435 lines
14 KiB
Lua
435 lines
14 KiB
Lua
-- Path of Building
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--
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-- Class: Passive Tree
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-- Passive skill tree class.
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-- Responsible for downloading and loading the passive tree data and assets
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-- Also pre-calculates and pre-parses most of the data need to use the passive tree, including the node modifiers
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--
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local launch, main = ...
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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 m_min = math.min
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local m_max = math.max
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local m_pi = math.pi
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local m_sin = math.sin
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local m_cos = math.cos
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local m_tan = math.tan
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local m_sqrt = math.sqrt
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-- Retrieve the file at the given URL
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local function getFile(URL)
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local page = ""
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local easy = common.curl.easy()
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easy:setopt_url(URL)
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easy:setopt_writefunction(function(data)
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page = page..data
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return true
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end)
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easy:perform()
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easy:close()
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return #page > 0 and page
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end
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local PassiveTreeClass = common.NewClass("PassiveTree", function(self, targetVersion)
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self.targetVersion = targetVersion
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MakeDir("TreeData")
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ConPrintf("Loading passive tree data...")
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local treeText
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local treeFile = io.open("TreeData/"..targetVersion.."/tree.lua", "r")
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if treeFile then
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treeText = treeFile:read("*a")
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treeFile:close()
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else
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ConPrintf("Downloading passive tree data...")
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local page
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local pageFile = io.open("TreeData/"..targetVersion.."/tree.txt", "r")
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if pageFile then
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page = pageFile:read("*a")
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pageFile:close()
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else
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page = getFile("https://www.pathofexile.com/passive-skill-tree/")
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end
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treeText = "local tree=" .. jsonToLua(page:match("var passiveSkillTreeData = (%b{})"))
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treeText = treeText .. "tree.classes=" .. jsonToLua(page:match("ascClasses: (%b{})"))
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treeText = treeText .. "return tree"
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treeFile = io.open("TreeData/"..targetVersion.."/tree.lua", "w")
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treeFile:write(treeText)
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treeFile:close()
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end
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for k, v in pairs(assert(loadstring(treeText))()) do
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self[k] = v
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end
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self.size = m_min(self.max_x - self.min_x, self.max_y - self.min_y) * 1.1
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-- Build maps of class name -> class table
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self.classNameMap = { }
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self.ascendNameMap = { }
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for classId, class in pairs(self.classes) do
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class.classes[0] = { name = "None" }
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self.classNameMap[class.name] = classId
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for ascendClassId, ascendClass in pairs(class.classes) do
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self.ascendNameMap[ascendClass.name] = {
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classId = classId,
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class = class,
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ascendClassId = ascendClassId,
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ascendClass = ascendClass
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}
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end
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end
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ConPrintf("Loading passive tree assets...")
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for name, data in pairs(self.assets) do
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self:LoadImage(name..".png", data[0.3835] or data[1], data, not name:match("[OL][ri][bn][ie][tC]") and "MIPMAP" or nil)
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end
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-- Load sprite sheets and build sprite map
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local spriteMap = { }
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local spriteSheets = { }
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for type, data in pairs(self.skillSprites) do
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local maxZoom = data[#data]
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local sheet = spriteSheets[maxZoom.filename]
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if not sheet then
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sheet = { }
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self:LoadImage(maxZoom.filename:gsub("%?%x+$",""), self.imageRoot.."build-gen/passive-skill-sprite/"..maxZoom.filename, sheet, "CLAMP", "MIPMAP")
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spriteSheets[maxZoom.filename] = sheet
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end
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for name, coords in pairs(maxZoom.coords) do
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if not spriteMap[name] then
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spriteMap[name] = { }
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end
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spriteMap[name][type] = {
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handle = sheet.handle,
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width = coords.w,
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height = coords.h,
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[1] = coords.x / sheet.width,
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[2] = coords.y / sheet.height,
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[3] = (coords.x + coords.w) / sheet.width,
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[4] = (coords.y + coords.h) / sheet.height
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}
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end
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end
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local classArt = {
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[0] = "centerscion",
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[1] = "centermarauder",
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[2] = "centerranger",
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[3] = "centerwitch",
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[4] = "centerduelist",
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[5] = "centertemplar",
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[6] = "centershadow"
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}
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local nodeOverlay = {
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normal = {
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alloc = "PSSkillFrameActive",
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path = "PSSkillFrameHighlighted",
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unalloc = "PSSkillFrame",
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allocAscend = "PassiveSkillScreenAscendancyFrameSmallAllocated",
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pathAscend = "PassiveSkillScreenAscendancyFrameSmallCanAllocate",
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unallocAscend = "PassiveSkillScreenAscendancyFrameSmallNormal"
