Files
PathOfBuilding/Classes/CalcsTab.lua
Openarl 81ea8de65e Release 1.4.119
- Added All Projctiles skill parts to Ice Spear
- Added support for Brand/Banner passives
- Fixed node power calculation bugs
- Fixed incorrect removable charge counts
2018-12-09 23:04:23 +13:00

498 lines
16 KiB
Lua

-- Path of Building
--
-- Module: Calcs Tab
-- Calculations breakdown tab for the current build.
--
local pairs = pairs
local ipairs = ipairs
local t_insert = table.insert
local t_remove = table.remove
local m_max = math.max
local m_min = math.min
local m_floor = math.floor
local band = bit.band
local calcs = { }
local sectionData = { }
for _, targetVersion in ipairs(targetVersionList) do
calcs[targetVersion] = LoadModule("Modules/Calcs", targetVersion)
sectionData[targetVersion] = LoadModule("Modules/CalcSections-"..targetVersion)
end
local buffModeDropList = {
{ label = "Unbuffed", buffMode = "UNBUFFED" },
{ label = "Buffed", buffMode = "BUFFED" },
{ label = "In Combat", buffMode = "COMBAT" },
{ label = "Effective DPS", buffMode = "EFFECTIVE" }
}
local CalcsTabClass = newClass("CalcsTab", "UndoHandler", "ControlHost", "Control", function(self, build)
self.UndoHandler()
self.ControlHost()
self.Control()
self.build = build
self.calcs = calcs[build.targetVersion]
self.input = { }
self.input.skill_number = 1
self.input.misc_buffMode = "EFFECTIVE"
self.colWidth = 230
self.sectionList = { }
-- Special section for skill/mode selection
self:NewSection(3, "SkillSelect", 1, "View Skill Details", colorCodes.NORMAL, {
{ label = "Socket Group", { controlName = "mainSocketGroup",
control = new("DropDownControl", nil, 0, 0, 300, 16, nil, function(index, value)
self.input.skill_number = index
self:AddUndoState()
self.build.buildFlag = true
end)
}, },
{ label = "Active Skill", { controlName = "mainSkill",
control = new("DropDownControl", nil, 0, 0, 300, 16, nil, function(index, value)
local mainSocketGroup = self.build.skillsTab.socketGroupList[self.input.skill_number]
mainSocketGroup.mainActiveSkillCalcs = index
self.build.buildFlag = true
end)
}, },
{ label = "Skill Part", playerFlag = "multiPart", { controlName = "mainSkillPart",
control = new("DropDownControl", nil, 0, 0, 150, 16, nil, function(index, value)
local mainSocketGroup = self.build.skillsTab.socketGroupList[self.input.skill_number]
local srcInstance = mainSocketGroup.displaySkillListCalcs[mainSocketGroup.mainActiveSkillCalcs].activeEffect.srcInstance
srcInstance.skillPartCalcs = index
self:AddUndoState()
self.build.buildFlag = true
end)
}, },
{ label = "Show Minion Stats", flag = "haveMinion", { controlName = "showMinion",
control = new("CheckBoxControl", nil, 0, 0, 18, nil, function(state)
self.input.showMinion = state
self:AddUndoState()
end, "Show stats for the minion instead of the player.")
}, },
{ label = "Minion", flag = "minion", { controlName = "mainSkillMinion",
control = new("DropDownControl", nil, 0, 0, 160, 16, nil, function(index, value)
local mainSocketGroup = self.build.skillsTab.socketGroupList[self.input.skill_number]
local srcInstance = mainSocketGroup.displaySkillListCalcs[mainSocketGroup.mainActiveSkillCalcs].activeEffect.srcInstance
if value.itemSetId then
srcInstance.skillMinionItemSetCalcs = value.itemSetId
else
srcInstance.skillMinionCalcs = value.minionId
end
self:AddUndoState()
self.build.buildFlag = true
end)
} },
{ label = "Spectre Library", flag = "spectre", { controlName = "mainSkillMinionLibrary",
control = new("ButtonControl", nil, 0, 0, 100, 16, "Manage Spectres...", function()
self.build:OpenSpectreLibrary()
end)
} },
{ label = "Minion Skill", flag = "haveMinion", { controlName = "mainSkillMinionSkill",
control = new("DropDownControl", nil, 0, 0, 200, 16, nil, function(index, value)
local mainSocketGroup = self.build.skillsTab.socketGroupList[self.input.skill_number]
local srcInstance = mainSocketGroup.displaySkillListCalcs[mainSocketGroup.mainActiveSkillCalcs].activeEffect.srcInstance
srcInstance.skillMinionSkillCalcs = index
self:AddUndoState()
self.build.buildFlag = true
end)
} },
{ label = "Calculation Mode", {
controlName = "mode",
control = new("DropDownControl", nil, 0, 0, 100, 16, buffModeDropList, function(index, value)
self.input.misc_buffMode = value.buffMode
self:AddUndoState()
self.build.buildFlag = true
end, [[
This controls the calculation of the stats shown in this tab.
