-- Path of Building -- -- Module: Mod Store -- Base class for modifier storage classes -- local launch, main = ... local ipairs = ipairs local pairs = pairs local select = select local t_insert = table.insert local m_floor = math.floor local m_min = math.min local m_max = math.max local m_modf = math.modf local band = bit.band local bor = bit.bor local mod_createMod = modLib.createMod -- Magic tables for caching multiplier/condition modifier names local multiplierName = setmetatable({ }, { __index = function(t, var) t[var] = "Multiplier:"..var return t[var] end }) local conditionName = setmetatable({ }, { __index = function(t, var) t[var] = "Condition:"..var return t[var] end }) local ModStoreClass = common.NewClass("ModStore", function(self) self.actor = { output = { } } self.multipliers = { } self.conditions = { } end) function ModStoreClass:ScaleAddMod(mod, scale) if scale == 1 then self:AddMod(mod) else scale = m_max(scale, 0) local scaledMod = copyTable(mod) if type(scaledMod.value) == "number" then scaledMod.value = (m_floor(scaledMod.value) == scaledMod.value) and m_modf(scaledMod.value * scale) or scaledMod.value * scale end self:AddMod(scaledMod) end end function ModStoreClass:CopyList(modList) for i = 1, #modList do self:AddMod(copyTable(modList[i])) end end function ModStoreClass:ScaleAddList(modList, scale) if scale == 1 then self:AddList(modList) else scale = m_max(scale, 0) 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_modf(scaledMod.value * scale) or scaledMod.value * scale end self:AddMod(scaledMod) end end end function ModStoreClass:NewMod(...) self:AddMod(mod_createMod(...)) end function ModStoreClass:EvalMod(mod, cfg) local value = mod.value for _, tag in ipairs(mod) do if tag.type == "Multiplier" then local target = self if tag.actor then if self.actor[tag.actor] then target = self.actor[tag.actor].modDB else return end end local base = 0 if tag.varList then for _, var in pairs(tag.varList) do base = base + (target.multipliers[var] or 0) + target:Sum("BASE", cfg, multiplierName[var]) end else base = (target.multipliers[tag.var] or 0) + target:Sum("BASE", cfg, multiplierName[tag.var]) end local mult = m_floor(base / (tag.div or 1) + 0.0001) local limitTotal if tag.limit or tag.limitVar then local limit = tag.limit or ((self.multipliers[tag.limitVar] or 0) + self:Sum("BASE", cfg, multiplierName[tag.limitVar])) if tag.limitTotal then limitTotal = limit else mult = m_min(mult, limit) end end if type(value) == "table" then value = copyTable(value) if value.mod then value.mod.value = value.mod.value * mult + (tag.base or 0) if limitTotal then value.mod.value = m_min(value.mod.value, limitTotal) end else value.value = value.value * mult + (tag.base or 0) if limitTotal then value.value = m_min(value.value, limitTotal) end end else value = value * mult + (tag.base or 0) if limitTotal then value = m_min(value, limitTotal) end end elseif tag.type == "MultiplierThreshold" then local target = self if tag.actor then if self.actor[tag.actor] then target = self.actor[tag.actor].modDB else return end end local mult = 0 if tag.varList then for _, var in pairs(tag.varList) do mult = mult + (target.multipliers[var] or 0) + target:Sum("BASE", cfg, multiplierName[var]) end else mult = (target.multipliers[tag.var] or 0) + target:Sum("BASE", cfg, multiplierName[tag.var]) end local threshold = tag.threshold or ((target.multipliers[tag.thresholdVar] or 0) + target:Sum("BASE", cfg, multiplierName[tag.thresholdVar])) if (tag.upper and mult > tag.threshold) or (not tag.upper and mult < tag.threshold) then return end elseif tag.type == "PerStat" then local base if tag.statList then base = 0 for _, stat in ipairs(tag.statList) do base = base + (self.actor.output[stat] or (cfg and cfg.skillStats and cfg.skillStats[stat]) or 0) end