-- Path of Building -- -- Module: Build -- Loads and manages the current build. -- local launch, main = ... local pairs = pairs local ipairs = ipairs local t_insert = table.insert local m_min = math.min local m_max = math.max local m_floor = math.floor local m_abs = math.abs local buildMode = common.New("ControlHost") function buildMode:Init(dbFileName, buildName) self.abortSave = true self.tree = main.tree self.importTab = common.New("ImportTab", self) self.notesTab = common.New("NotesTab", self) self.configTab = common.New("ConfigTab", self) self.itemsTab = common.New("ItemsTab", self) self.treeTab = common.New("TreeTab", self) self.skillsTab = common.New("SkillsTab", self) self.calcsTab = common.New("CalcsTab", self) -- Controls: top bar, left side self.anchorTopBarLeft = common.New("Control", nil, 4, 4, 0, 20) self.controls.back = common.New("ButtonControl", {"LEFT",self.anchorTopBarLeft,"RIGHT"}, 0, 0, 60, 20, "<< Back", function() if self.unsaved then self:OpenSavePopup("LIST") else main:SetMode("LIST", self.dbFileName and self.buildName) end end) self.controls.buildName = common.New("Control", {"LEFT",self.controls.back,"RIGHT"}, 8, 0, 0, 20) self.controls.buildName.width = function(control) local limit = self.anchorTopBarRight:GetPos() - 98 - 40 - self.controls.back:GetSize() - self.controls.save:GetSize() - self.controls.saveAs:GetSize() local bnw = DrawStringWidth(16, "VAR", self.buildName) self.strWidth = m_min(bnw, limit) self.strLimited = bnw > limit return self.strWidth + 98 end self.controls.buildName.Draw = function(control) local x, y = control:GetPos() local width, height = control:GetSize() SetDrawColor(0.5, 0.5, 0.5) DrawImage(nil, x + 91, y, self.strWidth + 6, 20) SetDrawColor(0, 0, 0) DrawImage(nil, x + 92, y + 1, self.strWidth + 4, 18) SetDrawColor(1, 1, 1) SetViewport(x, y + 2, self.strWidth + 94, 16) DrawString(0, 0, "LEFT", 16, "VAR", "Current build: "..self.buildName) SetViewport() if control:IsMouseInBounds() and self.strLimited then SetDrawLayer(nil, 10) main:AddTooltipLine(16, self.buildName) main:DrawTooltip(x, y, width, height, main.viewPort) SetDrawLayer(nil, 0) end end self.controls.save = common.New("ButtonControl", {"LEFT",self.controls.buildName,"RIGHT"}, 8, 0, 50, 20, "Save", function() self:SaveDBFile() end) self.controls.save.enabled = function() return not self.dbFileName or self.unsaved end self.controls.saveAs = common.New("ButtonControl", {"LEFT",self.controls.save,"RIGHT"}, 8, 0, 70, 20, "Save As", function() self:OpenSaveAsPopup() end) self.controls.saveAs.enabled = function() return self.dbFileName end -- Controls: top bar, right side self.anchorTopBarRight = common.New("Control", nil, function() return main.screenW / 2 + 6 end, 4, 0, 20) self.controls.pointDisplay = common.New("Control", {"LEFT",self.anchorTopBarRight,"RIGHT"}, -12, 0, 0, 20) self.controls.pointDisplay.x = function(control) local width, height = control:GetSize() if self.controls.saveAs:GetPos() + self.controls.saveAs:GetSize() < self.anchorTopBarRight:GetPos() - width - 16 then return -12 - width else return 0 end end self.controls.pointDisplay.width = function(control) local used, ascUsed = self.spec:CountAllocNodes() local usedMax = 120 + (self.calcsTab.mainOutput.ExtraPoints or 0) local ascMax = 8 control.str = string.format("%s%3d / %3d %s%d / %d", used > usedMax and "^1" or "^7", used, usedMax, ascUsed > ascMax and "^1" or "^7", ascUsed, ascMax) control.req = "Required level: "..m_max(1, (100 + used - usedMax)) return DrawStringWidth(16, "FIXED", control.str) + 8 end self.controls.pointDisplay.Draw = function(control) local x, y = control:GetPos() local width, height = control:GetSize() SetDrawColor(1, 1, 1) DrawImage(nil, x, y, width, height) SetDrawColor(0, 0, 0) DrawImage(nil, x + 1, y + 1, width - 2, height - 2) SetDrawColor(1, 1, 1) DrawString(x + 4, y + 2, "LEFT", 16, "FIXED", control.str) if control:IsMouseInBounds() then SetDrawLayer(nil, 10) main:AddTooltipLine(16, control.req) main:DrawTooltip(x, y, width, height, main.viewPort) SetDrawLayer(nil, 0) end end self.controls.characterLevel = common.New("EditControl", {"LEFT",self.controls.pointDisplay,"RIGHT"}, 12, 0, 106, 20, "", "Level", "%D", 3, function(buf) self.characterLevel = m_min(tonumber(buf) or 1, 100) self.modFlag = true self.buildFlag = true end) self.controls.characterLevel.tooltipFunc = function() main:AddTooltipLine(16, "Experience multiplier:") local playerLevel = self.characterLevel local safeZone = 3 + m_floor(playerLevel / 16) for level, expLevel in