The stats in the sidebar are always shown in Effective DPS mode, regardless of this setting.
Unbuffed: No auras, buffs, or other support skills or effects will apply. This is equivelant to standing in town.
Buffed: Aura and buff skills apply. This is equivelant to standing in your hideout with auras and buffs turned on.
In Combat: Charges and combat buffs such as Onslaught will also apply. This will show your character sheet stats in combat.
Effective DPS: Curses and enemy properties (such as resistances and status conditions) will also apply. This estimates your true DPS.]])
}, },
{ label = "Aura and Buff Skills", flag = "buffs", textSize = 12, { format = "{output:BuffList}", { breakdown = "SkillBuffs" } }, },
{ label = "Combat Buffs", flag = "combat", textSize = 12, { format = "{output:CombatList}" }, },
{ label = "Curses and Debuffs", flag = "effective", textSize = 12, { format = "{output:CurseList}", { breakdown = "SkillDebuffs" } }, },
}, function(section)
self.build:RefreshSkillSelectControls(section.controls, self.input.skill_number, "Calcs")
section.controls.showMinion.state = self.input.showMinion
section.controls.mode:SelByValue(self.input.misc_buffMode, "buffMode")
end)
self.sectionList[1].controls.mainSocketGroup.tooltipFunc = function(tooltip, mode, index, value)
local socketGroup = self.build.skillsTab.socketGroupList[index]
if socketGroup and tooltip:CheckForUpdate(socketGroup, self.build.outputRevision) then
self.build.skillsTab:AddSocketGroupTooltip(tooltip, socketGroup)
end
end
-- Add sections from the CalcSections module
for _, section in ipairs(sectionData[build.targetVersion]) do
self:NewSection(unpack(section))
end
self.controls.breakdown = new("CalcBreakdownControl", self)
self.controls.scrollBar = new("ScrollBarControl", {"TOPRIGHT",self,"TOPRIGHT"}, 0, 0, 18, 0, 50, "VERTICAL", true)
end)
function CalcsTabClass: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
elseif node.elem == "Section" then
if not node.attrib.id then
launch:ShowErrMsg("^1Error parsing '%s': 'Section' element missing id attribute", fileName)
return true
end
for _, section in ipairs(self.sectionList) do
if section.id == node.attrib.id then
section.collapsed = (node.attrib.collapsed == "true")
break
end
end
end
end
end
self:ResetUndo()
end
function CalcsTabClass:Save(xml)
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
for _, section in ipairs(self.sectionList) do
t_insert(xml, { elem = "Section", attrib = {
id = section.id,
collapsed = tostring(section.collapsed),
} })
end
self.modFlag = false
end
function CalcsTabClass:Draw(viewPort, inputEvents)
self.x = viewPort.x
self.y = viewPort.y
self.width = viewPort.width
self.height = viewPort.height
-- Arrange the sections
local baseX = viewPort.x + 4
local baseY = viewPort.y + 4
local maxCol = m_floor(viewPort.width / (self.colWidth + 8))
local colY = { }
local maxY = 0
for _, section in ipairs(self.sectionList) do
section:UpdateSize()
