-- Path of Building -- -- Module: Calcs -- Manages the calculation system. -- local pairs = pairs local ipairs = ipairs local t_insert = table.insert local t_remove = table.remove local s_format = string.format local calcs = { } LoadModule("Modules/CalcSetup", calcs) LoadModule("Modules/CalcPerform", calcs) LoadModule("Modules/CalcActiveSkill", calcs) LoadModule("Modules/CalcDefence", calcs) LoadModule("Modules/CalcOffence", calcs) -- Print various tables to the console local function infoDump(env, output) env.modDB:Print() if env.minion then ConPrintf("=== Minion Mod DB ===") env.minion.modDB:Print() end ConPrintf("=== Enemy Mod DB ===") env.enemyDB:Print() local mainSkill = env.minion and env.minion.mainSkill or env.player.mainSkill ConPrintf("=== Main Skill ===") for _, gem in ipairs(mainSkill.gemList) do ConPrintf("%s %d/%d", gem.name, gem.level, gem.quality) end ConPrintf("=== Main Skill Flags ===") ConPrintf("Mod: %s", modLib.formatFlags(mainSkill.skillCfg.flags, ModFlag)) ConPrintf("Keyword: %s", modLib.formatFlags(mainSkill.skillCfg.keywordFlags, KeywordFlag)) ConPrintf("=== Main Skill Mods ===") mainSkill.skillModList:Print() ConPrintf("== Aux Skills ==") for i, aux in ipairs(env.auxSkillList) do ConPrintf("Skill #%d:", i) for _, gem in ipairs(aux.gemList) do ConPrintf(" %s %d/%d", gem.name, gem.level, gem.quality) end end -- ConPrintf("== Conversion Table ==") -- prettyPrintTable(env.player.conversionTable) ConPrintf("== Output Table ==") prettyPrintTable(env.player.output) end -- Generate a function for calculating the effect of some modification to the environment local function getCalculator(build, fullInit, modFunc) -- Initialise environment local env = calcs.initEnv(build, "CALCULATOR") -- Save a copy of the initial mod database local initModDB = common.New("ModDB") initModDB:AddDB(env.modDB) initModDB.conditions = copyTable(env.modDB.conditions) initModDB.multipliers = copyTable(env.modDB.multipliers) local initEnemyDB = common.New("ModDB") initEnemyDB:AddDB(env.enemyDB) initEnemyDB.conditions = copyTable(env.enemyDB.conditions) initEnemyDB.multipliers = copyTable(env.enemyDB.multipliers) -- Run base calculation pass calcs.perform(env) local baseOutput = env.player.output return function(...) -- Restore initial mod database env.modDB.mods = wipeTable(env.modDB.mods) env.modDB:AddDB(initModDB) env.modDB.conditions = copyTable(initModDB.conditions) env.modDB.multipliers = copyTable(initModDB.multipliers) env.enemyDB.mods = wipeTable(env.enemyDB.mods) env.enemyDB:AddDB(initEnemyDB) env.enemyDB.conditions = copyTable(initEnemyDB.conditions) env.enemyDB.multipliers = copyTable(initEnemyDB.multipliers) -- Call function to make modifications to the enviroment modFunc(env, ...) -- Run calculation pass calcs.perform(env) return env.player.output end, baseOutput end -- Get fast calculator for adding tree node modifiers function calcs.getNodeCalculator(build) return getCalculator(build, true, function(env, nodeList) -- Build and merge modifiers for these nodes env.modDB:AddList(calcs.buildNodeModList(env, nodeList)) --[[local nodeModList = buildNodeModList(env, nodeList) if remove then for _, mod in ipairs(nodeModList) do if mod.type == "LIST" or mod.type == "FLAG" then for i, dbMod in ipairs(env.modDB.mods[mod.name] or { }) do if mod == dbMod then t_remove(env.modDB.mods[mod.name], i) break end end elseif mod.type == "MORE" then env.modDB:NewMod(mod.name, mod.type, (1 / (1 + mod.value / 100) - 1) * 100, mod.source, mod.flags, mod.keywordFlags, unpack(mod.tagList)) else env.modDB:NewMod(mod.name, mod.type, -mod.value, mod.source, mod.flags, mod.keywordFlags, unpack(mod.tagList)) end end else env.modDB:AddList(nodeModList) end]] end) end -- Get calculator for other changes (adding/removing nodes, items, gems, etc) function calcs.getMiscCalculator(build) -- Run base calculation pass local env = calcs.initEnv(build, "CALCULATOR") calcs.perform(env) local baseOutput = env.player.output return function(override) env = calcs.initEnv(build, "CALCULATOR", override) calcs.perform(env) return env.player.output end, baseOutput end -- Build output for display in the side bar or calcs tab function calcs.buildOutput(build, mode) -- Build