ipairs(data.monsterExperienceLevelMap) do local diff = m_abs(playerLevel - expLevel) - safeZone local mult if diff <= 0 then mult = 1 else mult = ((playerLevel + 5) / (playerLevel + 5 + diff ^ 2.5)) ^ 1.5 end if playerLevel >= 95 then mult = mult * (1 / (1 + 0.1 * (playerLevel - 94))) end if mult > 0.01 then local line = level if level >= 68 then line = line .. string.format(" (Tier %d)", level - 67) end line = line .. string.format(": %.1f%%", mult * 100) main:AddTooltipLine(14, line) end end end self.controls.classDrop = common.New("DropDownControl", {"LEFT",self.controls.characterLevel,"RIGHT"}, 8, 0, 100, 20, nil, function(index, val) local classId = self.tree.classNameMap[val] if classId ~= self.spec.curClassId then if self.spec:CountAllocNodes() == 0 or self.spec:IsClassConnected(classId) then self.spec:SelectClass(classId) self.spec:AddUndoState() self.buildFlag = true else main:OpenConfirmPopup("Class Change", "Changing class to "..val.." will reset your passive tree.\nThis can be avoided by connecting one of the "..val.." starting nodes to your tree.", "Continue", function() self.spec:SelectClass(classId) self.spec:AddUndoState() self.buildFlag = true end) end end end) self.controls.ascendDrop = common.New("DropDownControl", {"LEFT",self.controls.classDrop,"RIGHT"}, 8, 0, 120, 20, nil, function(index, val) local ascendClassId = self.tree.ascendNameMap[val].ascendClassId self.spec:SelectAscendClass(ascendClassId) self.spec:AddUndoState() self.buildFlag = true end) -- Controls: Side bar self.anchorSideBar = common.New("Control", nil, 4, 36, 0, 0) self.controls.modeImport = common.New("ButtonControl", {"TOPLEFT",self.anchorSideBar,"TOPLEFT"}, 0, 0, 134, 20, "Import/Export Build", function() self.viewMode = "IMPORT" end) self.controls.modeImport.locked = function() return self.viewMode == "IMPORT" end self.controls.modeNotes = common.New("ButtonControl", {"LEFT",self.controls.modeImport,"RIGHT"}, 4, 0, 58, 20, "Notes", function() self.viewMode = "NOTES" end) self.controls.modeNotes.locked = function() return self.viewMode == "NOTES" end self.controls.modeConfig = common.New("ButtonControl", {"TOPRIGHT",self.anchorSideBar,"TOPLEFT"}, 300, 0, 100, 20, "Configuration", function() self.viewMode = "CONFIG" end) self.controls.modeConfig.locked = function() return self.viewMode == "CONFIG" end self.controls.modeTree = common.New("ButtonControl", {"TOPLEFT",self.anchorSideBar,"TOPLEFT"}, 0, 26, 72, 20, "Tree", function() self.viewMode = "TREE" end) self.controls.modeTree.locked = function() return self.viewMode == "TREE" end self.controls.modeSkills = common.New("ButtonControl", {"LEFT",self.controls.modeTree,"RIGHT"}, 4, 0, 72, 20, "Skills", function() self.viewMode = "SKILLS" end) self.controls.modeSkills.locked = function() return self.viewMode == "SKILLS" end self.controls.modeItems = common.New("ButtonControl", {"LEFT",self.controls.modeSkills,"RIGHT"}, 4, 0, 72, 20, "Items", function() self.viewMode = "ITEMS" end) self.controls.modeItems.locked = function() return self.viewMode == "ITEMS" end self.controls.modeCalcs = common.New("ButtonControl", {"LEFT",self.controls.modeItems,"RIGHT"}, 4, 0, 72, 20, "Calcs", function() self.viewMode = "CALCS" end) self.controls.modeCalcs.locked = function() return self.viewMode == "CALCS" end self.controls.banditNormal = common.New("DropDownControl", {"TOPLEFT",self.anchorSideBar,"TOPLEFT"}, 0, 70, 100, 16, {{val="None",label="Passive point"},{val="Oak",label="Oak (Life)"},{val="Kraityn",label="Kraityn (Resists)"},{val="Alira",label="Alira (Mana)"}}, function(sel,val) self.banditNormal = val.val self.modFlag = true self.buildFlag = true end) self.controls.banditNormalLabel = common.New("LabelControl", {"BOTTOMLEFT",self.controls.banditNormal,"TOPLEFT"}, 0, 0, 0, 14, "^7Normal Bandit:") self.controls.banditCruel = common.New("DropDownControl", {"LEFT",self.controls.banditNormal,"RIGHT"}, 0, 0, 100, 16, {{val="None",label="Passive point"},{val="Oak",label="Oak (Phys Dmg)"},{val="Kraityn",label="Kraityn (Att. Speed)"},{val="Alira",label="Alira (Cast Speed)"}}, function(sel,val) self.banditCruel = val.val self.modFlag = true self.buildFlag = true end) self.controls.banditCruelLabel = common.New("LabelControl", {"BOTTOMLEFT",self.controls.banditCruel,"TOPLEFT"}, 0, 0, 0, 14, "^7Cruel Bandit:") self.controls.banditMerciless = common.New("DropDownControl", {"LEFT",self.controls.banditCruel,"RIGHT"}, 0, 0, 100, 16, {{val="None",label="Passive point"},{val="Oak",label="Oak (Endurance)"},{val="Kraityn",label="Kraityn (Frenzy)"},{val="Alira",label="Alira (Power)"}}, function(sel,val) self.banditMerciless = val.val self.modFlag = true self.buildFlag = true end) self.controls.banditMercilessLabel = common.New("LabelControl", {"BOTTOMLEFT",self.controls.banditMerciless,"TOPLEFT"}, 0, 0, 0, 14, "^7Merciless Bandit:") self.controls.mainSkillLabel = common.New("LabelControl", {"TOPLEFT",self.anchorSideBar,"TOPLEFT"}, 0, 95, 300, 16, "^7Main Skill:") self.controls.mainSocketGroup = common.New("DropDownControl", {"TOPLEFT",self.controls.mainSkillLabel,"BOTTOMLEFT"}, 0, 2, 300, 16, nil, function(index) self.mainSocketGroup = index self.modFlag = true self.buildFlag = true end) self.controls.mainSkill = common.New("DropDownControl", {"TOPLEFT",self.controls.mainSocketGroup,"BOTTOMLEFT"}, 0, 2, 300, 16, nil, function(index) local mainSocketGroup = self.skillsTab.socketGroupList[self.mainSocketGroup] mainSocketGroup.mainActiveSkill = index self.modFlag = true self.buildFlag = true end) self.controls.mainSkillPart = common.New("DropDownControl", {"TOPLEFT",self.controls.mainSocketGroup,"BOTTOMLEFT"}, 0, 20, 150, 18, nil, function(index) local mainSocketGroup = self.skillsTab.socketGroupList[self.mainSocketGroup] mainSocketGroup.displaySkillList[mainSocketGroup.mainActiveSkill].activeGem.srcGem.skillPart = index self.modFlag = true self.buildFlag = true end) self.controls.mainSkillMinion = common.New("DropDownControl", {"TOPLEFT",self.controls.mainSocketGroup,"BOTTOMLEFT"}, 0, 20, 178, 18, nil, function(index, val) local mainSocketGroup = self.skillsTab.socketGroupList[self.mainSocketGroup] mainSocketGroup.displaySkillList[mainSocketGroup.mainActiveSkill].activeGem.srcGem.skillMinion = val.val self.modFlag = true self.buildFlag = true end) self.controls.mainSkillMinionLibrary = common.New("ButtonControl", {"LEFT",self.controls.mainSkillMinion,"RIGHT"}, 2, 0, 120, 18, "Manage Spectres...", function() self:OpenSpectreLibrary() end) self.controls.mainSkillMinionSkill = common.New("DropDownControl", {"TOPLEFT",self.controls.mainSkillMinion,"BOTTOMLEFT"}, 0, 2, 200, 16, nil, function(index) local mainSocketGroup = self.skillsTab.socketGroupList[self.mainSocketGroup] mainSocketGroup.displaySkillList[mainSocketGroup.mainActiveSkill].activeGem.srcGem.skillMinionSkill = index self.modFlag = true self.buildFlag = true end) self.controls.statBox = common.New("TextListControl", {"TOPLEFT",self.controls.mainSocketGroup,"BOTTOMLEFT"}, 0, 62, 300, 0, {{x=170,align="RIGHT_X"},{x=174,align="LEFT"}}) self.controls.statBox.height = function(control) local x, y = control:GetPos() return main.screenH - main.mainBarHeight - 4 - y end -- Initialise class dropdown for classId, class in pairs(self.tree.classes) do t_insert(self.controls.classDrop.list, class.name) end table.sort(self.controls.classDrop.list) -- List of display stats -- This defines the stats in the side bar, and also which stats show in node/item comparisons -- This may be user-customisable in the future self.displayStats = { { stat = "ActiveMinionLimit", label = "Active Minion Limit", fmt = "d" }, { stat = "AverageHit", label = "Average Hit", fmt = ".1f", compPercent = true }, { stat = "AverageDamage", label = "Average Damage", fmt = ".1f", compPercent = true, flag = "attack" }, { stat = "Speed", label = "Attack Rate", fmt = ".2f", compPercent = true, flag = "attack" }, { stat = "Speed", label = "Cast Rate", fmt = ".2f", compPercent = true, flag = "spell" }, { stat = "HitSpeed", label = "Hit Rate", fmt = ".2f" }, { stat = "PreEffectiveCritChance", label = "Crit Chance", fmt = ".2f%%" }, { stat = "CritChance", label = "Effective Crit Chance", fmt = ".2f%%", condFunc = function(v,o) return v ~= o.PreEffectiveCritChance end }, { stat = "CritMultiplier", label = "Crit Multiplier", fmt = "d%%", pc = true, condFunc = function(v,o) return (o.CritChance or 0) > 0 end }, { stat = "HitChance", label = "Hit Chance", fmt = ".0f%%", flag = "attack" }, { stat = "TotalDPS", label = "Total DPS", fmt = ".1f", compPercent = true, flag = "notAverage" }, { stat = "TotalDot", label = "DoT DPS", fmt = ".1f", compPercent = true }, { stat = "BleedDPS", label = "Bleed DPS", fmt = ".1f", compPercent = true }, { stat = "IgniteDPS", label = "Ignite DPS", fmt = ".1f", compPercent = true }, { stat = "IgniteDamage", label = "Total Damage per Ignite", fmt = ".1f", compPercent = true }, { stat = "WithIgniteDPS", label = "Total DPS inc. Ignite", fmt = ".1f", compPercent = true }, { stat = "WithIgniteAverageDamage", label = "Average Dmg. inc. Ignite", fmt = ".1f", compPercent = true }, { stat = "PoisonDPS", label = "Poison DPS", fmt = ".1f", compPercent = true }, { stat = "PoisonDamage", label = "Total Damage per Poison", fmt = ".1f", compPercent = true }, { stat = "WithPoisonDPS", label = "Total DPS inc. Poison", fmt = ".1f", compPercent = true }, { stat = "WithPoisonAverageDamage", label = "Average Dmg. inc. Poison", fmt = ".1f", compPercent = true }, { stat = "DecayDPS", label = "Decay DPS", fmt = ".1f", compPercent = true }, { stat = "Cooldown", label = "Skill Cooldown", fmt = ".2fs", lowerIsBetter = true }, { stat = "ManaCost", label = "Mana Cost", fmt = "d", compPercent = true, lowerIsBetter = true, condFunc = function() return true end }, { }, { stat = "Str", label = "Strength", fmt = "d" }, { stat = "Dex", label = "Dexterity", fmt = "d" }, { stat = "Int", label = "Intelligence", fmt = "d" }, { }, { stat = "Life", label = "Total Life", fmt = "d", compPercent = true }, { stat = "Spec:LifeInc", label = "%Inc Life from Tree", fmt = "d%%", condFunc = function(v,o) return v > 0 and o.Life > 1 end }, { stat = "LifeUnreserved", label = "Unreserved Life", fmt = "d", condFunc = function(v,o) return v < o.Life end, compPercent = true }, { stat = "LifeUnreservedPercent", label = "Unreserved Life", fmt = "d%%", condFunc = function(v,o) return v < 100 end }, { stat = "LifeRegen", label = "Life Regen", fmt = ".1f" }, { stat = "LifeLeechGainRate", label = "Life Leech/On Hit Rate", fmt = ".1f", compPercent = true }, { stat = "LifeLeechGainPerHit", label = "Life Leech/Gain per Hit", fmt = ".1f", compPercent = true }, { }, { stat = "Mana", label = "Total Mana", fmt = "d", compPercent = true }, { stat = "Spec:ManaInc", label = "%Inc Mana from Tree", fmt = "d%%" }, { stat = "ManaUnreserved", label = "Unreserved Mana", fmt = "d", condFunc = function(v,o) return v < o.Mana end, compPercent = true }, { stat = "ManaUnreservedPercent", label = "Unreserved Mana", fmt = "d%%", condFunc = function(v,o) return v < 100 end }, { stat = "ManaRegen", label = "Mana Regen", fmt = ".1f" }, { stat = "ManaLeechGainRate", label = "Mana Leech/On Hit Rate", fmt = ".1f", compPercent = true }, { stat = "ManaLeechGainPerHit", label = "Mana Leech/Gain per Hit", fmt = ".1f", compPercent = true }, { }, { stat = "TotalDegen", label = "Total Degen", fmt = ".1f", lowerIsBetter = true }, { stat = "NetRegen", label = "Net Regen", fmt = "+.1f" }, { }, { stat = "EnergyShield", label = "Energy Shield", fmt = "d", compPercent = true }, { stat = "Spec:EnergyShieldInc", label = "%Inc ES from Tree", fmt = "d%%" }, { stat = "EnergyShieldRegen", label = "Energy Shield Regen", fmt = ".1f" }, { stat = "EnergyShieldLeechGainRate", label = "ES Leech/On Hit Rate", fmt = ".1f", compPercent = true }, { stat = "EnergyShieldLeechGainPerHit", label = "ES Leech/Gain per Hit", fmt = ".1f", compPercent = true }, { stat = "Evasion", label = "Evasion rating", fmt = "d", compPercent = true }, { stat = "Spec:EvasionInc", label = "%Inc Evasion from Tree", fmt = "d%%" }, { stat = "EvadeChance", label = "Evade Chance", fmt = "d%%", condFunc = function(v,o) return v > 0 and o.MeleeEvadeChance == o.ProjectileEvadeChance end }, { stat = "MeleeEvadeChance", label = "Melee Evade Chance", fmt = "d%%", condFunc = function(v,o) return v > 0 and o.MeleeEvadeChance ~= o.ProjectileEvadeChance end }, { stat = "ProjectileEvadeChance", label = "Projectile Evade Chance", fmt = "d%%", condFunc = function(v,o) return v > 0 and o.MeleeEvadeChance ~= o.ProjectileEvadeChance end }, { stat = "Armour", label = "Armour", fmt = "d", compPercent = true }, { stat = "Spec:ArmourInc", label = "%Inc Armour from Tree", fmt = "d%%" }, { stat = "PhysicalDamageReduction", label = "Phys. Damage Reduction", fmt = "d%%" }, { stat = "MovementSpeedMod", label = "Movement Speed Modifier", fmt = "+d%%", mod = true }, { stat = "BlockChance", label = "Block Chance", fmt = "d%%" }, { stat = "SpellBlockChance", label = "Spell Block Chance", fmt = "d%%" }, { stat = "AttackDodgeChance", label = "Attack Dodge Chance", fmt = "d%%" }, { stat = "SpellDodgeChance", label = "Spell Dodge Chance", fmt = "d%%" }, { }, { stat = "FireResist", label = "Fire Resistance", fmt = "d%%", condFunc = function() return true end }, { stat = "ColdResist", label = "Cold Resistance", fmt = "d%%", condFunc = function() return true end }, { stat = "LightningResist", label = "Lightning Resistance", fmt = "d%%", condFunc = function() return true end }, { stat = "ChaosResist", label = "Chaos Resistance", fmt = "d%%", condFunc = function() return true end }, { stat = "FireResistOverCap", label = "Fire