)%((%-?%d+) to (%d+)%)", "%1(%2-%3)") :gsub("(%+?)%((%-?%d+)%-(%d+)%)", function(plus, min, max) local numVal = m_floor(tonumber(min) + range * (tonumber(max) - tonumber(min)) + 0.5) if numVal < 0 then if plus == "+" then plus = "" end end return plus .. tostring(numVal) end) :gsub("%((%d+%.?%d*)%-(%d+%.?%d*)%)", function(min, max) local numVal = m_floor((tonumber(min) + range * (tonumber(max) - tonumber(min))) * 10 + 0.5) / 10 return tostring(numVal) end) :gsub("%-(%d+%%) increased", function(num) return num.." reduced" end) end -- Clean item text by removing or replacing unsupported or redundant characters or sequences function itemLib.sanitiseItemText(text) -- Something something unicode support something grumble return text:gsub("^%s+",""):gsub("%s+$",""):gsub("\r\n","\n"):gsub("%b<>",""):gsub("–","-"):gsub("\226\128\147","-"):gsub("\226\136\146","-"):gsub("ö","o"):gsub("\195\182","o"):gsub("[\128-\255]","?") end -- Make an item from raw data function itemLib.makeItemFromRaw(raw) local newItem = { raw = itemLib.sanitiseItemText(raw) } itemLib.parseItemRaw(newItem) if newItem.baseName then return newItem end end -- Parse raw item data and extract item name, base type, quality, and modifiers function itemLib.parseItemRaw(item) item.name = "?" item.rarity = "UNIQUE" item.quality = 0 item.rawLines = { } for line in string.gmatch(item.raw .. "\r\n", "([^\r\n]*)\r?\n") do line = line:gsub("^%s+",""):gsub("%s+$","") if #line > 0 then t_insert(item.rawLines, line) end end local mode = "WIKI" local l = 1 if item.rawLines[l] then local rarity = item.rawLines[l]:match("^Rarity: (%a+)") if rarity then mode = "GAME" if data.colorCodes[rarity:upper()] then item.rarity = rarity:upper() end l = l + 1 end end if item.rawLines[l] then item.name = item.rawLines[l] l = l + 1 end if item.rarity == "NORMAL" or item.rarity == "MAGIC" then for baseName, baseData in pairs(data.itemBases) do if item.name:find(baseName, 1, true) then item.baseName = baseName item.type = baseData.type break end end elseif item.rawLines[l] and not item.rawLines[l]:match("^%-") and data.itemBases[item.rawLines[l]] then item.baseName = item.rawLines[l] item.title = item.name item.name = item.title .. ", " .. item.baseName item.type = data.itemBases[item.baseName].type l = l + 1 end item.base = data.itemBases[item.baseName] item.modLines = { } item.implicitLines = 0 local gameModeStage = "FINDIMPLICIT" local gameModeSection = 1 local foundExplicit while item.rawLines[l] do local line = item.rawLines[l] if line == "--------" then gameModeSection = gameModeSection + 1 if gameModeStage == "IMPLICIT" then item.implicitLines = #item.modLines gameModeStage = "FINDEXPLICIT" elseif gameModeStage == "EXPLICIT" then gameModeStage = "DONE" end elseif line == "Corrupted" then item.corrupted = true else local specName, specVal = line:match("^([%a ]+): (%x+)$") if not specName then specName, specVal = line:match("^([%a ]+): %+?([%d%-%.]+)") end if not specName then specName, specVal = line:match("^([%a ]+): (.+)$") end if specName then if specName == "Unique ID" then item.uniqueID = specVal elseif specName == "Item Level" then item.itemLevel = tonumber(specVal) elseif specName == "Quality" then item.quality = tonumber(specVal) elseif specName == "Sockets" then local group = 0 item.sockets = { } for c in specVal:gmatch(".") do if c:match("[RGBW]") then t_insert(item.sockets, { color = c, group = group }) elseif c == " " then group = group + 1 end end elseif specName == "Radius" and item.type == "Jewel" then for index, data in pairs(data.jewelRadius) do if specVal == data.label then item.jewelRadiusIndex = index break end end elseif specName == "Limited to" and item.type == "Jewel" then item.limit = tonumber(specVal) elseif specName == "Variant" then if not item.variantList then item.variantList = { } end t_insert(item.variantList, specVal) elseif specName == "Selected Variant" then item.variant = tonumber(specVal) elseif specName == "League" then item.league = specVal elseif specName == "Implicits" then item.implicitLines = tonumber(specVal) gameModeStage = "EXPLICIT" elseif specName == "Unreleased" then item.unreleased = (specVal == "true") end end if line == "Prefixes:" then foundExplicit = true gameModeStage = "EXPLICIT" end if not specName or foundExplicit then local varSpec = line:match("{variant:([%d,]+)}") local variantList if varSpec then variantList = { } for varId in varSpec:gmatch("%d+") do variantList[tonumber(varId)] = true end end local rangeSpec = line:match("{range:([%d.]+)}") local crafted = line:match("{crafted}") line = line:gsub("%b{}", "") local rangedLine if line:match("%(%d+%-%d+ to %d+%-%d+%)") or line:match("%(%-?[%d%.]+ to %-?[%d%.]+%)") or line:match("%(%-?[%d%.]+%-[%d%.]+%)") then rangedLine = itemLib.applyRange(line, 1) end local modList, extra = modLib.parseMod(rangedLine or line) if (not modList or extra) and item.rawLines[l+1] then -- Try to combine it with the next line modList, extra = modLib.parseMod(line.." "..item.rawLines[l+1]) if modList and not extra then line = line.."\n"..item.rawLines[l+1] l = l + 1 else modList, extra = modLib.parseMod(rangedLine or line) end end if modList then t_insert(item.modLines, { line = line, extra = extra, modList = modList, variantList = variantList, crafted = crafted, range = rangedLine and (tonumber(rangeSpec) or 0.5) }) if mode == "GAME" then if gameModeStage == "FINDIMPLICIT" then gameModeStage = "IMPLICIT" elseif gameModeStage == "FINDEXPLICIT" then foundExplicit = true gameModeStage = "EXPLICIT" elseif gameModeStage == "EXPLICIT" then foundExplicit = true end else foundExplicit = true end elseif mode == "GAME" then if gameModeStage == "IMPLICIT" or gameModeStage == "EXPLICIT" then t_insert(item.modLines, { line = line, extra = line, modList = { }, variantList = variantList, crafted = crafted }) elseif gameModeStage == "FINDEXPLICIT" then gameModeStage = "DONE" end elseif foundExplicit then t_insert(item.modLines, { line = line, extra = line, modList = { }, variantList = variantList, crafted = crafted }) end end end l = l + 1 end if item.base and item.base.implicit then if item.implicitLines == 0 then item.implicitLines = 1 end elseif mode == "GAME" and not foundExplicit then item.implicitLines = 0 end if not item.corrupted and not item.uniqueID and item.base and (item.base.armour or item.base.weapon) then item.quality = 20 end if item.variantList then item.variant = m_min(#item.variantList, item.variant or #item.variantList) end itemLib.buildItemModList(item) end -- Create raw item data for given item function itemLib.createItemRaw(item) local rawLines = { } t_insert(rawLines, "Rarity: "..item.rarity) if item.title then t_insert(rawLines, item.title) t_insert(rawLines, item.baseName) else t_insert(rawLines, item.name) end if item.uniqueID then t_insert(rawLines, "Unique ID: "..item.uniqueID) end if item.league then t_insert(rawLines, "League: "..item.league) end if item.unreleased then t_insert(rawLines, "Unreleased: true") end if item.itemLevel then t_insert(rawLines, "Item Level: "..item.itemLevel) end if item.variantList then for _, variantName in ipairs(item.variantList) do t_insert(rawLines, "Variant: "..variantName) end t_insert(rawLines, "Selected Variant: "..item.variant) end if item.quality > 0 then t_insert(rawLines, "Quality: "..item.quality) end if item.sockets then local line = "Sockets: " for i, socket in pairs(item.sockets) do line = line .. socket.color if item.sockets[i+1] then line = line .. (socket.group == item.sockets[i+1].group and "-" or " ") end end t_insert(rawLines, line) end if item.jewelRadiusIndex then t_insert(rawLines, "Radius: "..data.jewelRadius[item.jewelRadiusIndex].label) end if item.limit then t_insert(rawLines, "Limited to: "..item.limit) end t_insert(rawLines, "Implicits: "..item.implicitLines) for _, modLine in ipairs(item.modLines) do local line = modLine.line if modLine.range then line = "{range:"..round(modLine.range,2).."