Files
PathOfBuilding/Classes/ModStore.lua
David Clamage 2af8f4c745 Added "PercentStat" tag option for mods.
This works essentially the same as PerStat, with the following differences:
 - Does not work off of thresholds, so fractions of a stat can be used. PerStat is for "1 per 25 int" whereas PercentStat is for "0.1% of life"
 - Specifies the percentage as-is, and divides by 100 for you in the calculations.
 - Displays as a percentage in the calcs breakdown, e.g. "+0.1% of life"

Converted some mods which were previously changed to use "PerStat" to now use the now more appropriate "PercentStat"
 - This fixes calculation issues with mods like the "Rite of Ruin" ascendancy node for Berserker, where 999 life was 0 degen and 1000 life was 50 degen at 50 rage stacks.
2020-04-12 12:10:58 -07:00

487 lines
13 KiB
Lua

-- Path of Building
--
-- Module: Mod Store
-- Base class for modifier storage classes
--
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 = newClass("ModStore", function(self, parent)
self.parent = parent or false
self.actor = parent and parent.actor or { }
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
elseif type(scaledMod.value) == "table" and scaledMod.value.mod then
scaledMod.value.mod.value = (m_floor(scaledMod.value.mod.value) == scaledMod.value.mod.value) and m_modf(scaledMod.value.mod.value * scale) or scaledMod.value.mod.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
elseif type(scaledMod.value) == "table" and scaledMod.value.mod then
scaledMod.value.mod.value = (m_floor(scaledMod.value.mod.value) == scaledMod.value.mod.value) and m_modf(scaledMod.value.mod.value * scale) or scaledMod.value.mod.value * scale
end
self:AddMod(scaledMod)
end
end
end
function ModStoreClass:NewMod(...)
self:AddMod(mod_createMod(...))
end
function ModStoreClass:Combine(modType, cfg, ...)
if modType == "MORE" then
return self:More(cfg, ...)
elseif modType == "FLAG" then
return self:Flag(cfg, ...)
elseif modType == "OVERRIDE" then
return self:Override(cfg, ...)
elseif modType == "LIST" then
return self:List(cfg, ...)
else
return self:Sum(modType, cfg, ...)
end
end
function ModStoreClass:Sum(modType, cfg, ...)
local flags, keywordFlags = 0, 0
local source
if cfg then
flags = cfg.flags or 0
keywordFlags = cfg.keywordFlags or 0
source = cfg.source
end
return self:SumInternal(self, modType, cfg, flags, keywordFlags, source, ...)
end
function ModStoreClass:More(cfg, ...)
local flags, keywordFlags = 0, 0
local source
if cfg then
flags = cfg.flags or 0
keywordFlags = cfg.keywordFlags or 0
source = cfg.source
end
return self:MoreInternal(self, cfg, flags, keywordFlags, source, ...)
end
function ModStoreClass:Flag(cfg, ...)
local flags, keywordFlags = 0, 0
local source
if cfg then
flags = cfg.flags or 0
keywordFlags = cfg.keywordFlags or 0
source = cfg.source
end
return self:FlagInternal(self, cfg, flags, keywordFlags, source, ...)
end
function ModStoreClass:Override(cfg, ...)
local flags, keywordFlags = 0, 0
local source
if cfg then
flags = cfg.flags or 0
keywordFlags = cfg.keywordFlags or 0
source = cfg.source
end
return self:OverrideInternal(self, cfg, flags, keywordFlags, source, ...)
end
function ModStoreClass:List(cfg, ...)
local flags, keywordFlags = 0, 0
local source
if cfg then
flags = cfg.flags or 0
keywordFlags = cfg.keywordFlags or 0
source = cfg.source
end
local result = { }
self:ListInternal(self, result, cfg, flags, keywordFlags, source, ...)
return result
end
function ModStoreClass:Tabulate(modType, cfg, ...)
local flags, keywordFlags = 0, 0
local source
if cfg then
flags = cfg.flags or 0
keywordFlags = cfg.keywordFlags or 0
source = cfg.source
end
local result = { }
self:TabulateInternal(self, result, modType, cfg, flags, keywordFlags, source, ...)