Res. Over Max", fmt = "d%%" }, { stat = "ColdResistOverCap", label = "Cold Res. Over Max", fmt = "d%%" }, { stat = "LightningResistOverCap", label = "Lightning Res. Over Max", fmt = "d%%" }, { stat = "ChaosResistOverCap", label = "Chaos Res. Over Max", fmt = "d%%" }, } self.minionDisplayStats = { { stat = "AverageDamage", label = "Average Damage", fmt = ".1f", compPercent = true }, { stat = "Speed", label = "Attack/Cast Rate", fmt = ".2f", compPercent = true }, { stat = "HitSpeed", label = "Hit Rate", fmt = ".2f" }, { stat = "TotalDPS", label = "Total DPS", fmt = ".1f", compPercent = true }, { stat = "TotalDot", label = "DoT DPS", fmt = ".1f", compPercent = true }, { stat = "WithPoisonDPS", label = "DPS inc. Poison", fmt = ".1f", compPercent = true }, { stat = "Cooldown", label = "Skill Cooldown", fmt = ".2fs", lowerIsBetter = true }, { stat = "Life", label = "Total Life", fmt = ".1f", compPercent = true }, { stat = "LifeRegen", label = "Life Regen", fmt = ".1f" }, { stat = "LifeLeechGainRate", label = "Life Leech/On Hit Rate", fmt = ".1f", compPercent = true }, } self.viewMode = "TREE" self.dbFileName = dbFileName self.buildName = buildName self.characterLevel = 1 self.controls.characterLevel:SetText(tostring(self.characterLevel)) self.banditNormal = "None" self.banditCruel = "None" self.banditMerciless = "None" self.spectreList = { } -- List of modules with Load/Save methods -- These will be called to load or save data to their respective sections of the build XML file self.savers = { ["Build"] = self, ["Config"] = self.configTab, ["Notes"] = self.notesTab, ["Tree"] = self.treeTab, ["TreeView"] = self.treeTab.viewer, ["Items"] = self.itemsTab, ["Skills"] = self.skillsTab, ["Calcs"] = self.calcsTab, } self.legacyLoaders = { -- Special loaders for legacy sections ["Spec"] = self.treeTab, } if self:LoadDBFile() then main:SetMode("LIST", buildName) return end if next(self.configTab.input) == nil then -- Check for old calcs tab settings self.configTab:ImportCalcSettings() end -- Build calculation output tables self.calcsTab:BuildOutput() self:RefreshStatList() self.buildFlag = false --[[ for _, item in pairs(main.uniqueDB.list) do ConPrintf("%s", item.name) self.itemsTab:AddItemTooltip(item) end for _, item in pairs(main.rareDB.list) do ConPrintf("%s", item.name) self.itemsTab:AddItemTooltip(item) end --]] --[[ local start = GetTime() SetProfiling(true) for i = 1, 10 do self.calcsTab:PowerBuilder() end SetProfiling(false) ConPrintf("Power build time: %d msec", GetTime() - start) --]] self.abortSave = false end function buildMode:CanExit(mode) if not self.unsaved then return true end self:OpenSavePopup(mode) return false end function buildMode:Shutdown() if launch.devMode and not self.abortSave and self.dbFileName then self:SaveDBFile() end self.abortSave = nil self.savers = nil end function buildMode:Load(xml, fileName) if xml.attrib.viewMode then self.viewMode = xml.attrib.viewMode end self.characterLevel = tonumber(xml.attrib.level) or 1 self.controls.characterLevel:SetText(tostring(self.characterLevel)) for _, diff in pairs({"banditNormal","banditCruel","banditMerciless"}) do self[diff] = xml.attrib[diff] or "None" end self.mainSocketGroup = tonumber(xml.attrib.mainSkillIndex) or tonumber(xml.attrib.mainSocketGroup) or 1 wipeTable(self.spectreList) for _, child in ipairs(xml) do if child.elem == "Spectre" then if child.attrib.id and data.minions[child.attrib.id] then t_insert(self.spectreList, child.attrib.id) end end end end function buildMode:Save(xml) xml.attrib = { viewMode = self.viewMode, level = tostring(self.characterLevel), className = self.spec.curClassName, ascendClassName = self.spec.curAscendClassName, banditNormal = self.banditNormal, banditCruel = self.banditCruel, banditMerciless = self.banditMerciless, mainSocketGroup = tostring(self.mainSocketGroup), } for _, id in ipairs(self.spectreList) do t_insert(xml, { elem = "Spectre", attrib = { id = id } }) end self.modFlag = false end function buildMode:OnFrame(inputEvents) if self.abortSave and not launch.devMode then main:SetMode("LIST", self.buildName) end for id, event in ipairs(inputEvents) do if event.type == "KeyDown" then if IsKeyDown("CTRL") then if event.key == "s" then self:SaveDBFile() inputEvents[id] = nil elseif event.key == "w" then if self.unsaved then self:OpenSavePopup("LIST") else main:SetMode("LIST", self.dbFileName and self.buildName) end elseif event.key == "1" then self.viewMode = "TREE" elseif event.key == "2" then self.viewMode = "SKILLS" elseif event.key == "3" then