if section.enabled then
local col
if section.group == 1 then
-- Group 1: Offense
-- This group is put into the first 3 columns, with each section placed into the highest available location
col = 1
local minY = colY[col] or baseY
for c = 2, 3 do
if (colY[c] or baseY) < minY then
col = c
minY = colY[c] or baseY
end
end
elseif section.group == 2 then
-- Group 2: Defense (the first 4 sections)
-- This group is put entirely into the 4th column
col = 4
elseif section.group == 3 then
-- Group 3: Defense (the remaining sections)
-- This group is put into a 5th column if there's room for one, otherwise they are handled separately
if maxCol >= 5 then
col = 5
end
end
if col then
section.x = baseX + (self.colWidth + 8) * (col - 1)
section.y = colY[col] or baseY
for c = col, col + section.widthCols - 1 do
colY[c] = section.y + section.height + 8
end
maxY = m_max(maxY, colY[col])
end
end
end
if maxCol < 5 then
-- There's no room for a 5th column
-- Each section from group 3 will instead be placed into column 4 if there's room, otherwise they'll be put in columns 1-3
for c = 1, 3 do
colY[c] = m_max(colY[1], colY[2], colY[3])
end
for _, section in ipairs(self.sectionList) do
if section.enabled and section.group == 3 then
local col = 4
if colY[col] + section.height + 4 >= m_max(viewPort.y + viewPort.height, maxY) then
-- No room in the 4th column, find the highest available location in columns 1-4
local minY = colY[col]
for c = 3, 1, -1 do
if colY[c] < minY then
col = c
minY = colY[c]
end
end
end
section.x = baseX + (self.colWidth + 8) * (col - 1)
section.y = colY[col]
colY[col] = section.y + section.height + 8
maxY = m_max(maxY, colY[col])
end
end
end
self.controls.scrollBar.height = viewPort.height
self.controls.scrollBar:SetContentDimension(maxY - baseY, viewPort.height)
for _, section in ipairs(self.sectionList) do
-- Give sections their actual Y position and let them update
section.y = section.y - self.controls.scrollBar.offset
section:UpdatePos()
end
for id, event in ipairs(inputEvents) do
if event.type == "KeyDown" then
if event.key == "z" and IsKeyDown("CTRL") then
self:Undo()
self.build.buildFlag = true
elseif event.key == "y" and IsKeyDown("CTRL") then
self:Redo()
self.build.buildFlag = true
end
end
end
self:ProcessControlsInput(inputEvents, viewPort)
for id, event in ipairs(inputEvents) do
if event.type == "KeyUp" then
if event.key == "WHEELDOWN" then
self.controls.scrollBar:Scroll(1)
elseif event.key == "WHEELUP" then
self.controls.scrollBar:Scroll(-1)
end
end
end
main:DrawBackground(viewPort)
if not self.displayPinned then
self.displayData = nil
end
self:DrawControls(viewPort)
if self.displayData then
if self.displayPinned and not self.selControl then
self:SelectControl(self.controls.breakdown)
end
else
self.controls.breakdown:SetBreakdownData()
end
end
function CalcsTabClass:NewSection(width, ...)
local section = new("CalcSectionControl", self, width * self.colWidth + 8 * (width - 1), ...)
