-- Path of Building -- -- Module: Calc Active Skill -- Active skill setup. -- local calcs = ... local ipairs = ipairs local t_insert = table.insert local t_remove = table.remove local m_floor = math.floor local m_min = math.min local m_max = math.max local bor = bit.bor local band = bit.band local bnot = bit.bnot -- Merge level modifier with give mod list local function mergeLevelMod(modList, mod, value) local newMod = copyTable(mod) if type(newMod.value) == "table" then if newMod.value.mod then newMod.value.mod.value = value else newMod.value.value = value end else newMod.value = value end modList:AddMod(newMod) end -- Merge gem modifiers with given mod list function calcs.mergeGemMods(modList, gem) modList:AddList(gem.data.baseMods) if gem.quality > 0 then for i = 1, #gem.data.qualityMods do local scaledMod = copyTable(gem.data.qualityMods[i]) if type(scaledMod.value) == "table" then if scaledMod.value.mod then scaledMod.value.mod.value = m_floor(scaledMod.value.mod.value * gem.quality) else scaledMod.value.value = m_floor(scaledMod.value.value * gem.quality) end else scaledMod.value = m_floor(scaledMod.value * gem.quality) end modList:AddMod(scaledMod) end end gem.level = m_max(gem.level, 1) if not gem.data.levels[gem.level] then gem.level = m_min(gem.level, #gem.data.levels) end local levelData = gem.data.levels[gem.level] for col, mod in pairs(gem.data.levelMods) do if levelData[col] then if mod[1] then for _, subMod in ipairs(mod) do mergeLevelMod(modList, subMod, levelData[col]) end else mergeLevelMod(modList, mod, levelData[col]) end end end end -- Create an active skill using the given active gem and list of support gems -- It will determine the base flag set, and check which of the support gems can support this skill function calcs.createActiveSkill(activeGem, supportList, summonSkill) local activeSkill = { activeGem = activeGem, supportList = supportList, summonSkill = summonSkill, skillData = { }, } -- Initialise skill types activeSkill.skillTypes = copyTable(activeGem.data.skillTypes) if activeGem.data.minionSkillTypes then activeSkill.minionSkillTypes = copyTable(activeGem.data.minionSkillTypes) end -- Initialise skill flag set ('attack', 'projectile', etc) local skillFlags = copyTable(activeGem.data.baseFlags) activeSkill.skillFlags = skillFlags skillFlags.hit = activeSkill.skillTypes[SkillType.Attack] or activeSkill.skillTypes[SkillType.Hit] or activeSkill.skillTypes[SkillType.Projectile] -- Process support skills activeSkill.gemList = { activeGem } for _, supportGem in ipairs(supportList) do -- Pass 1: Add skill types from compatible supports if calcLib.gemCanSupport(supportGem, activeSkill) then for _, skillType in pairs(supportGem.data.addSkillTypes) do activeSkill.skillTypes[skillType] = true end end end for _, supportGem in ipairs(supportList) do -- Pass 2: Add all compatible supports if calcLib.gemCanSupport(supportGem, activeSkill) then t_insert(activeSkill.gemList, supportGem) if supportGem.isSupporting then supportGem.isSupporting[activeGem.name] = true end if supportGem.data.addFlags and not summonSkill then -- Support skill adds flags to supported skills (eg. Remote Mine adds 'mine') for k in pairs(supportGem.data.addFlags) do skillFlags[k] = true end end end end return activeSkill end -- Get weapon flags and info for given weapon local function getWeaponFlags(weaponData, weaponTypes) local info = data.weaponTypeInfo[weaponData.type] if not info then return end if weaponTypes and not weaponTypes[weaponData.type] and (not weaponData.countsAsAll1H or not (weaponTypes["Claw"] or weaponTypes["Dagger"] or weaponTypes["One Handed Axe"] or weaponTypes["One Handed Mace"] or weaponTypes["One Handed Sword"])) then return end local flags = info.flag if weaponData.countsAsAll1H then flags = bor(ModFlag.Axe, ModFlag.Claw, ModFlag.Dagger, ModFlag.Mace, ModFlag.Sword) end if weaponData.type ~= "None" then flags = bor(flags, ModFlag.Weapon) if info.oneHand then flags = bor(flags, ModFlag.Weapon1H) else flags = bor(flags, ModFlag.Weapon2H) end if