- Added/updated skills for 3.8 - Applied minion/mine changes - Updated bases and mods - Added support for Self flat damage on enemies - Fixed Assassin's Mark crit - Fixed "less Mana Cost" applying to reservations - Fixed "+x to level of all Minion Skill Gems" applying to supports
407 lines
12 KiB
Lua
407 lines
12 KiB
Lua
-- Path of Building
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--
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-- Module: Calcs
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-- Manages the calculation system.
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--
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local targetVersion = ...
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local pairs = pairs
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local ipairs = ipairs
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local t_insert = table.insert
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local t_remove = table.remove
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local s_format = string.format
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local calcs = { }
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calcs.targetVersion = targetVersion
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calcs.breakdownModule = "Modules/CalcBreakdown"
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LoadModule("Modules/CalcSetup", calcs)
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LoadModule("Modules/CalcPerform", calcs)
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LoadModule("Modules/CalcActiveSkill", calcs)
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LoadModule("Modules/CalcDefence-"..targetVersion, calcs)
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LoadModule("Modules/CalcOffence-"..targetVersion, calcs)
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-- Print various tables to the console
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local function infoDump(env)
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if env.modDB.parent then
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env.modDB.parent:Print()
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end
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env.modDB:Print()
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if env.minion then
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ConPrintf("=== Minion Mod DB ===")
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env.minion.modDB:Print()
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end
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ConPrintf("=== Enemy Mod DB ===")
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env.enemyDB:Print()
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local mainSkill = env.minion and env.minion.mainSkill or env.player.mainSkill
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ConPrintf("=== Main Skill ===")
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for _, skillEffect in ipairs(mainSkill.effectList) do
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ConPrintf("%s %d/%d", skillEffect.grantedEffect.name, skillEffect.level, skillEffect.quality)
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end
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ConPrintf("=== Main Skill Flags ===")
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ConPrintf("Mod: %s", modLib.formatFlags(mainSkill.skillCfg.flags, ModFlag))
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ConPrintf("Keyword: %s", modLib.formatFlags(mainSkill.skillCfg.keywordFlags, KeywordFlag))
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ConPrintf("=== Main Skill Mods ===")
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mainSkill.skillModList.parent:Print()
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mainSkill.skillModList:Print()
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ConPrintf("=== Main Skill Data ===")
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prettyPrintTable(mainSkill.skillData)
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ConPrintf("== Aux Skills ==")
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for i, aux in ipairs(env.auxSkillList) do
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ConPrintf("Skill #%d:", i)
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for _, skillEffect in ipairs(aux.effectList) do
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ConPrintf(" %s %d/%d", skillEffect.grantedEffect.name, skillEffect.level, skillEffect.quality)
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end
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end
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ConPrintf("== Output Table ==")
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prettyPrintTable(env.player.output)
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end
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-- Generate a function for calculating the effect of some modification to the environment
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local function getCalculator(build, fullInit, modFunc)
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-- Initialise environment
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local env = calcs.initEnv(build, "CALCULATOR")
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-- Save a copy of the initial mod database
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local initModDB = new("ModDB")
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initModDB:AddDB(env.modDB)
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initModDB.conditions = copyTable(env.modDB.conditions)
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initModDB.multipliers = copyTable(env.modDB.multipliers)
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local initEnemyDB = new("ModDB")
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initEnemyDB:AddDB(env.enemyDB)
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initEnemyDB.conditions = copyTable(env.enemyDB.conditions)
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initEnemyDB.multipliers = copyTable(env.enemyDB.multipliers)
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-- Run base calculation pass
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calcs.perform(env)
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local baseOutput = env.player.output
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env.modDB.parent = initModDB
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env.enemyDB.parent = initEnemyDB
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return function(...)
