-- Path of Building -- -- Class: Passive Tree View -- Passive skill tree viewer. -- Draws the passive skill tree, and also maintains the current view settings (zoom level, position, etc) -- local launch, main = ... local pairs = pairs local ipairs = ipairs local t_insert = table.insert local t_remove = table.remove local m_min = math.min local m_max = math.max local m_floor = math.floor local PassiveTreeViewClass = common.NewClass("PassiveTreeView", function(self) self.ring = NewImageHandle() self.ring:Load("Assets/ring.png") self.highlightRing = NewImageHandle() self.highlightRing:Load("Assets/small_ring.png") self.zoomLevel = 3 self.zoom = 1.2 ^ self.zoomLevel self.zoomX = 0 self.zoomY = 0 self.searchStr = "" end) function PassiveTreeViewClass:Load(xml, fileName) if xml.attrib.zoomLevel then self.zoomLevel = tonumber(xml.attrib.zoomLevel) self.zoom = 1.2 ^ self.zoomLevel end if xml.attrib.zoomX and xml.attrib.zoomY then self.zoomX = tonumber(xml.attrib.zoomX) self.zoomY = tonumber(xml.attrib.zoomY) end if xml.attrib.searchStr then self.searchStr = xml.attrib.searchStr end if xml.attrib.showHeatMap then self.showHeatMap = xml.attrib.showHeatMap == "true" end end function PassiveTreeViewClass:Save(xml) xml.attrib = { zoomLevel = tostring(self.zoomLevel), zoomX = tostring(self.zoomX), zoomY = tostring(self.zoomY), searchStr = self.searchStr, showHeatMap = tostring(self.showHeatMap), } end function PassiveTreeViewClass:Draw(build, viewPort, inputEvents) local tree = build.tree local spec = build.spec local cursorX, cursorY = GetCursorPos() local mOver = cursorX >= viewPort.x and cursorX < viewPort.x + viewPort.width and cursorY >= viewPort.y and cursorY < viewPort.y + viewPort.height -- Process input events local treeClick for id, event in ipairs(inputEvents) do if event.type == "KeyDown" then if event.key == "LEFTBUTTON" then if mOver then -- Record starting coords of mouse drag -- Dragging won't actually commence unless the cursor moves far enough self.dragX, self.dragY = cursorX, cursorY end elseif event.key == "p" then self.showHeatMap = not self.showHeatMap end elseif event.type == "KeyUp" then if event.key == "LEFTBUTTON" then if self.dragX and not self.dragging then -- Mouse button went down, but didn't move far enough to trigger drag, so register a normal click treeClick = "LEFT" end elseif mOver then if event.key == "RIGHTBUTTON" then treeClick = "RIGHT" elseif event.key == "WHEELUP" then self:Zoom(IsKeyDown("SHIFT") and 3 or 1, viewPort) elseif event.key == "WHEELDOWN" then self:Zoom(IsKeyDown("SHIFT") and -3 or -1, viewPort) end end end end if not IsKeyDown("LEFTBUTTON") then -- Left mouse button isn't down, stop dragging if dragging was in progress self.dragging = false self.dragX, self.dragY = nil, nil end if self.dragX then -- Left mouse is down if not self.dragging then -- Check if mouse has moved more than a few pixels, and if so, initiate dragging if math.abs(cursorX - self.dragX) > 5 or math.abs(cursorY - self.dragY) > 5 then self.dragging = true end end if self.dragging then self.zoomX = self.zoomX + cursorX - self.dragX self.zoomY = self.zoomY + cursorY - self.dragY self.dragX, self.dragY = cursorX, cursorY end end -- Ctrl-click to zoom if treeClick and IsKeyDown("CTRL") then self:Zoom(treeClick == "RIGHT" and -2 or 2, viewPort) treeClick = nil end -- Create functions that will convert coordinates between the screen and tree coordinate spaces local scale = m_min(viewPort.width, viewPort.height) / tree.size * self.zoom local function treeToScreen(x, y) return x * scale + self.zoomX + viewPort.x + viewPort.width/2, y * scale + self.zoomY + viewPort.y + viewPort.height/2 end local function screenToTree(x, y) return (x - self.zoomX - viewPort.x - viewPort.width/2) / scale, (y - self.zoomY - viewPort.y - viewPort.height/2) / scale end if IsKeyDown("SHIFT") then -- Enable path tracing mode self.traceMode = true self.tracePath = self.tracePath or { } else self.traceMode = false self.tracePath = nil end local hoverNode if mOver then -- Cursor is over the tree, check if it is over a node local curTreeX, curTreeY = screenToTree(cursorX, cursorY) for