Files
PathOfBuilding/Classes/ModStore.lua
Openarl 18867382c9 Release 1.4.101
- Updated Static Strike for 3.4
2018-09-01 02:42:44 +10:00

314 lines
8.8 KiB
Lua

-- 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.skillGrantedEffect or cfg.skillGrantedEffect.id ~= tag.skillId then
return
end
elseif tag.type == "SkillPart" then
if not cfg then
return
end
local match = false
if tag.skillPartList then
for _, part in ipairs(tag.skillPartList) do
if part == cfg.skillPart then
match = true
break
end
end
else
match = (tag.skillPart == cfg.skillPart)
end
if tag.neg then
match = not match
end
if not match 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