self.viewMode = "ITEMS" elseif event.key == "4" then self.viewMode = "CALCS" elseif event.key == "5" then self.viewMode = "CONFIG" end end end end self:ProcessControlsInput(inputEvents, main.viewPort) -- Update contents of ascendancy class dropdown wipeTable(self.controls.ascendDrop.list) for i = 0, #self.spec.curClass.classes do local ascendClass = self.spec.curClass.classes[i] t_insert(self.controls.ascendDrop.list, ascendClass.name) end self.controls.classDrop:SelByValue(self.spec.curClassName) self.controls.ascendDrop:SelByValue(self.spec.curAscendClassName) for _, diff in pairs({"banditNormal","banditCruel","banditMerciless"}) do self.controls[diff]:SelByValue(self[diff]) end if self.buildFlag then -- Rebuild calculation output tables self.buildFlag = false self.calcsTab:BuildOutput() self:RefreshStatList() end -- Update contents of main skill dropdowns self:RefreshSkillSelectControls(self.controls, self.mainSocketGroup, "") -- Draw contents of current tab local sideBarWidth = 312 local tabViewPort = { x = sideBarWidth, y = 32, width = main.screenW - sideBarWidth, height = main.screenH - 32 } if self.viewMode == "IMPORT" then self.importTab:Draw(tabViewPort, inputEvents) elseif self.viewMode == "NOTES" then self.notesTab:Draw(tabViewPort, inputEvents) elseif self.viewMode == "CONFIG" then self.configTab:Draw(tabViewPort, inputEvents) elseif self.viewMode == "TREE" then self.treeTab:Draw(tabViewPort, inputEvents) elseif self.viewMode == "SKILLS" then self.skillsTab:Draw(tabViewPort, inputEvents) elseif self.viewMode == "ITEMS" then self.itemsTab:Draw(tabViewPort, inputEvents) elseif self.viewMode == "CALCS" then self.calcsTab:Draw(tabViewPort, inputEvents) end self.unsaved = self.modFlag or self.notesTab.modFlag or self.configTab.modFlag or self.treeTab.modFlag or self.spec.modFlag or self.skillsTab.modFlag or self.itemsTab.modFlag or self.calcsTab.modFlag SetDrawLayer(5) -- Draw top bar background SetDrawColor(0.2, 0.2, 0.2) DrawImage(nil, 0, 0, main.screenW, 28) SetDrawColor(0.85, 0.85, 0.85) DrawImage(nil, 0, 28, main.screenW, 4) DrawImage(nil, main.screenW/2 - 2, 0, 4, 28) -- Draw side bar background SetDrawColor(0.1, 0.1, 0.1) DrawImage(nil, 0, 32, sideBarWidth - 4, main.screenH - 32) SetDrawColor(0.85, 0.85, 0.85) DrawImage(nil, sideBarWidth - 4, 32, 4, main.screenH - 32) self:DrawControls(main.viewPort) end function buildMode:OpenSavePopup(mode) local modeDesc = { ["LIST"] = "now?", ["EXIT"] = "before exiting?", ["UPDATE"] = "before updating?", } main:OpenPopup(290, 100, "Save Changes", { common.New("LabelControl", nil, 0, 20, 0, 16, "^7This build has unsaved changes.\nDo you want to save them "..modeDesc[mode]), common.New("ButtonControl", nil, -90, 70, 80, 20, "Save", function() main:ClosePopup() self.actionOnSave = mode self:SaveDBFile() end), common.New("ButtonControl", nil, 0, 70, 80, 20, "Don't Save", function() main:ClosePopup() if mode == "LIST" then main:SetMode("LIST", self.dbFileName and self.buildName) elseif mode == "EXIT" then Exit() elseif mode == "UPDATE" then launch:ApplyUpdate(launch.updateAvailable) end end), common.New("ButtonControl", nil, 90, 70, 80, 20, "Cancel", function() main:ClosePopup() end), }) end function buildMode:OpenSaveAsPopup() local newFileName, newBuildName local popup popup = main:OpenPopup(370, 100, self.dbFileName and "Save As" or "Save", { common.New("LabelControl", nil, 0, 20, 0, 16, "^7Enter new build name:"), edit = common.New("EditControl", nil, 0, 40, 350, 20, self.dbFileName and self.buildName, nil, "\\/:%*%?\"<>|%c", 100, function(buf) newFileName = main.buildPath..buf..".xml" newBuildName = buf popup.controls.save.enabled = false if not buf:match("%S") then return end local out = io.open(newFileName, "r") if out then out:close() return end popup.controls.save.enabled = true end), save = common.New("ButtonControl", nil, -45, 70, 80, 20, "Save", function() main:ClosePopup() self.dbFileName = newFileName self.buildName = newBuildName main.modeArgs = { newFileName, newBuildName } self:SaveDBFile() end), common.New("ButtonControl", nil, 45, 70, 80, 20, "Cancel", function() main:ClosePopup() end), }, "save", "edit") popup.controls.save.enabled = false end -- Open the spectre library popup function buildMode:OpenSpectreLibrary() local controls = { } local destList = copyTable(self.spectreList) local sourceList = { } for id in pairs(data.spectres) do t_insert(sourceList, id) end table.sort(sourceList, function(a,b) if data.minions[a].name == data.minions[b].name then return a < b else return data.minions[a].name < data.minions[b].name end end) controls.list = common.New("MinionList", nil, -100, 40, 190, 250, destList) controls.source = common.New("MinionList", nil, 100, 40, 190, 250, sourceList, controls.list) controls.save = common.New("ButtonControl", nil, -45, 300, 80, 20, "Save", function() self.spectreList = destList self.modFlag = true self.buildFlag = true main:ClosePopup() end) controls.cancel = common.New("ButtonControl", nil, 45, 300, 80, 20, "Cancel", function() main:ClosePopup() end) main:OpenPopup(410, 330, "Spectre Library", controls) end -- Refresh the set of controls used to select main group/skill/minion function buildMode:RefreshSkillSelectControls(controls, mainGroup, suffix) controls.mainSocketGroup.sel = mainGroup wipeTable(controls.mainSocketGroup.list) for i, socketGroup in pairs(self.skillsTab.socketGroupList) do controls.mainSocketGroup.list[i] = { val = i, label = socketGroup.displayLabel } end if #controls.mainSocketGroup.list == 0 then controls.mainSocketGroup.list[1] = { val = 1, label = "" } controls.mainSkill.shown = false controls.mainSkillPart.shown = false controls.mainSkillMinion.shown = false controls.mainSkillMinionSkill.shown = false else local mainSocketGroup = self.skillsTab.socketGroupList[mainGroup] local displaySkillList = mainSocketGroup["displaySkillList"..suffix] local mainActiveSkill = mainSocketGroup["mainActiveSkill"..suffix] or 1 wipeTable(controls.mainSkill.list) for i, activeSkill in ipairs(displaySkillList) do t_insert(controls.mainSkill.list, { val = i, label = activeSkill.activeGem.name }) end controls.mainSkill.enabled = #displaySkillList > 1 controls.mainSkill.sel = mainActiveSkill controls.mainSkill.shown = true controls.mainSkillPart.shown = false controls.mainSkillMinion.shown = false controls.mainSkillMinionLibrary.shown = false controls.mainSkillMinionSkill.shown = false if displaySkillList[1] then local activeSkill = displaySkillList[mainActiveSkill] local activeGem = activeSkill.activeGem if activeGem then if activeGem.data.parts and #activeGem.data.parts > 1 then controls.mainSkillPart.shown = true wipeTable(controls.mainSkillPart.list) for i, part in ipairs(activeGem.data.parts) do t_insert(controls.mainSkillPart.list, { val = i, label = part.name }) end controls.mainSkillPart.sel = activeGem.srcGem["skillPart"..suffix] or 1 elseif not activeSkill.skillFlags.disable and activeGem.data.minionList then local list if activeGem.data.minionList[1] then list = activeGem.data.minionList else list = self.spectreList controls.mainSkillMinionLibrary.shown = true end wipeTable(controls.mainSkillMinion.list) for _, name in ipairs(list) do t_insert(controls.mainSkillMinion.list, { val = name, label = data.minions[name].name, }) end controls.mainSkillMinion.enabled = #controls.mainSkillMinion.list > 1 controls.mainSkillMinion.shown = true controls.mainSkillMinion:SelByValue(activeGem.srcGem["skillMinion"..suffix] or controls.mainSkillMinion.list[1]) wipeTable(controls.mainSkillMinionSkill.list) if activeSkill.minion then for _, minionSkill in ipairs(activeSkill.minion.activeSkillList) do t_insert(controls.mainSkillMinionSkill.list, minionSkill.activeGem.name) end controls.mainSkillMinionSkill.sel = activeGem.srcGem["skillMinionSkill"..suffix] or 1 controls.mainSkillMinionSkill.shown = true controls.mainSkillMinionSkill.enabled = #controls.mainSkillMinionSkill.list > 1 else t_insert(controls.mainSkillMinion.list, "") end end end end end end -- Add stat list for given actor function buildMode:AddDisplayStatList(statList, actor) local statBoxList = self.controls.statBox.list for index, statData in ipairs(statList) do if statData.stat then if not statData.flag or actor.mainSkill.skillFlags[statData.flag] then local statVal = actor.output[statData.stat] if statVal and ((statData.condFunc and statData.condFunc(statVal,actor.output)) or (not statData.condFunc and statVal ~= 0)) then t_insert(statBoxList, { height = 16, "^7"..statData.label..":", string.format("%s%"..statData.fmt, statVal >= 0 and "^7" or data.colorCodes.NEGATIVE, statVal * ((statData.pc or statData.mod) and 100 or 1) - (statData.mod and 100 or 0)) }) end end elseif not statBoxList[#statBoxList] or statBoxList[#statBoxList][1] then t_insert(statBoxList, { height = 10 }) end end end -- Build list of side bar stats function buildMode:RefreshStatList() local statBoxList = wipeTable(self.controls.statBox.list) if self.calcsTab.mainEnv.minion then t_insert(statBoxList, { height = 18, "^7Minion:" }) self:AddDisplayStatList(self.minionDisplayStats, self.calcsTab.mainEnv.minion) t_insert(statBoxList, { height = 10 }) t_insert(statBoxList, { height = 18, "^7Player:" }) end self:AddDisplayStatList(self.displayStats, self.calcsTab.mainEnv.player) end function buildMode:CompareStatList(statList, actor, baseOutput, compareOutput, header, nodeCount) local count = 0 for _, statData in ipairs(statList) do if statData.stat and (not statData.flag or actor.mainSkill.skillFlags[statData.flag]) then local statVal1 = compareOutput[statData.stat] or 0 local statVal2 = baseOutput[statData.stat] or 0 local diff = statVal1 - statVal2 if (diff > 0.001 or diff < -0.001) and (not statData.condFunc or statData.condFunc(statVal1,compareOutput) or statData.condFunc(statVal2,baseOutput)) then if count == 0 then main:AddTooltipLine(14, header) end local color = ((statData.lowerIsBetter and diff < 0) or (not statData.lowerIsBetter and diff > 0)) and data.colorCodes.POSITIVE or data.colorCodes.NEGATIVE local line = string.format("%s%+"..statData.fmt.." %s", color, diff * ((statData.pc or statData.mod) and 100 or 1), statData.label) local pcPerPt = "" if statData.compPercent and statVal1 ~= 0 and statVal2 ~= 0 then local pc = statVal1 / statVal2 * 100 - 100 line = line .. string.format(" (%+.1f%%)", pc) if nodeCount then pcPerPt = string.format(" (%+.1f%%)", pc / nodeCount) end end if nodeCount then line = line .. string.format(" ^8[%+"..statData.fmt.."%s per point]", diff * ((statData.pc or statData.mod) and 100 or 1) / nodeCount, pcPerPt) end main:AddTooltipLine(14, line) count = count + 1 end end end return count end -- Compare values of all display stats between the two output tables, and add any changed stats to the tooltip -- Adds the provided header line before the first stat line, if any are added -- Returns the number of stat lines added function buildMode:AddStatComparesToTooltip(baseOutput, compareOutput, header, nodeCount) local count = 0 if baseOutput.Minion and compareOutput.Minion then count = count + self:CompareStatList(self.minionDisplayStats, self.calcsTab.mainEnv.minion, baseOutput.Minion, compareOutput.Minion, header.."\n^7Minion:", nodeCount) if count > 0 then header = "^7Player:" else header = header.."\n^7Player:" end end count = count + self:CompareStatList(self.displayStats, self.calcsTab.mainEnv.player, baseOutput, compareOutput, header, nodeCount) return count end function buildMode:LoadDB(xmlText, fileName) -- Parse the XML local dbXML, errMsg = common.xml.ParseXML(xmlText) if not dbXML then launch:ShowErrMsg("^1Error loading '%s': %s", fileName, errMsg) return true elseif dbXML[1].elem ~= "PathOfBuilding" then launch:ShowErrMsg("^1Error parsing '%s': 'PathOfBuilding' root element missing", fileName) return true end -- For each child of the root node... for _, node in ipairs(dbXML[1]) do if type(node) == "table" then -- Check if there is a saver that can load this section local saver = self.savers[node.elem] or self.legacyLoaders[node.elem] if saver then if saver:Load(node, self.dbFileName) then return true end end end end for _, saver in pairs(self.savers) do if saver.PostLoad then saver:PostLoad() end end end function buildMode:LoadDBFile() if not self.dbFileName then return end ConPrintf("Loading '%s'...", self.dbFileName) local file = io.open(self.dbFileName, "r") if not file then return true end local xmlText = file:read("*a") file:close() return self:LoadDB(xmlText, self.dbFileName) end function buildMode:SaveDB(fileName) local dbXML = { elem = "PathOfBuilding" } -- Call on all savers to save their data in their respective sections for elem, saver in pairs(self.savers) do local node = { elem = elem } saver:Save(node) t_insert(dbXML, node) end -- Compose the XML local xmlText, errMsg = common.xml.ComposeXML(dbXML) if not xmlText then launch:ShowErrMsg("Error saving '%s': %s", fileName, errMsg) else return xmlText end end function buildMode:SaveDBFile() if not self.dbFileName then self:OpenSaveAsPopup() return end local xmlText = self:SaveDB(self.dbFileName) if not xmlText then return true end local file = io.open(self.dbFileName, "w+") if not file then main:OpenMessagePopup("Error", "Couldn't save the build file:\n"..self.dbFileName.."\nMake sure the save folder exists and is writable.") return true end file:write(xmlText) file:close() if self.actionOnSave == "LIST" then main:SetMode("LIST", self.dbFileName and self.buildName) elseif self.actionOnSave == "EXIT" then Exit() elseif self.actionOnSave == "UPDATE" then launch:ApplyUpdate(launch.updateAvailable) end self.actionOnSave = nil end return buildMode