nodeId, node in pairs(spec.nodes) do if node.rsq then -- Node has a defined size (i.e has artwork) local vX = curTreeX - node.x local vY = curTreeY - node.y if vX * vX + vY * vY <= node.rsq then hoverNode = node break end end end end -- If hovering over a node, find the path to it (if unallocated) or the list of dependant nodes (if allocated) local hoverPath, hoverDep if self.traceMode then -- Path tracing mode is enabled if hoverNode then if not hoverNode.path then -- Don't highlight the node if it can't be pathed to hoverNode = nil elseif not self.tracePath[1] then -- Initialise the trace path using this node's path for _, pathNode in ipairs(hoverNode.path) do t_insert(self.tracePath, 1, pathNode) end else local lastPathNode = self.tracePath[#self.tracePath] if hoverNode ~= lastPathNode then -- If node is directly linked to the last node in the path, add it if isValueInArray(hoverNode.linked, lastPathNode) then local index = isValueInArray(self.tracePath, hoverNode) if index then -- Node is already in the trace path, remove it first t_remove(self.tracePath, index) end t_insert(self.tracePath, hoverNode) else hoverNode = nil end end end end -- Use the trace path as the path hoverPath = { } for _, pathNode in pairs(self.tracePath) do hoverPath[pathNode] = true end elseif hoverNode and hoverNode.path then -- Use the node's own path and dependance list hoverPath = { } if not hoverNode.dependsOnIntuitiveLeap then for _, pathNode in pairs(hoverNode.path) do hoverPath[pathNode] = true end end hoverDep = { } for _, depNode in pairs(hoverNode.depends) do hoverDep[depNode] = true end end if treeClick == "LEFT" then if hoverNode then -- User left-clicked on a node if hoverNode.alloc then -- Node is allocated, so deallocate it spec:DeallocNode(hoverNode) spec:AddUndoState() build.buildFlag = true elseif hoverNode.path then -- Node is unallocated and can be allocated, so allocate it spec:AllocNode(hoverNode, self.tracePath and hoverNode == self.tracePath[#self.tracePath] and self.tracePath) spec:AddUndoState() build.buildFlag = true end end elseif treeClick == "RIGHT" then if hoverNode and hoverNode.alloc and hoverNode.type == "socket" then local slot = build.itemsTab.sockets[hoverNode.id] if slot:IsEnabled() then -- User right-clicked a jewel socket, jump to the item page and focus the corresponding item slot control slot.dropped = true build.itemsTab:SelectControl(slot) build.viewMode = "ITEMS" end end end -- Draw the background artwork local bg = tree.assets.Background1 local bgSize = bg.width * scale * 1.33 * 2.5 SetDrawColor(1, 1, 1) DrawImage(bg.handle, viewPort.x, viewPort.y, viewPort.width, viewPort.height, (self.zoomX + viewPort.width/2) / -bgSize, (self.zoomY + viewPort.height/2) / -bgSize, (viewPort.width/2 - self.zoomX) / bgSize, (viewPort.height/2 - self.zoomY) / bgSize) -- Hack to draw class background art, the position data doesn't seem to be in the tree JSON yet if build.spec.curClassId == 1 then local scrX, scrY = treeToScreen(-2750, 1600) self:DrawAsset(tree.assets.BackgroundStr, scrX, scrY, scale) elseif build.spec.curClassId == 2 then local scrX, scrY = treeToScreen(2550, 1600) self:DrawAsset(tree.assets.BackgroundDex, scrX, scrY, scale) elseif build.spec.curClassId == 3 then local scrX, scrY = treeToScreen(-250, -2200) self:DrawAsset(tree.assets.BackgroundInt, scrX, scrY, scale) elseif build.spec.curClassId == 4 then local scrX, scrY = treeToScreen(-150, 2350) self:DrawAsset(tree.assets.BackgroundStrDex, scrX, scrY, scale) elseif build.spec.curClassId == 5 then local scrX, scrY = treeToScreen(-2100, -1500) self:DrawAsset(tree.assets.BackgroundStrInt, scrX, scrY, scale) elseif build.spec.curClassId == 6 then local scrX, scrY = treeToScreen(2350, -1950) self:DrawAsset(tree.assets.BackgroundDexInt, scrX, scrY, scale) end -- Draw the group backgrounds for _, group in pairs(tree.groups) do local scrX, scrY = treeToScreen(group.x, group.y) if group.ascendancyName then if group.isAscendancyStart then if group.ascendancyName ~= spec.curAscendClassName then SetDrawColor(1, 1, 1, 0.25) end self:DrawAsset(tree.assets["Classes"..group.ascendancyName], scrX, scrY, scale) SetDrawColor(1, 