-- Path of Building -- -- Module: Mod DB -- Stores modifiers in a database, with modifiers separated by stat -- 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 ModDBClass = common.NewClass("ModDB", function(self) self.multipliers = { } self.conditions = { } self.stats = { } self.mods = { } end) function ModDBClass:AddMod(mod) local name = mod.name if not self.mods[name] then self.mods[name] = { } end t_insert(self.mods[name], mod) end function ModDBClass:AddList(modList) local mods = self.mods for i = 1, #modList do local mod = modList[i] local name = mod.name if not mods[name] then mods[name] = { } end t_insert(mods[name], mod) end end function ModDBClass:AddDB(modDB) local mods = self.mods for modName, modList in pairs(modDB.mods) do if not mods[modName] then mods[modName] = { } end local modsName = mods[modName] for i = 1, #modList do t_insert(modsName, modList[i]) end end end function ModDBClass:CopyList(modList) for i = 1, #modList do self:AddMod(copyTable(modList[i])) end end function ModDBClass:ScaleAddList(modList, scale) if scale == 1 then self:AddList(modList) else 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 end function ModDBClass:NewMod(...) self:AddMod(mod_createMod(...)) end function ModDBClass: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, 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 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, ...) local modList = self.mods[modName] if modList then for i = 1, #modList do local mod = modList[i] if (not modType or mod.type == modType) and (mod.flags == 0 or 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 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] then match = true break end end else match = self.conditions[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 end hack[i] = nil end return result end function ModDBClass:Print() ConPrintf("=== Modifiers ===") local modNames = { } for modName in pairs(self.mods) do t_insert(modNames, modName) end table.sort(modNames) for _, modName in ipairs(modNames) do ConPrintf("'%s' = {", modName) for _, mod in ipairs(self.mods[modName]) do ConPrintf("\t%s = %s|%s|%s|%s|%s", modLib.formatValue(mod.value), mod.type, modLib.formatFlags(mod.flags, ModFlag), modLib.formatFlags(mod.keywordFlags, KeywordFlag), modLib.formatTags(mod.tagList), mod.source or "?") end ConPrintf("},") end ConPrintf("=== Conditions ===") local nameList = { } for name, value in pairs(self.conditions) do if value then t_insert(nameList, name) end end table.sort(nameList) for i, name in ipairs(nameList) do ConPrintf(name) end ConPrintf("=== Multipliers ===") wipeTable(nameList) for name, value in pairs(self.multipliers) do if value > 0 then t_insert(nameList, name) end end table.sort(nameList) for i, name in ipairs(nameList) do ConPrintf("%s = %d", name, self.multipliers[name]) end end