info.melee then flags = bor(flags, ModFlag.WeaponMelee) else flags = bor(flags, ModFlag.WeaponRanged) end end return flags, info end -- Build list of modifiers for given active skill function calcs.buildActiveSkillModList(env, actor, activeSkill) local skillTypes = activeSkill.skillTypes local skillFlags = activeSkill.skillFlags local activeGem = activeSkill.activeGem -- Set mode flags if env.mode_buffs then skillFlags.buffs = true end if env.mode_combat then skillFlags.combat = true end if env.mode_effective then skillFlags.effective = true end -- Handle multipart skills local activeGemParts = activeGem.data.parts if activeGemParts then if env.mode == "CALCS" and activeSkill == env.player.mainSkill then activeGem.srcGem.skillPartCalcs = m_min(#activeGemParts, activeGem.srcGem.skillPartCalcs or 1) activeSkill.skillPart = activeGem.srcGem.skillPartCalcs else activeGem.srcGem.skillPart = m_min(#activeGemParts, activeGem.srcGem.skillPart or 1) activeSkill.skillPart = activeGem.srcGem.skillPart end local part = activeGemParts[activeSkill.skillPart] for k, v in pairs(part) do if v == true then skillFlags[k] = true elseif v == false then skillFlags[k] = nil end end activeSkill.skillPartName = part.name skillFlags.multiPart = #activeGemParts > 1 end if skillTypes[SkillType.Shield] and not activeSkill.summonSkill and (not actor.itemList["Weapon 2"] or actor.itemList["Weapon 2"].type ~= "Shield") then -- Skill requires a shield to be equipped skillFlags.disable = true end if skillFlags.attack then -- Set weapon flags local weaponTypes = activeGem.data.weaponTypes local weapon1Flags, weapon1Info = getWeaponFlags(actor.weaponData1, weaponTypes) if not weapon1Flags and activeSkill.summonSkill then -- Minion skills seem to ignore weapon types weapon1Flags, weapon1Info = data.weaponTypeInfo["None"].flag, data.weaponTypeInfo["None"] end if weapon1Flags then activeSkill.weapon1Flags = weapon1Flags skillFlags.weapon1Attack = true if weapon1Info.melee and skillFlags.melee then skillFlags.projectile = nil elseif not weapon1Info.melee and skillFlags.projectile then skillFlags.melee = nil end elseif skillTypes[SkillType.DualWield] or not skillTypes[SkillType.CanDualWield] or skillTypes[SkillType.MainHandOnly] or skillFlags.forceMainHand then -- Skill requires a compatible main hand weapon skillFlags.disable = true end if skillTypes[SkillType.DualWield] or skillTypes[SkillType.CanDualWield] then if not skillTypes[SkillType.MainHandOnly] and not skillFlags.forceMainHand then local weapon2Flags = getWeaponFlags(actor.weaponData2, weaponTypes) if weapon2Flags then activeSkill.weapon2Flags = weapon2Flags skillFlags.weapon2Attack = true elseif skillTypes[SkillType.DualWield] or not skillFlags.weapon1Attack then -- Skill requires a compatible off hand weapon skillFlags.disable = true end end elseif actor.weaponData2.type then -- Skill cannot be used while dual wielding skillFlags.disable = true end skillFlags.bothWeaponAttack = skillFlags.weapon1Attack and skillFlags.weapon2Attack end -- Build skill mod flag set local skillModFlags = 0 if skillFlags.hit then skillModFlags = bor(skillModFlags, ModFlag.Hit) end if skillFlags.attack then skillModFlags = bor(skillModFlags, ModFlag.Attack) else skillModFlags = bor(skillModFlags, ModFlag.Cast) if skillFlags.spell then skillModFlags = bor(skillModFlags, ModFlag.Spell) end end if skillFlags.melee then skillModFlags = bor(skillModFlags, ModFlag.Melee) elseif skillFlags.projectile then skillModFlags = bor(skillModFlags, ModFlag.Projectile) end if skillFlags.area then skillModFlags = bor(skillModFlags, ModFlag.Area) end -- Build skill keyword flag set local skillKeywordFlags = 0 if skillFlags.aura then skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Aura) end if skillFlags.curse then skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Curse) end if skillFlags.warcry then skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Warcry) end if skillFlags.movement then skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Movement) end if