1, 1) end elseif group.oo[3] then self:DrawAsset(tree.assets.PSGroupBackground3, scrX, scrY, scale, true) elseif group.oo[2] then self:DrawAsset(tree.assets.PSGroupBackground2, scrX, scrY, scale) elseif group.oo[1] then self:DrawAsset(tree.assets.PSGroupBackground1, scrX, scrY, scale) end end -- Draw the connecting lines between nodes SetDrawLayer(nil, 20) for _, connector in pairs(tree.connectors) do local node1, node2 = spec.nodes[connector.nodeId1], spec.nodes[connector.nodeId2] -- Determine the connector state local state = "Normal" if node1.alloc and node2.alloc then state = "Active" elseif hoverPath then if (node1.alloc or node1 == hoverNode or hoverPath[node1]) and (node2.alloc or node2 == hoverNode or hoverPath[node2]) then state = "Intermediate" end end -- Convert vertex coordinates to screen-space and add them to the coordinate array local vert = connector.vert[state] connector.c[1], connector.c[2] = treeToScreen(vert[1], vert[2]) connector.c[3], connector.c[4] = treeToScreen(vert[3], vert[4]) connector.c[5], connector.c[6] = treeToScreen(vert[5], vert[6]) connector.c[7], connector.c[8] = treeToScreen(vert[7], vert[8]) if hoverDep and hoverDep[node1] and hoverDep[node2] then -- Both nodes depend on the node currently being hovered over, so color the line red SetDrawColor(1, 0, 0) elseif connector.ascendancyName and connector.ascendancyName ~= spec.curAscendClassName then -- Fade out lines in ascendancy classes other than the current one SetDrawColor(0.75, 0.75, 0.75) end DrawImageQuad(tree.assets[connector.type..state].handle, unpack(connector.c)) SetDrawColor(1, 1, 1) end if self.showHeatMap then -- Build the power numbers if needed build.calcsTab:BuildPower() end -- Draw the nodes for nodeId, node in pairs(spec.nodes) do -- Determine the base and overlay images for this node based on type and state local base, overlay SetDrawLayer(nil, 25) if node.type == "classStart" then overlay = node.alloc and node.startArt or "PSStartNodeBackgroundInactive" elseif node.type == "ascendClassStart" then overlay = "PassiveSkillScreenAscendancyMiddle" elseif node.type == "mastery" then -- This is the icon that appears in the center of many groups SetDrawLayer(nil, 15) base = node.sprites.mastery else local state if self.showHeatMap or node.alloc or node == hoverNode or (self.traceMode and node == self.tracePath[#self.tracePath])then -- Show node as allocated if it is being hovered over -- Also if the heat map is turned on (makes the nodes more visible) state = "alloc" elseif hoverPath and hoverPath[node] then state = "path" else state = "unalloc" end if node.type == "socket" then -- Node is a jewel socket, retrieve the socketed jewel (if present) so we can display the correct art base = tree.assets[node.overlay[state]] local socket, jewel = build.itemsTab:GetSocketAndJewelForNodeID(nodeId) if node.alloc and jewel then if jewel.baseName == "Crimson Jewel" then overlay = "JewelSocketActiveRed" elseif jewel.baseName == "Viridian Jewel" then overlay = "JewelSocketActiveGreen" elseif jewel.baseName == "Cobalt Jewel" then overlay = "JewelSocketActiveBlue" end end else -- Normal node (includes keystones and notables) base = node.sprites[node.type..(node.alloc and "Active" or "Inactive")] overlay = node.overlay[state .. (node.ascendancyName and "Ascend" or "")] end end -- Convert node position to screen-space local scrX, scrY = treeToScreen(node.x, node.y) -- Determine color for the base artwork if node.ascendancyName and node.ascendancyName ~= spec.curAscendClassName then -- By default, fade out nodes from ascendancy classes other than the current one SetDrawColor(0.5, 0.5, 0.5) end if self.showHeatMap then if not node.alloc and node.type ~= "classStart" and node.type ~= "ascendClassStart" then -- Calculate color based on DPS and defensive powers local dps = m_max(node.power.dps or 0, 0) local def = m_max(node.power.def or 0, 0) local dpsCol = (dps / build.calcsTab.powerMax.dps * 1.5) ^ 0.5 local defCol = (def / build.calcsTab.powerMax.def * 1.5) ^ 0.5 SetDrawColor(dpsCol, (m_max(dpsCol - 0.5, 0) + m_max(defCol - 0.5, 0)) / 2, defCol) else