section.widthCols = width
t_insert(self.controls, section)
t_insert(self.sectionList, section)
end
function CalcsTabClass:ClearDisplayStat()
self.displayData = nil
self.displayPinned = nil
self.controls.breakdown:SetBreakdownData()
end
function CalcsTabClass:SetDisplayStat(displayData, pin)
if not displayData or (not pin and self.displayPinned) then
return
end
self.displayData = displayData
self.displayPinned = pin
self.controls.breakdown:SetBreakdownData(displayData, pin)
end
function CalcsTabClass:CheckFlag(obj)
local actor = self.input.showMinion and self.calcsEnv.minion or self.calcsEnv.player
local skillFlags = actor.mainSkill.skillFlags
if obj.flag and not skillFlags[obj.flag] then
return
end
if obj.flagList then
for _, flag in ipairs(obj.flagList) do
if not skillFlags[flag] then
return
end
end
end
if obj.playerFlag and not self.calcsEnv.player.mainSkill.skillFlags[obj.playerFlag] then
return
end
if obj.notFlag and skillFlags[obj.notFlag] then
return
end
if obj.notFlagList then
for _, flag in ipairs(obj.notFlagList) do
if skillFlags[flag] then
return
end
end
end
if obj.haveOutput then
local ns, var = obj.haveOutput:match("^(%a+)%.(%a+)$")
if ns then
if not actor.output[ns] or not actor.output[ns][var] or actor.output[ns][var] == 0 then
return
end
elseif not actor.output[obj.haveOutput] or actor.output[obj.haveOutput] == 0 then
return
end
end
return true
end
-- Build the calculation output tables
function CalcsTabClass:BuildOutput()
self.powerBuildFlag = true
--[[
local start = GetTime()
SetProfiling(true)
for i = 1, 1000 do
self.calcs.buildOutput(self.build, "MAIN")
end
SetProfiling(false)
ConPrintf("Calc time: %d msec", GetTime() - start)
--]]
for _, node in pairs(self.build.spec.nodes) do
-- Set default final mod list for all nodes; some may not be set during the main pass
node.finalModList = node.modList
end
self.mainEnv = self.calcs.buildOutput(self.build, "MAIN")
self.mainOutput = self.mainEnv.player.output
self.calcsEnv = self.calcs.buildOutput(self.build, "CALCS")
self.calcsOutput = self.calcsEnv.player.output
if self.displayData then
self.controls.breakdown:SetBreakdownData()
self.controls.breakdown:SetBreakdownData(self.displayData, self.displayPinned)
end
-- Retrieve calculator functions
self.nodeCalculator = { self.calcs.getNodeCalculator(self.build) }
self.miscCalculator = { self.calcs.getMiscCalculator(self.build) }
end
-- Controls the coroutine that calculations node power
function CalcsTabClass:BuildPower()
if self.powerBuildFlag then
self.powerBuildFlag = false
self.powerBuilder = coroutine.create(self.PowerBuilder)
end
if self.powerBuilder then
collectgarbage("stop")
local res, errMsg = coroutine.resume(self.powerBuilder, self)
if launch.devMode and not res then
error(errMsg)
end
if coroutine.status(self.powerBuilder) == "dead" then
self.powerBuilder = nil
end
collectgarbage("restart")
end
end
-- Estimate the offensive and defensive power of all unallocated nodes
function CalcsTabClass:PowerBuilder()
local calcFunc, calcBase = self:GetNodeCalculator()
local cache = { }
local newPowerMax = {
offence = 0,
defence = 0
}
if not self.powerMax then
self.powerMax = newPowerMax
end
if coroutine.running() then
coroutine.yield()
end
local start = GetTime()
for _, node in pairs(self.build.spec.nodes) do
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]
if calcBase.Minion then
node.power.offence = (output.Minion.CombinedDPS - calcBase.Minion.CombinedDPS) / calcBase.Minion.CombinedDPS
else
node.power.offence = (output.CombinedDPS - calcBase.CombinedDPS) / calcBase.CombinedDPS
end
node.power.defence = (output.LifeUnreserved - calcBase.LifeUnreserved) / m_max(3000, calcBase.Life) +
(output.Armour - calcBase.Armour) / m_max(10000, calcBase.Armour) +
(output.EnergyShield - calcBase.EnergyShield) / m_max(3000, calcBase.EnergyShield) +
(output.Evasion - calcBase.Evasion) / m_max(10000, calcBase.Evasion) +
(output.LifeRegen - calcBase.LifeRegen) / 500 +
(output.EnergyShieldRegen - calcBase.EnergyShieldRegen) / 1000
if node.path then
newPowerMax.offence = m_max(newPowerMax.offence, node.power.offence)
newPowerMax.defence = m_max(newPowerMax.defence, node.power.defence)
end
end
if coroutine.running() and GetTime() - start > 100 then
coroutine.yield()
start = GetTime()
end
end
self.powerMax = newPowerMax
end
function CalcsTabClass:GetNodeCalculator()
return unpack(self.nodeCalculator)
end
function CalcsTabClass:GetMiscCalculator()
return unpack(self.miscCalculator)
end
function CalcsTabClass:CreateUndoState()
return copyTable(self.input)
end
function CalcsTabClass:RestoreUndoState(state)
wipeTable(self.input)
for k, v in pairs(state) do
self.input[k] = v
end
end