skillFlags.vaal then skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Vaal) end if skillFlags.lightning then skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Lightning) end if skillFlags.cold then skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Cold) end if skillFlags.fire then skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Fire) end if skillFlags.chaos then skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Chaos) end if skillFlags.totem then skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Totem) elseif skillFlags.trap then skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Trap) elseif skillFlags.mine then skillKeywordFlags = bor(skillKeywordFlags, KeywordFlag.Mine) end -- Get skill totem ID for totem skills -- This is used to calculate totem life if skillFlags.totem then activeSkill.skillTotemId = activeGem.data.skillTotemId if not activeSkill.skillTotemId then if activeGem.data.color == 2 then activeSkill.skillTotemId = 2 elseif activeGem.data.color == 3 then activeSkill.skillTotemId = 3 else activeSkill.skillTotemId = 1 end end end -- Build config structure for modifier searches activeSkill.skillCfg = { flags = bor(skillModFlags, activeSkill.weapon1Flags or activeSkill.weapon2Flags or 0), keywordFlags = skillKeywordFlags, skillName = activeGem.name:gsub("^Vaal ",""), -- This allows modifiers that target specific skills to also apply to their Vaal counterpart summonSkillName = activeSkill.summonSkill and activeSkill.summonSkill.activeGem.name, skillGem = activeGem, skillPart = activeSkill.skillPart, skillTypes = activeSkill.skillTypes, skillCond = { }, skillDist = env.mode_effective and env.configInput.projectileDistance, slotName = activeSkill.slotName, } if skillFlags.weapon1Attack then activeSkill.weapon1Cfg = copyTable(activeSkill.skillCfg, true) activeSkill.weapon1Cfg.skillCond = setmetatable({ ["MainHandAttack"] = true }, { __index = activeSkill.skillCfg.skillCond }) activeSkill.weapon1Cfg.flags = bor(skillModFlags, activeSkill.weapon1Flags) end if skillFlags.weapon2Attack then activeSkill.weapon2Cfg = copyTable(activeSkill.skillCfg, true) activeSkill.weapon2Cfg.skillCond = setmetatable({ ["OffHandAttack"] = true }, { __index = activeSkill.skillCfg.skillCond }) activeSkill.weapon2Cfg.flags = bor(skillModFlags, activeSkill.weapon2Flags) end -- Initialise skill modifier list local skillModList = common.New("ModList") activeSkill.skillModList = skillModList if skillFlags.disable then wipeTable(skillFlags) skillFlags.disable = true return end -- Add support gem modifiers to skill mod list for _, gem in pairs(activeSkill.gemList) do if gem.data.support then calcs.mergeGemMods(skillModList, gem) end end -- Apply gem/quality modifiers from support gems if not activeGem.fromItem then for _, value in ipairs(skillModList:Sum("LIST", activeSkill.skillCfg, "GemProperty")) do if value.keyword == "active_skill" then activeGem[value.key] = activeGem[value.key] + value.value end end end -- Add active gem modifiers calcs.mergeGemMods(skillModList, activeGem) -- Add extra modifiers for _, value in ipairs(env.modDB:Sum("LIST", activeSkill.skillCfg, "ExtraSkillMod")) do skillModList:AddMod(value.mod) end -- Extract skill data for _, value in ipairs(env.modDB:Sum("LIST", activeSkill.skillCfg, "SkillData")) do activeSkill.skillData[value.key] = value.value end for _, value in ipairs(skillModList:Sum("LIST", activeSkill.skillCfg, "SkillData")) do activeSkill.skillData[value.key] = value.value end -- Create minion if activeGem.data.minionList then local minionType local minionList = activeGem.data.minionList[1] and activeGem.data.minionList or env.build.spectreList if env.mode == "CALCS" and activeSkill == env.player.mainSkill then local index = isValueInArray(minionList, activeGem.srcGem.skillMinionCalcs) or 1 minionType = minionList[index] activeGem.srcGem.skillMinionCalcs = minionType else local index = isValueInArray(minionList, activeGem.srcGem.skillMinion) or 1 minionType = minionList[index] activeGem.srcGem.skillMinion = minionType end if minionType then local minion = { } activeSkill.minion = minion skillFlags.haveMinion = true minion.parent = env.player minion.minionData = data.minions[minionType] minion.level = activeSkill.skillData.minionLevelIsEnemyLevel and env.enemyLevel or activeSkill.skillData.minionLevel or activeSkill.skillData.levelRequirement minion.itemList = { } local attackTime = minion.minionData.attackTime * (1 - (minion.minionData.damageFixup or 0)) local damage = data.monsterDamageTable[minion.level] * minion.minionData.damage * attackTime if activeSkill.skillData.minionUseBowAndQuiver and env.player.weaponData1.type == "Bow" then minion.weaponData1 = env.player.weaponData1 else minion.weaponData1 = { type = minion.minionData.weaponType1 or "None", attackRate = 1 / attackTime, critChance = 5, PhysicalMin = damage * (1 - minion.minionData.damageSpread), PhysicalMax = damage * (1 + minion.minionData.damageSpread), } end minion.weaponData2 = { } end end -- Separate global effect modifiers (mods that can affect defensive stats or other skills) local i = 1 while skillModList[i] do local destList for _, tag in ipairs(skillModList[i].tagList) do if tag.type == "GlobalEffect" then if tag.effectType == "Buff" then destList = "buffModList" elseif tag.effectType == "Aura" then destList = "auraModList" elseif tag.effectType == "Debuff" then destList = "debuffModList" elseif tag.effectType == "Curse" then destList = "curseModList" end break end end if destList then if not activeSkill[destList] then activeSkill[destList] = { } end local sig = modLib.formatModParams(skillModList[i]) for d = 1, #activeSkill[destList] do local destMod = activeSkill[destList][d] if sig == modLib.formatModParams(destMod) and (destMod.type == "BASE" or destMod.type == "INC") then destMod.value = destMod.value + skillModList[i].value sig = nil break end end if sig then t_insert(activeSkill[destList], skillModList[i]) end t_remove(skillModList, i) else i = i + 1 end end if activeSkill.buffModList or activeSkill.auraModList or activeSkill.debuffModList or activeSkill.curseModList then -- Add to auxillary skill list t_insert(env.auxSkillList, activeSkill) end end -- Initialise the active skill's minion skills function calcs.createMinionSkills(env, activeSkill) local activeGem = activeSkill.activeGem local minion = activeSkill.minion local minionData = minion.minionData minion.activeSkillList = { } local skillIdList = { } for _, skillId in ipairs(minionData.skillList) do if data.skills[skillId] then t_insert(skillIdList, skillId) end end if env.modDB:Sum("FLAG", nil, "MinionInstability") then t_insert(skillIdList, "MinionInstability") end if env.modDB:Sum("FLAG", nil, "MinionCausticCloudOnDeath") then t_insert(skillIdList, "BeaconCausticCloud") end for _, skillId in ipairs(skillIdList) do local gem = { name = data.skills[skillId].name, data = data.skills[skillId], level = 1, quality = 0, fromItem = true, } if #gem.data.levels > 1 then for level, levelData in ipairs(gem.data.levels) do if levelData[1] > minion.level then break else gem.level = level end end end local minionSkill = calcs.createActiveSkill(gem, activeSkill.supportList, activeSkill) calcs.buildActiveSkillModList(env, minion, minionSkill) minionSkill.skillFlags.minion = true minionSkill.skillFlags.minionSkill = true minionSkill.skillFlags.haveMinion = true minionSkill.skillFlags.spectre = activeSkill.skillFlags.spectre if not minionSkill.skillData.damageEffectiveness then minionSkill.skillData.damageEffectiveness = 1 + (activeSkill.skillData.minionDamageEffectiveness or 0) / 100 end t_insert(minion.activeSkillList, minionSkill) end local skillIndex if env.mode == "CALCS" then skillIndex = m_min(activeGem.srcGem.skillMinionSkillCalcs or 1, #minion.activeSkillList) activeGem.srcGem.skillMinionSkillCalcs = skillIndex else skillIndex = m_min(activeGem.srcGem.skillMinionSkill or 1, #minion.activeSkillList) if env.mode == "MAIN" then activeGem.srcGem.skillMinionSkill = skillIndex end end minion.mainSkill = minion.activeSkillList[skillIndex] end