SetDrawColor(1, 1, 1) end elseif launch.devMode and IsKeyDown("ALT") then -- Debug display if node.extra then SetDrawColor(1, 0, 0) elseif node.unknown then SetDrawColor(0, 1, 1) else SetDrawColor(0, 0, 0) end else SetDrawColor(1, 1, 1) end -- Draw base artwork if base then self:DrawAsset(base, scrX, scrY, scale) end if overlay then -- Draw overlay if node.type ~= "classStart" and node.type ~= "ascendClassStart" then if hoverNode and hoverNode ~= node then -- Mouse is hovering over a different node if hoverDep and hoverDep[node] then -- This node depends on the hover node, turn it red SetDrawColor(1, 0, 0) elseif hoverNode.type == "socket" then -- Hover node is a socket, check if this node falls within its radius and color it accordingly for index, data in ipairs(data.jewelRadius) do if hoverNode.nodesInRadius[index][node.id] then SetDrawColor(data.col) break end end end end end self:DrawAsset(tree.assets[overlay], scrX, scrY, scale) SetDrawColor(1, 1, 1) end if #self.searchStr > 0 and self:DoesNodeMatchSearchStr(node) then -- Node matches the search string, show the highlight circle SetDrawLayer(nil, 30) SetDrawColor(1, 0, 0) local size = 175 * scale / self.zoom ^ 0.4 DrawImage(self.highlightRing, scrX - size, scrY - size, size * 2, size * 2) end if node == hoverNode and (node.type ~= "socket" or not IsKeyDown("SHIFT")) then -- Draw tooltip SetDrawLayer(nil, 100) local size = m_floor(hoverNode.size * scale) self:AddNodeTooltip(hoverNode, build) main:DrawTooltip(m_floor(scrX - size), m_floor(scrY - size), size * 2, size * 2, viewPort) end end -- Draw ring overlays for jewel sockets SetDrawLayer(nil, 25) for nodeId, slot in pairs(build.itemsTab.sockets) do local node = spec.nodes[nodeId] if node == hoverNode then -- Mouse is over this socket, show all radius rings local scrX, scrY = treeToScreen(node.x, node.y) for _, radData in ipairs(data.jewelRadius) do local size = radData.rad * scale SetDrawColor(radData.col) DrawImage(self.ring, scrX - size, scrY - size, size * 2, size * 2) end elseif node.alloc then local socket, jewel = build.itemsTab:GetSocketAndJewelForNodeID(nodeId) if jewel and jewel.jewelRadiusIndex then -- Socket is allocated and there's a jewel socketed into it which has a radius, so show it local scrX, scrY = treeToScreen(node.x, node.y) local radData = data.jewelRadius[jewel.jewelRadiusIndex] local size = radData.rad * scale SetDrawColor(radData.col) DrawImage(self.ring, scrX - size, scrY - size, size * 2, size * 2) end end end end -- Draws the given asset at the given position function PassiveTreeViewClass:DrawAsset(data, x, y, scale, isHalf) local width = data.width * scale * 1.33 local height = data.height * scale * 1.33 if isHalf then DrawImage(data.handle, x - width, y - height * 2, width * 2, height * 2) DrawImage(data.handle, x - width, y, width * 2, height * 2, 0, 1, 1, 0) else DrawImage(data.handle, x - width, y - height, width * 2, height * 2, unpack(data)) end end -- Zoom the tree in or out function PassiveTreeViewClass:Zoom(level, viewPort) -- Calculate new zoom level and zoom factor self.zoomLevel = m_max(0, m_min(12, self.zoomLevel + level)) local oldZoom = self.zoom self.zoom = 1.2 ^ self.zoomLevel -- Adjust zoom center position so that the point on the tree that is currently under the mouse will remain under it local factor = self.zoom / oldZoom local cursorX, cursorY = GetCursorPos() local relX = cursorX - viewPort.x - viewPort.width/2 local relY = cursorY - viewPort.y - viewPort.height/2 self.zoomX = relX + (self.zoomX - relX) * factor self.zoomY = relY + (self.zoomY - relY) * factor end function PassiveTreeViewClass:DoesNodeMatchSearchStr(node) if node.type == "mastery" then return end -- Check node name local errMsg, match = PCall(string.match, node.dn:lower(), self.searchStr:lower()) if match then return true end -- Check node description for index, line in ipairs(node.sd) do -- Check display text first errMsg, match = PCall(string.match, line:lower(), self.searchStr:lower()) if match then return true end if not match and node.mods[index].list then -- Then check modifiers for _, mod in ipairs(node.mods[index].list) do errMsg, match = PCall(string.match, mod.name, self.searchStr) if match then return true end end end end end function PassiveTreeViewClass:AddNodeTooltip(node, build) -- Special case for sockets if node.type == "socket" and node.alloc then local socket, jewel = build.itemsTab:GetSocketAndJewelForNodeID(node.id) if jewel then build.itemsTab:AddItemTooltip(jewel, { nodeId = node.id }) else main:AddTooltipLine(24, "^7"..node.dn..