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-- Remove mods added during the last pass
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wipeTable(env.modDB.mods)
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wipeTable(env.modDB.conditions)
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wipeTable(env.modDB.multipliers)
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wipeTable(env.enemyDB.mods)
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wipeTable(env.enemyDB.conditions)
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wipeTable(env.enemyDB.multipliers)
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-- Call function to make modifications to the enviroment
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modFunc(env, ...)
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-- Run calculation pass
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calcs.perform(env)
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return env.player.output
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end, baseOutput
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end
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-- Get fast calculator for adding tree node modifiers
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function calcs.getNodeCalculator(build)
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return getCalculator(build, true, function(env, nodeList)
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-- Build and merge modifiers for these nodes
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env.modDB:AddList(calcs.buildModListForNodeList(env, nodeList))
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end)
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end
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-- Get calculator for other changes (adding/removing nodes, items, gems, etc)
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function calcs.getMiscCalculator(build)
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-- Run base calculation pass
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local env = calcs.initEnv(build, "CALCULATOR")
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calcs.perform(env)
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local baseOutput = env.player.output
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return function(override)
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env = calcs.initEnv(build, "CALCULATOR", override)
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calcs.perform(env)
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return env.player.output
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end, baseOutput
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end
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-- Build output for display in the side bar or calcs tab
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function calcs.buildOutput(build, mode)
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-- Build output
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local env = calcs.initEnv(build, mode)
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calcs.perform(env)
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local output = env.player.output
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if mode == "MAIN" then
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output.ExtraPoints = env.modDB:Sum("BASE", nil, "ExtraPoints")
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local specCfg = {
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source = "Tree"
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}
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output["Spec:LifeInc"] = env.modDB:Sum("INC", specCfg, "Life")
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output["Spec:ManaInc"] = env.modDB:Sum("INC", specCfg, "Mana")
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output["Spec:ArmourInc"] = env.modDB:Sum("INC", specCfg, "Armour", "ArmourAndEvasion")
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output["Spec:EvasionInc"] = env.modDB:Sum("INC", specCfg, "Evasion", "ArmourAndEvasion")
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output["Spec:EnergyShieldInc"] = env.modDB:Sum("INC", specCfg, "EnergyShield")
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env.skillsUsed = { }
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for _, activeSkill in ipairs(env.player.activeSkillList) do
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for _, skillEffect in ipairs(activeSkill.effectList) do
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env.skillsUsed[skillEffect.grantedEffect.name] = true
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end
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if activeSkill.minion then
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for _, activeSkill in ipairs(activeSkill.minion.activeSkillList) do
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env.skillsUsed[activeSkill.activeEffect.grantedEffect.id] = true
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end
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end
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end
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env.conditionsUsed = { }
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env.multipliersUsed = { }
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env.minionConditionsUsed = { }
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env.enemyConditionsUsed = { }
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env.enemyMultipliersUsed = { }
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local function addCond(out, var, mod)
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if not out[var] then
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out[var] = { }
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end
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t_insert(out[var], mod)
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end
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local function addCondTag(out, tag, mod)
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if tag.varList then
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for _, var in ipairs(tag.varList) do
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addCond(out, var, mod)
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end
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else
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addCond(out, tag.var, mod)
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end
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end
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local function addMult(out, var, mod)
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if not out[var] then
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out[var] = { }
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end
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t_insert(out[var], mod)
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end
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local function addMultTag(out, tag, mod)
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if tag.varList then
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for _, var in ipairs(tag.varList) do
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addMult(out, var, mod)
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end
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else
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addMult(out, tag.var, mod)
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end
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end
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local function addModTags(actor, mod)
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for _, tag in ipairs(mod) do
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if tag.type == "IgnoreCond" then
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break
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elseif tag.type == "Condition" then
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if actor == env.player then
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addCondTag(env.conditionsUsed, tag, mod)
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else