else base = self.actor.output[tag.stat] or (cfg and cfg.skillStats and cfg.skillStats[tag.stat]) or 0 end local mult = m_floor(base / (tag.div or 1) + 0.0001) local limitTotal if tag.limit or tag.limitVar then local limit = tag.limit or ((self.multipliers[tag.limitVar] or 0) + self:Sum("BASE", cfg, multiplierName[tag.limitVar])) if tag.limitTotal then limitTotal = limit else mult = m_min(mult, limit) end end if type(value) == "table" then value = copyTable(value) if value.mod then value.mod.value = value.mod.value * mult + (tag.base or 0) if limitTotal then value.mod.value = m_min(value.mod.value, limitTotal) end else value.value = value.value * mult + (tag.base or 0) if limitTotal then value.value = m_min(value.value, limitTotal) end end else value = value * mult + (tag.base or 0) if limitTotal then value = m_min(value, limitTotal) end end elseif tag.type == "StatThreshold" then local stat if tag.statList then stat = 0 for _, stat in ipairs(tag.statList) do stat = stat + (self.actor.output[stat] or (cfg and cfg.skillStats and cfg.skillStats[stat]) or 0) end else stat = self.actor.output[tag.stat] or (cfg and cfg.skillStats and cfg.skillStats[tag.stat]) or 0 end local threshold = tag.threshold or (self.actor.output[tag.thresholdStat] or (cfg and cfg.skillStats and cfg.skillStats[tag.thresholdStat]) or 0) if (tag.upper and stat > threshold) or (not tag.upper and stat < threshold) then return end elseif tag.type == "DistanceRamp" then if not cfg or not cfg.skillDist then return end if cfg.skillDist <= tag.ramp[1][1] then value = value * tag.ramp[1][2] elseif cfg.skillDist >= tag.ramp[#tag.ramp][1] then value = value * tag.ramp[#tag.ramp][2] else for i, dat in ipairs(tag.ramp) do local next = tag.ramp[i+1] if cfg.skillDist <= next[1] then value = value * (dat[2] + (next[2] - dat[2]) * (cfg.skillDist - dat[1]) / (next[1] - dat[1])) break end end 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 (cfg and cfg.skillCond and cfg.skillCond[var]) or self:Sum("FLAG", cfg, conditionName[var]) then match = true break end end else match = self.conditions[tag.var] or (cfg and cfg.skillCond and cfg.skillCond[tag.var]) or self:Sum("FLAG", cfg, conditionName[tag.var]) end if tag.neg then match = not match end if not match then return end elseif tag.type == "ActorCondition" then local match = false local actor = self.actor[tag.actor] if actor then if tag.varList then for _, var in pairs(tag.varList) do if actor.modDB.conditions[var] or actor.modDB:Sum("FLAG", nil, conditionName[var]) then match = true break end end else match = actor.modDB.conditions[tag.var] or actor.modDB:Sum("FLAG", nil, conditionName[tag.var]) end end if tag.neg then match = not match end if not match then return end elseif tag.type == "SocketedIn" then if not cfg or tag.slotName ~= cfg.slotName or (tag.keyword and (not cfg or not cfg.skillGem or not calcLib.gemIsType(cfg.skillGem, tag.keyword))) then return end elseif tag.type == "SkillName" then local match = false local matchName = tag.summonSkill and (cfg and cfg.summonSkillName or "") or (cfg and cfg.skillName) if tag.skillNameList then for _, name in pairs(tag.skillNameList) do if name == matchName then match = true break end end else match = (tag.skillName == matchName) end if not match then return end elseif tag.type == "SkillId" then if not cfg or not cfg.skillGem or cfg.skillGem.grantedEffect.id ~= tag.skillId then return end elseif tag.type == "SkillPart" then if not cfg or tag.skillPart ~= cfg.skillPart then return end elseif tag.type == "SkillType" then local match = cfg and cfg.skillTypes and cfg.skillTypes[tag.skillType] if tag.neg then match = not match end if not match then return end elseif tag.type == "SlotName" then if not cfg or tag.slotName ~= cfg.slotName then return end end end return value end