-- Path of Building -- -- Module: Mod List -- Stores modifiers in a flat list -- local launch, main = ... local pairs = pairs local t_insert = table.insert local m_floor = math.floor local m_abs = math.abs local band = bit.band local bor = bit.bor local mod_createMod = modLib.createMod local hack = { } local ModListClass = common.NewClass("ModList", function(self) self.multipliers = { } self.conditions = { } self.stats = { } end) function ModListClass:AddMod(mod) t_insert(self, mod) end function ModListClass:AddList(modList) for i = 1, #modList do t_insert(self, modList[i]) end end function ModListClass:CopyList(modList) for i = 1, #modList do self:AddMod(copyTable(modList[i])) end end function ModListClass:ScaleAddList(modList, scale) for i = 1, #modList do local scaledMod = copyTable(modList[i]) if type(scaledMod.value) == "number" then scaledMod.value = (m_floor(scaledMod.value) == scaledMod.value) and m_floor(scaledMod.value * scale) or scaledMod.value * scale end self:AddMod(scaledMod) end end function ModListClass:NewMod(...) self:AddMod(mod_createMod(...)) end function ModListClass:Sum(modType, cfg, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12) local flags, keywordFlags = 0, 0 local skillName, skillGem, skillPart, skillTypes, skillStats, skillCond, slotName, source, tabulate if cfg then flags = cfg.flags or 0 keywordFlags = cfg.keywordFlags or 0 skillName = cfg.skillName skillGem = cfg.skillGem skillPart = cfg.skillPart skillTypes = cfg.skillTypes skillStats = cfg.skillStats skillCond = cfg.skillCond slotName = cfg.slotName source = cfg.source tabulate = cfg.tabulate end local result local nullValue = 0 if tabulate or modType == "LIST" then result = { } nullValue = nil elseif modType == "MORE" then result = 1 elseif modType == "FLAG" then result = false nullValue = false else result = 0 end hack[1] = arg1 if arg1 then hack[2] = arg2 if arg2 then hack[3] = arg3 if arg3 then hack[4] = arg4 if arg4 then hack[5] = arg5 if arg5 then hack[6] = arg6 if arg6 then hack[7] = arg7 if arg7 then hack[8] = arg8 if arg8 then hack[9] = arg9 if arg9 then hack[10] = arg10 if arg10 then hack[11] = arg11 if arg11 then hack[12] = arg12 end end end end end end end end end end end for i = 1, #hack do --i = 1, select('#', ...) do local modName = hack[i]--select(i, ...) for i = 1, #self do local mod = self[i] if mod.name == modName and (not modType or mod.type == modType) and band(flags, mod.flags) == mod.flags and (mod.keywordFlags == 0 or band(keywordFlags, mod.keywordFlags) ~= 0) and (not source or mod.source:match("[^:]+") == source) then local value = mod.value for _, tag in pairs(mod.tagList) do if tag.type == "Multiplier" then local mult = (self.multipliers[tag.var] or 0) if type(value) == "table" then value = copyTable(value) value.value = value.value * mult + (tag.base or 0) else value = value * mult + (tag.base or 0) end elseif tag.type == "PerStat" then local mult = m_floor((self.stats[tag.stat] or (skillStats and skillStats[tag.stat]) or 0) / tag.div + 0.0001) if type(value) == "table" then value = copyTable(value) value.value = value.value * mult + (tag.base or 0) else value = value * mult + (tag.base or 0) end elseif tag.type == "Condition" then local match = false if tag.varList then for _, var in pairs(tag.varList) do if self.conditions[var] or (skillCond and skillCond[var]) then match = true break end end else match = self.conditions[tag.var] or (skillCond and skillCond[tag.var]) end if tag.neg then match = not match end if not match then value = nullValue break end elseif tag.type == "SocketedIn" then if tag.slotName ~= slotName or (tag.keyword and (not skillGem or not gemIsType(skillGem, tag.keyword))) then value = nullValue break end elseif tag.type == "SkillName" then if tag.skillName ~= skillName then value = nullValue break end elseif tag.type == "SkillPart" then if tag.skillPart ~= skillPart then value = nullValue break end elseif tag.type == "SkillType" then if not skillTypes or not skillTypes[tag.skillType] then value = nullValue break end elseif tag.type == "SlotName" then if tag.slotName ~= slotName then value = nullValue break end end end if tabulate then if value and value ~= 0 then t_insert(result, { value = value, mod = mod }) end elseif modType == "MORE" then result = result * (1 + value / 100) elseif modType == "FLAG" then result = result or value elseif modType == "LIST" then if value then t_insert(result, value) end else result = result + value end end end hack[i] = nil end return result end function ModListClass:Print() for _, mod in ipairs(self) do ConPrintf("%s|%s", modLib.formatMod(mod), mod.source or "?") end end