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addCondTag(env.minionConditionsUsed, tag, mod)
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end
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elseif tag.type == "ActorCondition" and tag.actor == "enemy" then
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addCondTag(env.enemyConditionsUsed, tag, mod)
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elseif tag.type == "Multiplier" or tag.type == "MultiplierThreshold" then
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if not tag.actor then
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if actor == env.player then
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addMultTag(env.multipliersUsed, tag, mod)
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end
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elseif tag.actor == "enemy" then
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addMultTag(env.enemyMultipliersUsed, tag, mod)
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end
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end
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end
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end
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for _, actor in ipairs({env.player, env.minion}) do
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for modName, modList in pairs(actor.modDB.mods) do
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for _, mod in ipairs(modList) do
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addModTags(actor, mod)
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end
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end
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end
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for _, activeSkill in pairs(env.player.activeSkillList) do
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for _, mod in ipairs(activeSkill.baseSkillModList) do
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addModTags(env.player, mod)
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end
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if activeSkill.minion then
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for _, activeSkill in pairs(activeSkill.minion.activeSkillList) do
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for _, mod in ipairs(activeSkill.baseSkillModList) do
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addModTags(env.minion, mod)
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end
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end
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end
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end
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for modName, modList in pairs(env.enemyDB.mods) do
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for _, mod in ipairs(modList) do
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for _, tag in ipairs(mod) do
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if tag.type == "IgnoreCond" then
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break
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elseif tag.type == "Condition" then
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addCondTag(env.enemyConditionsUsed, tag, mod)
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elseif tag.type == "Multiplier" or tag.type == "MultiplierThreshold" then
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if not tag.actor then
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addMultTag(env.enemyMultipliersUsed, tag, mod)
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end
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end
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end
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end
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end
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-- ConPrintf("=== Cond ===")
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-- ConPrintTable(env.conditionsUsed)
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-- ConPrintf("=== Mult ===")
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-- ConPrintTable(env.multipliersUsed)
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-- ConPrintf("=== Minion Cond ===")
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-- ConPrintTable(env.minionConditionsUsed)
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-- ConPrintf("=== Enemy Cond ===")
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-- ConPrintTable(env.enemyConditionsUsed)
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-- ConPrintf("=== Enemy Mult ===")
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-- ConPrintTable(env.enemyMultipliersUsed)
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elseif mode == "CALCS" then
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local buffList = { }
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local combatList = { }
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local curseList = { }
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if output.PowerCharges > 0 then
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t_insert(combatList, s_format("%d Power Charges", output.PowerCharges))
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end
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if output.FrenzyCharges > 0 then
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t_insert(combatList, s_format("%d Frenzy Charges", output.FrenzyCharges))
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end
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if output.EnduranceCharges > 0 then
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t_insert(combatList, s_format("%d Endurance Charges", output.EnduranceCharges))
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end
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if output.SiphoningCharges > 0 then
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t_insert(combatList, s_format("%d Siphoning Charges", output.SiphoningCharges))
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end
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if output.ChallengerCharges > 0 then
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t_insert(combatList, s_format("%d Challenger Charges", output.ChallengerCharges))
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end
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if output.BlitzCharges > 0 then
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t_insert(combatList, s_format("%d Blitz Charges", output.BlitzCharges))
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end
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if output.InspirationCharges > 0 then
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t_insert(combatList, s_format("%d Inspiration Charges", output.InspirationCharges))
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end
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if output.CrabBarriers > 0 then
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t_insert(combatList, s_format("%d Crab Barriers", output.CrabBarriers))
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end
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if env.modDB:Flag(nil, "Fortify") then
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t_insert(combatList, "Fortify")
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end
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if env.modDB:Flag(nil, "Onslaught") then
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t_insert(combatList, "Onslaught")
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end
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if env.modDB:Flag(nil, "UnholyMight") then
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t_insert(combatList, "Unholy Might")
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end
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if env.modDB:Flag(nil, "Tailwind") then
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t_insert(combatList, "Tailwind")
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end
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if env.modDB:Flag(nil, "Adrenaline") then
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t_insert(combatList, "Adrenaline")
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end
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if env.modDB:Flag(nil, "HerEmbrace") then