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},
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notable = {
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alloc = "NotableFrameAllocated",
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path = "NotableFrameCanAllocate",
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unalloc = "NotableFrameUnallocated",
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allocAscend = "PassiveSkillScreenAscendancyFrameLargeAllocated",
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pathAscend = "PassiveSkillScreenAscendancyFrameLargeCanAllocate",
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unallocAscend = "PassiveSkillScreenAscendancyFrameLargeNormal"
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},
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keystone = {
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alloc = "KeystoneFrameAllocated",
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path = "KeystoneFrameCanAllocate",
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unalloc = "KeystoneFrameUnallocated"
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},
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socket = {
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alloc = "JewelFrameAllocated",
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path = "JewelFrameCanAllocate",
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unalloc = "JewelFrameUnallocated"
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}
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}
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for type, data in pairs(nodeOverlay) do
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local size = self.assets[data.unalloc].width * 1.33
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data.size = size
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data.rsq = size * size
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end
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local err, passives = PLoadModule("Data/"..targetVersion.."/Passives.lua")
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ConPrintf("Processing tree...")
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self.keystoneMap = { }
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local nodeMap = { }
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local sockets = { }
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local orbitMult = { [0] = 0, m_pi / 3, m_pi / 6, m_pi / 6, m_pi / 20 }
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local orbitDist = { [0] = 0, 82, 162, 335, 493 }
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for _, node in pairs(self.nodes) do
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node.meta = { __index = node }
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nodeMap[node.id] = node
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node.linkedId = { }
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-- Determine node type
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if node.spc[0] then
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node.type = "classStart"
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local class = self.classes[node.spc[0]]
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class.startNodeId = node.id
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node.startArt = classArt[node.spc[0]]
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elseif node.isAscendancyStart then
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node.type = "ascendClassStart"
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local ascendClass = self.ascendNameMap[node.ascendancyName].ascendClass
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ascendClass.startNodeId = node.id
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elseif node.m then
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node.type = "mastery"
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elseif node.isJewelSocket then
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node.type = "socket"
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sockets[node.id] = node
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elseif node.ks then
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node.type = "keystone"
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self.keystoneMap[node.dn] = node
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elseif node["not"] then
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node.type = "notable"
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else
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node.type = "normal"
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end
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-- Assign node artwork assets
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node.sprites = spriteMap[node.icon]
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node.overlay = nodeOverlay[node.type]
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if node.overlay then
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node.rsq = node.overlay.rsq
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node.size = node.overlay.size
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end
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-- Find node group and derive the true position of the node
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local group = self.groups[node.g]
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group.ascendancyName = node.ascendancyName
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if node.isAscendancyStart then
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group.isAscendancyStart = true
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end
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node.group = group
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node.angle = node.oidx * orbitMult[node.o]
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local dist = orbitDist[node.o]
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node.x = group.x + m_sin(node.angle) * dist
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node.y = group.y - m_cos(node.angle) * dist
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if passives then
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-- Passive data is available, override the descriptions
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node.sd = passives[node.id]
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end
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-- Parse node modifier lines
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node.mods = { }
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node.modKey = ""
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local i = 1
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while node.sd[i] do
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if node.sd[i]:match("\n") then
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local line = node.sd[i]
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local il = i
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t_remove(node.sd, i)
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for line in line:gmatch("[^\n]+") do
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t_insert(node.sd, il, line)
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il = il + 1
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end
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end
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local line = node.sd[i]
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local list, extra = modLib.parseMod[targetVersion](line)
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if not list or extra then
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-- Try to combine it with one or more of the lines that follow this one
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local endI = i + 1
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while node.sd[endI] do
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local comb = line
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for ci = i + 1, endI do
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comb = comb .. " " .. node.sd[ci]
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end
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list, extra = modLib.parseMod[targetVersion](comb, true)
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if list and not extra then
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-- Success, add dummy mod lists to the other lines that were combined with this one
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for ci = i + 1, endI do
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node.mods[ci] = { list = { } }
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end
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break
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end
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endI = endI + 1
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end
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end
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if not list then
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-- Parser had no idea how to read this modifier
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node.unknown = true
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elseif extra then
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-- Parser recognised this as a modifier but couldn't understand all of it
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node.extra = true
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else
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for _, mod in ipairs(list) do
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node.modKey = node.modKey.."["..modLib.formatMod(mod).."]"
