Files
PathOfBuilding/Modules/Calcs.lua
Nostrademous 61f37a80b1 more cleanup
2021-03-10 09:44:04 -05:00

588 lines
20 KiB
Lua

-- Path of Building
--
-- Module: Calcs
-- Manages the calculation system.
--
local pairs = pairs
local ipairs = ipairs
local t_insert = table.insert
local s_format = string.format
local calcs = { }
calcs.breakdownModule = "Modules/CalcBreakdown"
LoadModule("Modules/CalcSetup", calcs)
LoadModule("Modules/CalcPerform", calcs)
LoadModule("Modules/CalcActiveSkill", calcs)
LoadModule("Modules/CalcDefence", calcs)
LoadModule("Modules/CalcOffence", calcs)
-- Print various tables to the console
local function infoDump(env)
if env.modDB.parent then
env.modDB.parent:Print()
end
env.modDB:Print()
if env.minion then
ConPrintf("=== Minion Mod DB ===")
env.minion.modDB:Print()
end
ConPrintf("=== Enemy Mod DB ===")
env.enemyDB:Print()
local mainSkill = env.minion and env.minion.mainSkill or env.player.mainSkill
ConPrintf("=== Main Skill ===")
for _, skillEffect in ipairs(mainSkill.effectList) do
ConPrintf("%s %d/%d", skillEffect.grantedEffect.name, skillEffect.level, skillEffect.quality)
end
ConPrintf("=== Main Skill Flags ===")
ConPrintf("Mod: %s", modLib.formatFlags(mainSkill.skillCfg.flags, ModFlag))
ConPrintf("Keyword: %s", modLib.formatFlags(mainSkill.skillCfg.keywordFlags, KeywordFlag))
ConPrintf("=== Main Skill Mods ===")
mainSkill.skillModList.parent:Print()
mainSkill.skillModList:Print()
ConPrintf("=== Main Skill Data ===")
prettyPrintTable(mainSkill.skillData)
ConPrintf("== Aux Skills ==")
for i, aux in ipairs(env.auxSkillList) do
ConPrintf("Skill #%d:", i)
for _, skillEffect in ipairs(aux.effectList) do
ConPrintf(" %s %d/%d", skillEffect.grantedEffect.name, skillEffect.level, skillEffect.quality)
end
end
ConPrintf("== Output Table ==")
prettyPrintTable(env.player.output)
end
-- Generate a function for calculating the effect of some modification to the environment
local function getCalculator(build, fullInit, modFunc)
-- Initialise environment
local env = calcs.initEnv(build, "CALCULATOR")
-- Save a copy of the initial mod database
local initModDB = new("ModDB")
initModDB:AddDB(env.modDB)
initModDB.conditions = copyTable(env.modDB.conditions)
initModDB.multipliers = copyTable(env.modDB.multipliers)
local initEnemyDB = new("ModDB")
initEnemyDB:AddDB(env.enemyDB)
initEnemyDB.conditions = copyTable(env.enemyDB.conditions)
initEnemyDB.multipliers = copyTable(env.enemyDB.multipliers)
-- Run base calculation pass
calcs.perform(env)
local fullDPS = calcs.calcFullDPS(build, "CALCULATOR")
env.player.output.SkillDPS = fullDPS.skills
env.player.output.FullDPS = fullDPS.combinedDPS
local baseOutput = env.player.output
env.modDB.parent = initModDB
env.enemyDB.parent = initEnemyDB
return function(...)
-- Remove mods added during the last pass
wipeTable(env.modDB.mods)
wipeTable(env.modDB.conditions)
wipeTable(env.modDB.multipliers)
wipeTable(env.enemyDB.mods)
wipeTable(env.enemyDB.conditions)
wipeTable(env.enemyDB.multipliers)
-- Call function to make modifications to the environment
modFunc(env, ...)