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t_insert(combatList, "Her Embrace")
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end
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for name in pairs(env.buffs) do
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t_insert(buffList, name)
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end
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table.sort(buffList)
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env.player.breakdown.SkillBuffs = { modList = { } }
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for _, name in ipairs(buffList) do
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for _, mod in ipairs(env.buffs[name]) do
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local value = env.modDB:EvalMod(mod)
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if value and value ~= 0 then
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t_insert(env.player.breakdown.SkillBuffs.modList, {
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mod = mod,
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value = value,
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})
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end
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end
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end
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env.player.breakdown.SkillDebuffs = { modList = { } }
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for name, modList in pairs(env.debuffs) do
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t_insert(curseList, name)
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end
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table.sort(curseList)
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for index, name in ipairs(curseList) do
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for _, mod in ipairs(env.debuffs[name]) do
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local value = env.enemy.modDB:EvalMod(mod)
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if value and value ~= 0 then
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t_insert(env.player.breakdown.SkillDebuffs.modList, {
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mod = mod,
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value = value,
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})
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end
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end
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local stackCount = env.debuffs[name]:Sum("BASE", nil, "Multiplier:"..name.."Stack")
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if stackCount > 0 then
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curseList[index] = name .. " (" .. stackCount .. " stack" .. (stackCount > 1 and "s" or "") .. ")"
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end
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end
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for _, slot in ipairs(env.curseSlots) do
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t_insert(curseList, slot.name)
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if slot.modList then
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for _, mod in ipairs(slot.modList) do
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local value = env.enemy.modDB:EvalMod(mod)
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if value and value ~= 0 then
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t_insert(env.player.breakdown.SkillDebuffs.modList, {
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mod = mod,
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value = value,
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})
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end
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end
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end
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end
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output.BuffList = table.concat(buffList, ", ")
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output.CombatList = table.concat(combatList, ", ")
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output.CurseList = table.concat(curseList, ", ")
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if env.minion then
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local buffList = { }
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local combatList = { }
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if output.Minion.PowerCharges > 0 then
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t_insert(combatList, s_format("%d Power Charges", output.Minion.PowerCharges))
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end
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if output.Minion.FrenzyCharges > 0 then
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t_insert(combatList, s_format("%d Frenzy Charges", output.Minion.FrenzyCharges))
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end
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if output.Minion.EnduranceCharges > 0 then
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t_insert(combatList, s_format("%d Endurance Charges", output.Minion.EnduranceCharges))
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end
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if env.minion.modDB:Flag(nil, "Fortify") then
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t_insert(combatList, "Fortify")
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end
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if env.minion.modDB:Flag(nil, "Onslaught") then
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t_insert(combatList, "Onslaught")
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end
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if env.minion.modDB:Flag(nil, "UnholyMight") then
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t_insert(combatList, "Unholy Might")
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end
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if env.minion.modDB:Flag(nil, "Tailwind") then
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t_insert(combatList, "Tailwind")
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end
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for name in pairs(env.minionBuffs) do
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t_insert(buffList, name)
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end
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table.sort(buffList)
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env.minion.breakdown.SkillBuffs = { modList = { } }
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for _, name in ipairs(buffList) do
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for _, mod in ipairs(env.minionBuffs[name]) do
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local value = env.minion.modDB:EvalMod(mod)
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if value and value ~= 0 then
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t_insert(env.minion.breakdown.SkillBuffs.modList, {
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mod = mod,
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value = value,
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})
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end
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end
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end
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env.minion.breakdown.SkillDebuffs = env.player.breakdown.SkillDebuffs
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output.Minion.BuffList = table.concat(buffList, ", ")
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output.Minion.CombatList = table.concat(combatList, ", ")
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output.Minion.CurseList = output.CurseList
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end
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--infoDump(env)
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end
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return env
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end
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return calcs |