}" .. line end if modLine.crafted then line = "{crafted}" .. line end if modLine.variantList then local varSpec for varId in pairs(modLine.variantList) do varSpec = (varSpec and varSpec.."," or "") .. varId end line = "{variant:"..varSpec.."}"..line end t_insert(rawLines, line) end if item.corrupted then t_insert(rawLines, "Corrupted") end return table.concat(rawLines, "\n") end -- Return the name of the slot this item is equipped in function itemLib.getPrimarySlotForItem(item) if item.base.weapon then return "Weapon 1" elseif item.type == "Quiver" or item.type == "Shield" then return "Weapon 2" elseif item.type == "Ring" then return "Ring 1" else return item.type end end -- Add up local modifiers, and removes them from the modifier list -- To be considered local, a modifier must be an exact flag match, and cannot have any tags (e.g conditions, multipliers) local function sumLocal(modList, name, type, flags) local result = 0 local i = 1 while modList[i] do local mod = modList[i] if mod.name == name and mod.type == type and mod.flags == flags and mod.keywordFlags == 0 and not mod.tagList[1] then result = result + mod.value t_remove(modList, i) else i = i + 1 end end return result end -- Build list of modifiers for an item in a given slot number (1 or 2) while applying local modifers and adding quality function itemLib.buildItemModListForSlotNum(item, baseList, slotNum) local slotName = itemLib.getPrimarySlotForItem(item) if slotNum == 2 then slotName = slotName:gsub("1", "2") end local modList = common.New("ModList") for _, baseMod in ipairs(baseList) do local mod = copyTable(baseMod) local add = true for _, tag in pairs(mod.tagList) do if tag.type == "SlotNumber" then if tag.num ~= slotNum then add = false break end elseif tag.type == "SocketedIn" then tag.slotName = slotName elseif tag.type == "Condition" and tag.var == "XHandAttack" then tag.var = (slotNum == 1) and "MainHandAttack" or "OffHandAttack" end end if add then mod.sourceSlot = slotName modList:AddMod(mod) end end if item.base.weapon then local weaponData = { } item.weaponData[slotNum] = weaponData weaponData.type = item.base.type weaponData.name = item.name weaponData.AttackSpeedInc = sumLocal(modList, "Speed", "INC", ModFlag.Attack) weaponData.attackRate = m_floor(item.base.weapon.attackRateBase * (1 + weaponData.AttackSpeedInc / 100) * 100 + 0.5) / 100 for _, dmgType in pairs(dmgTypeList) do local min = (item.base.weapon[dmgType.."Min"] or 0) + sumLocal(modList, dmgType.."Min", "BASE", ModFlag.Attack) local max = (item.base.weapon[dmgType.."Max"] or 0) + sumLocal(modList, dmgType.."Max", "BASE", ModFlag.Attack) if dmgType == "Physical" then local physInc = sumLocal(modList, "PhysicalDamage", "INC", 0) min = m_floor(min * (1 + (physInc + item.quality) / 100) + 0.5) max = m_floor(max * (1 + (physInc + item.quality) / 100) + 0.5) end if min > 0 and max > 0 then weaponData[dmgType.."Min"] = min weaponData[dmgType.."Max"] = max local dps = (min + max) / 2 * weaponData.attackRate weaponData[dmgType.."DPS"] = dps if dmgType ~= "Physical" and dmgType ~= "Chaos" then weaponData.ElementalDPS = (weaponData.ElementalDPS or 0) + dps end end end weaponData.critChance = m_floor(item.base.weapon.critChanceBase * (1 + sumLocal(modList, "CritChance", "INC", 0) / 100) * 100 + 0.5) / 100 for _, value in ipairs(modList:Sum("LIST", nil, "Misc")) do if value.type == "WeaponData" then weaponData[value.key] = value.value end end weaponData.TotalDPS = 0 for _, dmgType in pairs(dmgTypeList) do weaponData.TotalDPS = weaponData.TotalDPS + (weaponData[dmgType.."DPS"] or 0) end elseif item.base.armour then local armourData = item.armourData local armourBase = sumLocal(modList, "Armour", "BASE", 0) + (item.base.armour.armourBase or 0) local evasionBase = sumLocal(modList, "Evasion", "BASE", 0) + (item.base.armour.evasionBase or 0) local energyShieldBase = sumLocal(modList, "EnergyShield", "BASE", 0) + (item.base.armour.energyShieldBase or 0) local armourInc = sumLocal(modList, "Armour", "INC", 0) local armourEvasionInc = sumLocal(modList, "ArmourAndEvasion", "INC", 0) local evasionInc = sumLocal(modList, "Evasion", "INC", 0) local evasionEnergyShieldInc = sumLocal(modList, "EvasionAndEnergyShield", "INC", 0) local energyShieldInc = sumLocal(modList, "EnergyShield", "INC", 0) local armourEnergyShieldInc = sumLocal(modList, "ArmourAndEnergyShield", "INC", 0) local defencesInc = sumLocal(modList, "Defences", "INC", 0) armourData.Armour = m_floor(armourBase * (1 + (armourInc + armourEvasionInc + armourEnergyShieldInc + defencesInc + item.quality) / 100) + 0.5) armourData.Evasion = m_floor(evasionBase * (1 + (evasionInc + armourEvasionInc + evasionEnergyShieldInc + defencesInc + item.quality) / 100) + 0.5) armourData.EnergyShield = m_floor(energyShieldBase * (1 + (energyShieldInc + armourEnergyShieldInc + evasionEnergyShieldInc + defencesInc + item.quality) / 100) + 0.5) if item.base.armour.blockChance then armourData.BlockChance = item.base.armour.blockChance + sumLocal(modList, "BlockChance", "BASE", 0) end for _, value in ipairs(modList:Sum("LIST", nil, "Misc")) do if value.type == "ArmourData" then armourData[value.key] = value.value end end elseif item.type == "Jewel" then item.jewelFunc = nil for _, value in ipairs(modList:Sum("LIST", nil, "Misc")) do if value.type == "JewelFunc" then item.jewelFunc = item.jewelFunc or { } t_insert(item.jewelFunc, value.func) end end end return { unpack(modList) } end -- Build lists of modifiers for each slot an item can occupy function itemLib.buildItemModList(item) if not item.base then return end local baseList = { } item.baseModList = baseList item.rangeLineList = { } for _, modLine in ipairs(item.modLines) do if not modLine.extra and (not modLine.variantList or modLine.variantList[item.variant]) then if modLine.range then local line = itemLib.applyRange(modLine.line, modLine.range) local list, extra = modLib.parseMod(line) if list and not extra then modLine.modList = list t_insert(item.rangeLineList, modLine) end end for _, mod in ipairs(modLine.modList) do mod.source = "Item:"..(item.id or -1)..":"..item.name if type(mod.value) == "table" and mod.value.mod then mod.value.mod.source = mod.source end t_insert(baseList, mod) end end end if item.name == "Tabula Rasa, Simple Robe" or item.name == "Skin of the Loyal, Simple Robe" or item.name == "Skin of the Lords, Simple Robe" then -- Hack to remove the energy shield t_insert(baseList, { name = "Misc", type = "LIST", value = { type = "ArmourData", key = "EnergyShield" }, flags = 0, keywordFlags = 0, tagList = { } }) end if item.base.weapon then item.weaponData = { } elseif item.base.armour then item.armourData = { } end if item.base.weapon or item.type == "Ring" then item.slotModList = { } for i = 1, 2 do item.slotModList[i] = itemLib.buildItemModListForSlotNum(item, baseList, i) end else item.modList = itemLib.buildItemModListForSlotNum(item, baseList) end end