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end
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end
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node.mods[i] = { list = list, extra = extra }
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i = i + 1
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while node.mods[i] do
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-- Skip any lines with dummy lists added by the line combining code
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i = i + 1
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end
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end
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-- Build unified list of modifiers from all recognised modifier lines
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node.modList = common.New("ModList")
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for _, mod in pairs(node.mods) do
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if mod.list and not mod.extra then
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for i, mod in ipairs(mod.list) do
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mod.source = "Tree:"..node.id
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if type(mod.value) == "table" and mod.value.mod then
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mod.value.mod.source = mod.source
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end
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node.modList:AddMod(mod)
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end
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end
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end
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if node.passivePointsGranted > 0 then
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node.modList:NewMod("ExtraPoints", "BASE", node.passivePointsGranted, "Tree"..node.id)
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end
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if node.type == "keystone" then
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node.keystoneMod = modLib.createMod("Keystone", "LIST", node.dn, "Tree"..node.id)
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end
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end
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-- Precalculate the lists of nodes that are within each radius of each socket
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for nodeId, socket in pairs(sockets) do
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socket.nodesInRadius = { }
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socket.attributesInRadius = { }
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for radiusIndex, radiusInfo in ipairs(data[targetVersion].jewelRadius) do
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socket.nodesInRadius[radiusIndex] = { }
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socket.attributesInRadius[radiusIndex] = { }
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local rSq = radiusInfo.rad * radiusInfo.rad
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for _, node in ipairs(self.nodes) do
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if node ~= socket then
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local vX, vY = node.x - socket.x, node.y - socket.y
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if vX * vX + vY * vY <= rSq then
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socket.nodesInRadius[radiusIndex][node.id] = node
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for _, att in pairs({"Str","Dex","Int"}) do
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socket.attributesInRadius[radiusIndex][att] = (socket.attributesInRadius[radiusIndex][att] or 0) + node.modList:Sum("BASE", nil, att)
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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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end
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-- Pregenerate the polygons for the node connector lines
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self.connectors = { }
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for _, node in ipairs(self.nodes) do
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for _, otherId in pairs(node.out) do
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local other = nodeMap[otherId]
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t_insert(node.linkedId, otherId)
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t_insert(other.linkedId, node.id)
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if node.type ~= "classStart" and other.type ~= "classStart" and node.type ~= "mastery" and other.type ~= "mastery" and node.ascendancyName == other.ascendancyName then
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t_insert(self.connectors, self:BuildConnector(node, other))
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end
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end
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end
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end)
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-- Checks if a given image is present and downloads it from the given URL if it isn't there
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function PassiveTreeClass:LoadImage(imgName, url, data, ...)
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local imgFile = io.open("TreeData/"..imgName, "r")
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if imgFile then
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imgFile:close()
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else
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imgFile = io.open("TreeData/"..self.targetVersion.."/"..imgName, "r")
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if imgFile then
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imgFile:close()
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imgName = self.targetVersion.."/"..imgName
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else
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ConPrintf("Downloading '%s'...", imgName)
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local data = getFile(url)
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if data then
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imgFile = io.open("TreeData/"..imgName, "wb")
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imgFile:write(data)
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imgFile:close()
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else
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ConPrintf("Failed to download: %s", url)
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end
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end
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end
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data.handle = NewImageHandle()
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data.handle:Load("TreeData/"..imgName, ...)
