Files
PathOfBuilding/Modules/Calcs.lua
Openarl 4201c6bfdf Various minor improvements
Added more skills
Added support for ZO and ES regen
2016-05-23 00:46:34 +10:00

223 lines
6.1 KiB
Lua

-- Path of Building
--
-- Module: Calcs
-- Calculations breakdown view for the active build
--
local launch, main = ...
local ipairs = ipairs
local m_max = math.max
local m_floor = math.floor
local t_insert = table.insert
local t_remove = table.remove
local calcs = { }
function calcs:Init(build)
self.build = build
self.input = { }
self.output = { }
self.grid = common.New("Grid", self.input, self.output)
self.undo = { }
self.redo = { }
self:LoadControl()
end
function calcs:Shutdown()
self.grid:Clear()
self.grid = nil
self.redo = nil
self.undo = nil
end
function calcs:Load(xml, dbFileName)
for _, node in ipairs(xml) do
if type(node) == "table" then
if node.elem == "Input" then
if not node.attrib.name then
launch:ShowErrMsg("^1Error parsing '%s': 'Input' element missing name attribute", fileName)
return true
end
if node.attrib.number then
self.input[node.attrib.name] = tonumber(node.attrib.number)
elseif node.attrib.string then
self.input[node.attrib.name] = node.attrib.string
elseif node.attrib.boolean then
self.input[node.attrib.name] = node.attrib.boolean == "true"
else
launch:ShowErrMsg("^1Error parsing '%s': 'Input' element missing number, string or boolean attribute", fileName)
return true
end
end
end
end
self.undo = { copyTable(self.input) }
self.redo = { }
self.buildFlag = true
end
function calcs:Save(xml)
self.modFlag = false
for k, v in pairs(self.input) do
local child = {elem = "Input", attrib = {name = k}}
if type(v) == "number" then
child.attrib.number = tostring(v)
elseif type(v) == "boolean" then
child.attrib.boolean = tostring(v)
else
child.attrib.string = tostring(v)
end
t_insert(xml, child)
end
end
function calcs:DrawGrid(viewPort, inputEvents)
self.grid.offX = viewPort.x + m_floor((viewPort.width - self.grid.realWidth) / 2)
self.grid.offY = viewPort.y + 2
for id, event in ipairs(inputEvents) do
if event.type == "KeyDown" then
if event.key == "r" and IsKeyDown("CTRL") then
self:LoadControl()
self.buildFlag = true
elseif event.key == "z" and IsKeyDown("CTRL") then
self:Undo()
elseif event.key == "y" and IsKeyDown("CTRL") then
self:Redo()
else
self.grid:OnKeyDown(event.key, event.doubleClick)
end
elseif event.type == "KeyUp" then
self.grid:OnKeyUp(event.key)
elseif event.type == "Char" then
self.grid:OnChar(event.key)
end
end
self.grid:Draw()
end
function calcs:LoadControl()
self.grid:Clear()
local errMsg
errMsg, self.control = PLoadModule("Modules/CalcsControl", self.grid)
if errMsg then
launch:ShowErrMsg("Error loading control script: %s", errMsg)
elseif not self.control then
launch:ShowErrMsg("Error loading control script: no object returned")
end
end
function calcs:RunControl()
if self.grid.changeFlag then
self.grid.changeFlag = false
self:AddUndoState()
end
if self.buildFlag or self.build.spec.buildFlag or self.build.items.buildFlag then
self.buildFlag = false
self.build.spec.buildFlag = false
self.build.items.buildFlag = false
wipeTable(self.output)
if self.control and self.control.buildOutput then
local errMsg, otherMsg = PCall(self.control.buildOutput, self.input, self.output, self.build)
if errMsg then
launch:ShowErrMsg("Error building output: %s", errMsg)
elseif otherMsg then
launch:ShowPrompt(1, 0.5, 0, otherMsg.."\n\nEnter/Escape to Dismiss", function(key)
if key == "RETURN" or key == "ESCAPE" then
return true
end
end)
end
end
self.powerBuildFlag = true
end
end
function calcs:BuildPower()
local calcFunc, base = self:GetNodeCalculator()
if not calcFunc then
return
end
local cache = { }
self.powerMax = { }
for _, node in pairs(self.build.spec.nodes) do
node.power = wipeTable(node.power)
if not node.alloc and node.modKey ~= "" then
if not cache[node.modKey] then
cache[node.modKey] = calcFunc({node})
end
local output = cache[node.modKey]
local dpsKey = (base.total_dot > 0 and "total_dot") or (base.mode_average and "total_avg") or "total_dps"
node.power.dps = (output[dpsKey] - base[dpsKey]) / base[dpsKey]
node.power.def = (output.total_life - base.total_life) / m_max(2000, base.total_life) * 0.5 +
(output.total_armour - base.total_armour) / m_max(10000, base.total_armour) +
(output.total_energyShield - base.total_energyShield) / m_max(2000, base.total_energyShield) +
(output.total_evasion - base.total_evasion) / m_max(10000, base.total_evasion) +
(output.total_lifeRegen - base.total_lifeRegen) / 500
if node.path then
self.powerMax.dps = m_max(self.powerMax.dps or 0, node.power.dps)
self.powerMax.def = m_max(self.powerMax.def or 0, node.power.def)
end
end
end
self.powerBuildFlag = false
end
function calcs:GetNodeCalculator()
if self.control and self.control.getNodeCalculator then
local errMsg, calcFunc, calcBase = PCall(self.control.getNodeCalculator, self.input, self.build)
if errMsg then
launch:ShowErrMsg("Error creating calculator: %s", errMsg)
elseif otherMsg then
launch:ShowPrompt(1, 0.5, 0, otherMsg.."\n\nEnter/Escape to Dismiss")
end
return calcFunc, calcBase
end
end
function calcs:GetItemCalculator()
if self.control and self.control.getItemCalculator then
local errMsg, calcFunc, calcBase = PCall(self.control.getItemCalculator, self.input, self.build)
if errMsg then
launch:ShowErrMsg("Error creating calculator: %s", errMsg)
elseif otherMsg then
launch:ShowPrompt(1, 0.5, 0, otherMsg.."\n\nEnter/Escape to Dismiss")
end
return calcFunc, calcBase
end
end
function calcs:AddUndoState(noClearRedo)
t_insert(self.undo, 1, copyTable(self.input))
self.undo[102] = nil
self.modFlag = true
self.buildFlag = true
if not noClearRedo then
self.redo = {}
end
end
function calcs:Undo()
if self.undo[2] then
t_insert(self.redo, 1, t_remove(self.undo, 1))
wipeTable(self.input)
for k, v in pairs(t_remove(self.undo, 1)) do
self.input[k] = v
end
self:AddUndoState(true)
end
end
function calcs:Redo()
if self.redo[1] then
wipeTable(self.input)
for k, v in pairs(t_remove(self.redo, 1)) do
self.input[k] = v
end
self:AddUndoState(true)
end
end
return calcs