-- Run calculation pass
calcs.perform(env)
GlobalCache.dontUseCache = true
fullDPS = calcs.calcFullDPS(build, "CALCULATOR")
GlobalCache.dontUseCache = nil
env.player.output.SkillDPS = fullDPS.skills
env.player.output.FullDPS = fullDPS.combinedDPS
return env.player.output
end, baseOutput
end
-- Get fast calculator for adding tree node modifiers
function calcs.getNodeCalculator(build)
return getCalculator(build, true, function(env, nodeList)
-- Build and merge modifiers for these nodes
env.modDB:AddList(calcs.buildModListForNodeList(env, nodeList))
end)
end
-- Get calculator for other changes (adding/removing nodes, items, gems, etc)
function calcs.getMiscCalculator(build)
-- Run base calculation pass
local env = calcs.initEnv(build, "CALCULATOR")
calcs.perform(env)
GlobalCache.dontUseCache = true
local fullDPS = calcs.calcFullDPS(build, "CALCULATOR")
GlobalCache.dontUseCache = nil
env.player.output.SkillDPS = fullDPS.skills
env.player.output.FullDPS = fullDPS.combinedDPS
local baseOutput = env.player.output
return function(override)
env = calcs.initEnv(build, "CALCULATOR", override)
calcs.perform(env)
fullDPS = calcs.calcFullDPS(build, "CALCULATOR", override)
env.player.output.SkillDPS = fullDPS.skills
env.player.output.FullDPS = fullDPS.combinedDPS
return env.player.output
end, baseOutput
end
local function getActiveSkillCount(activeSkill)
if not activeSkill.socketGroup then
return 1
else
local gemList = activeSkill.socketGroup.gemList
for _, gemData in pairs(gemList) do
if gemData.gemData and activeSkill.activeEffect.grantedEffect == gemData.gemData.grantedEffect then
return gemData.count or 1
end
end
end
return 1
end
function calcs.calcFullDPS(build, mode, override)
local fullEnv = calcs.initEnv(build, mode, override or {})
local usedEnv = nil
local fullDPS = { combinedDPS = 0, skills = { }, poisonDPS = 0, impaleDPS = 0, igniteDPS = 0, bleedDPS = 0, decayDPS = 0, dotDPS = 0 }
local bleedSource = ""
local igniteDPS = 0
local igniteSource = ""
for _, activeSkill in ipairs(fullEnv.player.activeSkillList) do
if activeSkill.socketGroup and activeSkill.socketGroup.includeInFullDPS and not isExcludedFromFullDps(activeSkill) then
local cacheData = getCachedData(activeSkill, mode)
if cacheData and not override and not GlobalCache.dontUseCache then
usedEnv = cacheData.Env
activeSkill = usedEnv.player.mainSkill
else
fullEnv.player.mainSkill = activeSkill
calcs.perform(fullEnv)
usedEnv = fullEnv
end
local activeSkillCount = getActiveSkillCount(activeSkill)
if activeSkill.minion then
if usedEnv.minion.output.TotalDPS and usedEnv.minion.output.TotalDPS > 0 then
if not fullDPS.skills[activeSkill.activeEffect.grantedEffect.name] then
t_insert(fullDPS.skills, { name = activeSkill.activeEffect.grantedEffect.name, dps = usedEnv.minion.output.TotalDPS, count = activeSkillCount })
else
ConPrintf("[Minion] HELP! Numerous same-named effects! '" .. activeSkill.activeEffect.grantedEffect.name .. "'")
end
fullDPS.combinedDPS = fullDPS.combinedDPS + usedEnv.minion.output.TotalDPS * activeSkillCount
end
if usedEnv.minion.output.BleedDPS and usedEnv.minion.output.BleedDPS > fullDPS.bleedDPS then
fullDPS.bleedDPS = usedEnv.minion.output.BleedDPS
bleedSource = activeSkill.activeEffect.grantedEffect.name
end
if usedEnv.minion.output.IgniteDPS and usedEnv.minion.output.IgniteDPS > fullDPS.igniteDPS then
fullDPS.igniteDPS = usedEnv.minion.output.IgniteDPS
igniteSource = activeSkill.activeEffect.grantedEffect.name
end
if usedEnv.minion.output.PoisonDPS and usedEnv.minion.output.PoisonDPS > 0 then
fullDPS.poisonDPS = fullDPS.poisonDPS + usedEnv.minion.output.PoisonDPS * usedEnv.minion.output.TotalPoisonStacks * activeSkillCount
end
if usedEnv.minion.output.ImpaleDPS and usedEnv.minion.output.ImpaleDPS > 0 then
fullDPS.impaleDPS = fullDPS.impaleDPS + usedEnv.minion.output.ImpaleDPS * activeSkillCount
end
if usedEnv.minion.output.DecayDPS and usedEnv.minion.output.DecayDPS > 0 then