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data.width, data.height = data.handle:ImageSize()
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end
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-- Generate the quad used to render the line between the two given nodes
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function PassiveTreeClass:BuildConnector(node1, node2)
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local connector = {
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ascendancyName = node1.ascendancyName,
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nodeId1 = node1.id,
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nodeId2 = node2.id,
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c = { } -- This array will contain the quad's data: 1-8 are the vertex coordinates, 9-16 are the texture coordinates
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-- Only the texture coords are filled in at this time; the vertex coords need to be converted from tree-space to screen-space first
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-- This will occur when the tree is being drawn; .vert will map line state (Normal/Intermediate/Active) to the correct tree-space coordinates
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}
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if node1.g == node2.g and node1.o == node2.o then
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-- Nodes are in the same orbit of the same group
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-- Calculate the starting angle (node1.angle) and arc angle
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if node1.angle > node2.angle then
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node1, node2 = node2, node1
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end
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local arcAngle = node2.angle - node1.angle
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if arcAngle > m_pi then
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node1, node2 = node2, node1
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arcAngle = m_pi * 2 - arcAngle
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end
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if arcAngle < m_pi * 0.9 then
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-- Angle is less than 180 degrees, draw an arc
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connector.type = "Orbit" .. node1.o
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-- This is an arc texture mapped onto a kite-shaped quad
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-- Calculate how much the arc needs to be clipped by
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-- Both ends of the arc will be clipped by this amount, so 90 degree arc angle = no clipping and 30 degree arc angle = 75 degrees of clipping
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-- The clipping is accomplished by effectively moving the bottom left and top right corners of the arc texture towards the top left corner
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-- The arc texture only shows 90 degrees of an arc, but some arcs must go for more than 90 degrees
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-- Fortunately there's nowhere on the tree where we can't just show the middle 90 degrees and rely on the node artwork to cover the gaps :)
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local clipAngle = m_pi / 4 - arcAngle / 2
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local p = 1 - m_max(m_tan(clipAngle), 0)
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local angle = node1.angle - clipAngle
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connector.vert = { }
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for _, state in pairs({"Normal","Intermediate","Active"}) do
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-- The different line states have differently-sized artwork, so the vertex coords must be calculated separately for each one
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local art = self.assets[connector.type..state]
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local size = art.width * 2 * 1.33
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local oX, oY = size * m_sqrt(2) * m_sin(angle + m_pi/4), size * m_sqrt(2) * -m_cos(angle + m_pi/4)
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local cX, cY = node1.group.x + oX, node1.group.y + oY
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local vert = { }
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vert[1], vert[2] = node1.group.x, node1.group.y
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vert[3], vert[4] = cX + (size * m_sin(angle) - oX) * p, cY + (size * -m_cos(angle) - oY) * p
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vert[5], vert[6] = cX, cY
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vert[7], vert[8] = cX + (size * m_cos(angle) - oX) * p, cY + (size * m_sin(angle) - oY) * p
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connector.vert[state] = vert
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end
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connector.c[9], connector.c[10] = 1, 1
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connector.c[11], connector.c[12] = 0, p
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connector.c[13], connector.c[14] = 0, 0
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connector.c[15], connector.c[16] = p, 0
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return connector
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end
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end
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-- Generate a straight line
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connector.type = "LineConnector"
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local art = self.assets.LineConnectorNormal
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local vX, vY = node2.x - node1.x, node2.y - node1.y
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local dist = m_sqrt(vX * vX + vY * vY)
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local scale = art.height * 1.33 / dist
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local nX, nY = vX * scale, vY * scale
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local endS = dist / (art.width * 1.33)
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connector[1], connector[2] = node1.x - nY, node1.y + nX
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connector[3], connector[4] = node1.x + nY, node1.y - nX
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connector[5], connector[6] = node2.x + nY, node2.y - nX
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connector[7], connector[8] = node2.x - nY, node2.y + nX
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connector.c[9], connector.c[10] = 0, 1
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connector.c[11], connector.c[12] = 0, 0
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connector.c[13], connector.c[14] = endS, 0
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connector.c[15], connector.c[16] = endS, 1
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connector.vert = { Normal = connector, Intermediate = connector, Active = connector }
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return connector
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end
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