return result
end
function ModStoreClass:GetCondition(var, cfg, noMod)
return self.conditions[var] or (self.parent and self.parent:GetCondition(var, cfg, true)) or (not noMod and self:Flag(cfg, conditionName[var]))
end
function ModStoreClass:GetMultiplier(var, cfg, noMod)
return (self.multipliers[var] or 0) + (self.parent and self.parent:GetMultiplier(var, cfg, true) or 0) + (not noMod and self:Sum("BASE", cfg, multiplierName[var]) or 0)
end
function ModStoreClass:GetStat(stat, cfg)
return (self.actor.output and self.actor.output[stat]) or (cfg and cfg.skillStats and cfg.skillStats[stat]) or 0
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:GetMultiplier(var, cfg)
end
else
base = target:GetMultiplier(tag.var, cfg)
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:GetMultiplier(tag.limitVar, cfg)
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:GetMultiplier(var, cfg)
end
else
mult = target:GetMultiplier(tag.var, cfg)
end
local threshold = tag.threshold or target:GetMultiplier(tag.thresholdVar, cfg)
if (tag.upper and mult > threshold) or (not tag.upper and mult < 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:GetStat(stat, cfg)
end
else
base = self:GetStat(tag.stat, cfg)
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:GetMultiplier(tag.limitVar, cfg)
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 == "PercentStat" then
local base
if tag.statList then
base = 0
for _, stat in ipairs(tag.statList) do
base = base + self:GetStat(stat, cfg)
end
else
base = self:GetStat(tag.stat, cfg)
end
local mult = base * (tag.percent and tag.percent / 100 or 1)
local limitTotal
if tag.limit or tag.limitVar then
local limit = tag.limit or self:GetMultiplier(tag.limitVar, cfg)
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:GetStat(stat, cfg)
end
else
stat = self:GetStat(tag.stat, cfg)
end
local threshold = tag.threshold or self:GetStat(tag.thresholdStat, cfg)
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
-- Syntax: { type = "MeleeProximity", ramp = {MaxBonusPct,MinBonusPct} }
-- Both MaxBonusPct and MinBonusPct are percent in decimal form (1.0 = 100%)
-- Example: { type = "MeleeProximity", ramp = {1,0} } ## Duelist-Slayer: Impact
elseif tag.type == "MeleeProximity" then
if not cfg or not cfg.skillDist then
return
end
-- Max potency is 0-15 units of distance
if cfg.skillDist <= 15 then
value = value * tag.ramp[1]
-- Reduced potency (linear) until 40 units
elseif cfg.skillDist >= 16 and cfg.skillDist <= 39 then
value = value * (tag.ramp[1] - ((tag.ramp[1] / 25) * (cfg.skillDist - 15)))
elseif cfg.skillDist >= 40 then
value = 0
end
elseif tag.type == "Limit" then
value = m_min(value, tag.limit or self:GetMultiplier(tag.limitVar, cfg))
elseif tag.type == "Condition" then
local match = false
if tag.varList then
for _, var in pairs(tag.varList) do
if self:GetCondition(var, cfg) or (cfg and cfg.skillCond and cfg.skillCond[var]) then
match = true
break
end
end
else
match = self:GetCondition(tag.var, cfg) or (cfg and cfg.skillCond and cfg.skillCond[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 target = self
if tag.actor then
target = self.actor[tag.actor] and self.actor[tag.actor].modDB
end
if target then
if tag.varList then
for _, var in pairs(tag.varList) do
if target:GetCondition(var, cfg) then
match = true
break
end
end
else
match = target:GetCondition(tag.var, cfg)
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
elseif tag.type == "ModFlagOr" then
if not cfg or not cfg.flags then
return
end
if band(cfg.flags, tag.modFlags) == 0 then
return
end
elseif tag.type == "KeywordFlagAnd" then
if not cfg or not cfg.keywordFlags then
return
end
if band(cfg.keywordFlags, tag.keywordFlags) ~= tag.keywordFlags then
return
end
end
end
return value
end