fullDPS.decayDPS = fullDPS.decayDPS + usedEnv.minion.output.DecayDPS
end
if usedEnv.minion.output.TotalDot and usedEnv.minion.output.TotalDot > 0 then
fullDPS.dotDPS = fullDPS.dotDPS + usedEnv.minion.output.TotalDot
end
else
if usedEnv.player.output.TotalDPS and usedEnv.player.output.TotalDPS > 0 then
if not fullDPS.skills[activeSkill.activeEffect.grantedEffect.name] then
t_insert(fullDPS.skills, { name = activeSkill.activeEffect.grantedEffect.name, dps = usedEnv.player.output.TotalDPS, count = activeSkillCount, trigger = activeSkill.infoTrigger, skillPart = activeSkill.skillPartName })
else
ConPrintf("HELP! Numerous same-named effects! '" .. activeSkill.activeEffect.grantedEffect.name .. "'")
end
fullDPS.combinedDPS = fullDPS.combinedDPS + usedEnv.player.output.TotalDPS * activeSkillCount
end
if usedEnv.player.output.BleedDPS and usedEnv.player.output.BleedDPS > fullDPS.bleedDPS then
fullDPS.bleedDPS = usedEnv.player.output.BleedDPS
bleedSource = activeSkill.activeEffect.grantedEffect.name
end
if usedEnv.player.output.IgniteDPS and usedEnv.player.output.IgniteDPS > fullDPS.igniteDPS then
fullDPS.igniteDPS = usedEnv.player.output.IgniteDPS
igniteSource = activeSkill.activeEffect.grantedEffect.name
end
if usedEnv.player.output.PoisonDPS and usedEnv.player.output.PoisonDPS > 0 then
fullDPS.poisonDPS = fullDPS.poisonDPS + usedEnv.player.output.PoisonDPS * usedEnv.player.output.TotalPoisonStacks * activeSkillCount
end
if usedEnv.player.output.ImpaleDPS and usedEnv.player.output.ImpaleDPS > 0 then
fullDPS.impaleDPS = fullDPS.impaleDPS + usedEnv.player.output.ImpaleDPS * activeSkillCount
end
if usedEnv.player.output.DecayDPS and usedEnv.player.output.DecayDPS > 0 then
fullDPS.decayDPS = fullDPS.decayDPS + usedEnv.player.output.DecayDPS
end
if usedEnv.player.output.TotalDot and usedEnv.player.output.TotalDot > 0 then
fullDPS.dotDPS = fullDPS.dotDPS + usedEnv.player.output.TotalDot
end
end
-- Re-Build env calculator for new run
fullEnv = calcs.initEnv(build, mode)
end
end
-- Re-Add ailment DPS components
if fullDPS.bleedDPS > 0 then
t_insert(fullDPS.skills, { name = "Best Bleed DPS", dps = fullDPS.bleedDPS, count = 1, source = bleedSource })
fullDPS.combinedDPS = fullDPS.combinedDPS + fullDPS.bleedDPS
end
if fullDPS.igniteDPS > 0 then
t_insert(fullDPS.skills, { name = "Best Ignite DPS", dps = fullDPS.igniteDPS, count = 1, source = igniteSource })
fullDPS.combinedDPS = fullDPS.combinedDPS + fullDPS.igniteDPS
end
if fullDPS.poisonDPS > 0 then
t_insert(fullDPS.skills, { name = "Full Poison DPS", dps = fullDPS.poisonDPS, count = 1 })
fullDPS.combinedDPS = fullDPS.combinedDPS + fullDPS.poisonDPS
end
if fullDPS.impaleDPS > 0 then
t_insert(fullDPS.skills, { name = "Full Impale DPS", dps = fullDPS.impaleDPS, count = 1 })
fullDPS.combinedDPS = fullDPS.combinedDPS + fullDPS.impaleDPS
end
if fullDPS.decayDPS > 0 then
t_insert(fullDPS.skills, { name = "Full Decay DPS", dps = fullDPS.decayDPS, count = 1 })
fullDPS.combinedDPS = fullDPS.combinedDPS + fullDPS.decayDPS
end
if fullDPS.dotDPS > 0 then
t_insert(fullDPS.skills, { name = "Full DoT DPS", dps = fullDPS.dotDPS, count = 1 })
fullDPS.combinedDPS = fullDPS.combinedDPS + fullDPS.dotDPS
end
return fullDPS
end
-- Process active skill
function calcs.buildActiveSkill(build, mode, skill)
local fullEnv = calcs.initEnv(build, mode)
for _, activeSkill in ipairs(fullEnv.player.activeSkillList) do
if cacheSkillUUID(activeSkill) == cacheSkillUUID(skill) then
fullEnv.player.mainSkill = activeSkill
calcs.perform(fullEnv)
return
end
end
end
-- Build output for display in the side bar or calcs tab
function calcs.buildOutput(build, mode)
-- Build output for selected main skill
local env = calcs.initEnv(build, mode)
calcs.perform(env)
local output = env.player.output
-- Build output across all active skills
GlobalCache.dontUseCache = true
local fullDPS = calcs.calcFullDPS(build, "CACHE")
GlobalCache.dontUseCache = nil
-- Add Full DPS data to main `env`
env.player.output.SkillDPS = fullDPS.skills