output local env = calcs.initEnv(build, mode) calcs.perform(env) local output = env.player.output if mode == "MAIN" then output.ExtraPoints = env.modDB:Sum("BASE", nil, "ExtraPoints") local specCfg = { source = "Tree" } output["Spec:LifeInc"] = env.modDB:Sum("INC", specCfg, "Life") output["Spec:ManaInc"] = env.modDB:Sum("INC", specCfg, "Mana") output["Spec:ArmourInc"] = env.modDB:Sum("INC", specCfg, "Armour", "ArmourAndEvasion") output["Spec:EvasionInc"] = env.modDB:Sum("INC", specCfg, "Evasion", "ArmourAndEvasion") output["Spec:EnergyShieldInc"] = env.modDB:Sum("INC", specCfg, "EnergyShield") env.skillsUsed = { } for _, activeSkill in ipairs(env.activeSkillList) do env.skillsUsed[activeSkill.activeGem.name] = true if activeSkill.minion then for _, activeSkill in ipairs(activeSkill.minion.activeSkillList) do env.skillsUsed[activeSkill.activeGem.data.id] = true end end end env.conditionsUsed = { } env.enemyConditionsUsed = { } local function addCond(out, var, mod) if not out[var] then out[var] = { } end t_insert(out[var], mod) end local function addTag(out, tag, mod) if tag.varList then for _, var in ipairs(tag.varList) do addCond(out, var, mod) end else addCond(out, tag.var, mod) end end for _, actor in ipairs({env.player, env.minion}) do for modName, modList in pairs(actor.modDB.mods) do for _, mod in ipairs(modList) do for _, tag in ipairs(mod.tagList) do if tag.type == "Condition" and actor == env.player then addTag(env.conditionsUsed, tag, mod) elseif tag.type == "EnemyCondition" then addTag(env.enemyConditionsUsed, tag, mod) end end end end end for modName, modList in pairs(env.enemyDB.mods) do for _, mod in ipairs(modList) do for _, tag in ipairs(mod.tagList) do if tag.type == "Condition" then addTag(env.enemyConditionsUsed, tag, mod) end end end end elseif mode == "CALCS" then local buffList = { } local combatList = { } local curseList = { } if output.PowerCharges > 0 then t_insert(combatList, s_format("%d Power Charges", output.PowerCharges)) end if output.FrenzyCharges > 0 then t_insert(combatList, s_format("%d Frenzy Charges", output.FrenzyCharges)) end if output.EnduranceCharges > 0 then t_insert(combatList, s_format("%d Endurance Charges", output.EnduranceCharges)) end if env.modDB.conditions.Onslaught then t_insert(combatList, "Onslaught") end if env.modDB.conditions.UnholyMight then t_insert(combatList, "Unholy Might") end for _, activeSkill in ipairs(env.activeSkillList) do if activeSkill.buffSkill then if activeSkill.skillFlags.multiPart then t_insert(buffList, activeSkill.activeGem.name .. " (" .. activeSkill.skillPartName .. ")") else t_insert(buffList, activeSkill.activeGem.name) end end if activeSkill.debuffSkill then if activeSkill.skillFlags.multiPart then t_insert(curseList, activeSkill.activeGem.name .. " (" .. activeSkill.skillPartName .. ")") else t_insert(curseList, activeSkill.activeGem.name) end end end for _, slot in ipairs(env.curseSlots) do t_insert(curseList, slot.name) end output.BuffList = table.concat(buffList, ", ") output.CombatList = table.concat(combatList, ", ") output.CurseList = table.concat(curseList, ", ") if env.minion then local buffList = { } local combatList = { } if output.Minion.PowerCharges > 0 then t_insert(combatList, s_format("%d Power Charges", output.Minion.PowerCharges)) end if output.Minion.FrenzyCharges > 0 then t_insert(combatList, s_format("%d Frenzy Charges", output.Minion.FrenzyCharges)) end if output.Minion.EnduranceCharges > 0 then t_insert(combatList, s_format("%d Endurance Charges", output.Minion.EnduranceCharges)) end if env.minion.modDB.conditions.Onslaught then t_insert(combatList, "Onslaught") end if env.minion.modDB.conditions.UnholyMight then t_insert(combatList, "Unholy Might") end for _, activeSkill in ipairs(env.activeSkillList) do if activeSkill.minionBuffSkill then if activeSkill.skillFlags.multiPart then t_insert(buffList, activeSkill.activeGem.name .. " (" .. activeSkill.skillPartName .. ")") else t_insert(buffList, activeSkill.activeGem.name) end end end output.Minion.BuffList = table.concat(buffList, ", ") output.Minion.CombatList = table.concat(combatList, ", ") output.Minion.CurseList = output.CurseList end infoDump(env) end return env end return calcs