(launch.devMode and IsKeyDown("ALT") and " ["..node.id.."]" or "")) end main:AddTooltipSeparator(14) if socket:IsEnabled() then main:AddTooltipLine(14, "^x80A080Tip: Right click this socket to go to the items page and choose the jewel for this socket.") end main:AddTooltipLine(14, "^x80A080Tip: Hold Shift to hide this tooltip.") return end -- Node name main:AddTooltipLine(24, "^7"..node.dn..(launch.devMode and IsKeyDown("ALT") and " ["..node.id.."]" or "")) if launch.devMode and IsKeyDown("ALT") and node.power and node.power.dps then -- Power debugging info main:AddTooltipLine(16, string.format("DPS power: %g Defence power: %g", node.power.dps, node.power.def)) end -- Node description if node.sd[1] then main:AddTooltipLine(16, "") for i, line in ipairs(node.sd) do if node.mods[i].list then if launch.devMode and IsKeyDown("ALT") then -- Modifier debugging info local modStr for _, mod in pairs(node.mods[i].list) do modStr = (modStr and modStr..", " or "^2") .. modLib.formatMod(mod) end if node.mods[i].extra then modStr = (modStr and modStr.." " or "") .. "^1" .. node.mods[i].extra end if modStr then line = line .. " " .. modStr end end end main:AddTooltipLine(16, ((node.mods[i].extra or not node.mods[i].list) and data.colorCodes.UNSUPPORTED or data.colorCodes.MAGIC)..line) end end -- Reminder text if node.reminderText then main:AddTooltipSeparator(14) for _, line in ipairs(node.reminderText) do main:AddTooltipLine(14, "^xA0A080"..line) end end -- Mod differences local calcFunc, calcBase = build.calcsTab:GetMiscCalculator(build) if calcFunc then main:AddTooltipSeparator(14) local path = (node.alloc and node.depends) or self.tracePath or node.path or { } local pathLength = #path local pathNodes = { } for _, node in pairs(path) do pathNodes[node] = true end local nodeOutput, pathOutput if node.alloc then -- Calculate the differences caused by deallocating this node and its dependants nodeOutput = calcFunc({ removeNodes = { [node] = true } }) if pathLength > 1 then pathOutput = calcFunc({ removeNodes = pathNodes }) end else -- Calculated the differences caused by allocating this node and all nodes along the path to it nodeOutput = calcFunc({ addNodes = { [node] = true } }) if pathLength > 1 then pathOutput = calcFunc({ addNodes = pathNodes }) end end local count = build:AddStatComparesToTooltip(calcBase, nodeOutput, node.alloc and "^7Unallocating this node will give you:" or "^7Allocating this node will give you:") if pathLength > 1 then count = count + build:AddStatComparesToTooltip(calcBase, pathOutput, node.alloc and "^7Unallocating this node and all nodes depending on it will give you:" or "^7Allocating this node and all nodes leading to it will give you:", pathLength) end if count == 0 then main:AddTooltipLine(14, string.format("^7No changes from %s this node%s.", node.alloc and "unallocating" or "allocating", pathLength > 1 and " or the nodes leading to it" or "")) end end -- Pathing distance main:AddTooltipSeparator(14) if node.path and #node.path > 0 then if self.traceMode and isValueInArray(self.tracePath, node) then main:AddTooltipLine(14, "^7"..#self.tracePath .. " nodes in trace path") else main:AddTooltipLine(14, "^7"..#node.path .. " points to node") if #node.path > 1 then -- Handy hint! main:AddTooltipLine(14, "^x80A080") main:AddTooltipLine(14, "Tip: To reach this node by a different path, hold Shift, then trace the path and click this node") end end end if node.type == "socket" then main:AddTooltipLine(14, "^x80A080Tip: Hold Shift to hide this tooltip.") end if node.depends and #node.depends > 1 then main:AddTooltipSeparator(14) main:AddTooltipLine(14, "^7"..#node.depends .. " points gained from unallocating these nodes") end end