env.player.output.FullDPS = fullDPS.combinedDPS
if mode == "MAIN" then
output.ExtraPoints = env.modDB:Sum("BASE", nil, "ExtraPoints")
local specCfg = {
source = "Tree"
}
output["Spec:LifeInc"] = env.modDB:Sum("INC", specCfg, "Life")
output["Spec:ManaInc"] = env.modDB:Sum("INC", specCfg, "Mana")
output["Spec:ArmourInc"] = env.modDB:Sum("INC", specCfg, "Armour", "ArmourAndEvasion")
output["Spec:EvasionInc"] = env.modDB:Sum("INC", specCfg, "Evasion", "ArmourAndEvasion")
output["Spec:EnergyShieldInc"] = env.modDB:Sum("INC", specCfg, "EnergyShield")
env.skillsUsed = { }
for _, activeSkill in ipairs(env.player.activeSkillList) do
for _, skillEffect in ipairs(activeSkill.effectList) do
env.skillsUsed[skillEffect.grantedEffect.name] = true
end
if activeSkill.minion then
for _, activeSkill in ipairs(activeSkill.minion.activeSkillList) do
env.skillsUsed[activeSkill.activeEffect.grantedEffect.id] = true
end
end
end
env.conditionsUsed = { }
env.multipliersUsed = { }
env.minionConditionsUsed = { }
env.enemyConditionsUsed = { }
env.enemyMultipliersUsed = { }
local function addCond(out, var, mod)
if not out[var] then
out[var] = { }
end
t_insert(out[var], mod)
end
local function addCondTag(out, tag, mod)
if tag.varList then
for _, var in ipairs(tag.varList) do
addCond(out, var, mod)
end
else
addCond(out, tag.var, mod)
end
end
local function addMult(out, var, mod)
if not out[var] then
out[var] = { }
end
t_insert(out[var], mod)
end
local function addMultTag(out, tag, mod)
if tag.varList then
for _, var in ipairs(tag.varList) do
addMult(out, var, mod)
end
else
addMult(out, tag.var, mod)
end
end
local function addModTags(actor, mod)
for _, tag in ipairs(mod) do
if tag.type == "IgnoreCond" then
break
elseif tag.type == "Condition" then
if actor == env.player then
addCondTag(env.conditionsUsed, tag, mod)
else
addCondTag(env.minionConditionsUsed, tag, mod)
end
elseif tag.type == "ActorCondition" and tag.actor == "enemy" then
addCondTag(env.enemyConditionsUsed, tag, mod)
elseif tag.type == "Multiplier" or tag.type == "MultiplierThreshold" then
if not tag.actor then
if actor == env.player then
addMultTag(env.multipliersUsed, tag, mod)
end
elseif tag.actor == "enemy" then
addMultTag(env.enemyMultipliersUsed, tag, mod)
end
end
end
end
for _, actor in ipairs({env.player, env.minion}) do
for modName, modList in pairs(actor.modDB.mods) do
for _, mod in ipairs(modList) do
addModTags(actor, mod)
end
end
end
for _, activeSkill in pairs(env.player.activeSkillList) do
for _, mod in ipairs(activeSkill.baseSkillModList) do
addModTags(env.player, mod)
end
if activeSkill.minion then
for _, activeSkill in pairs(activeSkill.minion.activeSkillList) do
for _, mod in ipairs(activeSkill.baseSkillModList) do
addModTags(env.minion, mod)
end
end
end
end
for modName, modList in pairs(env.enemyDB.mods) do
for _, mod in ipairs(modList) do
for _, tag in ipairs(mod) do
if tag.type == "IgnoreCond" then
break
elseif tag.type == "Condition" then
addCondTag(env.enemyConditionsUsed, tag, mod)
elseif tag.type == "Multiplier" or tag.type == "MultiplierThreshold" then
if not tag.actor then
addMultTag(env.enemyMultipliersUsed, tag, mod)
end
end
end
end
end
-- ConPrintf("=== Cond ===")
-- ConPrintTable(env.conditionsUsed)
-- ConPrintf("=== Mult ===")
-- ConPrintTable(env.multipliersUsed)
-- ConPrintf("=== Minion Cond ===")
-- ConPrintTable(env.minionConditionsUsed)
-- ConPrintf("=== Enemy Cond ===")
-- ConPrintTable(env.enemyConditionsUsed)
-- ConPrintf("=== Enemy Mult ===")
-- ConPrintTable(env.enemyMultipliersUsed)
elseif mode == "CALCS" then
local buffList = { }
local combatList = { }
local curseList = { }
if output.PowerCharges > 0 then
t_insert(combatList, s_format("%d Power Charges", output.PowerCharges))
end
if output.AbsorptionCharges > 0 then
t_insert(combatList, s_format("%d Absoprtion Charges", output.AbsorptionCharges))
end
if output.FrenzyCharges > 0 then
t_insert(combatList, s_format("%d Frenzy Charges", output.FrenzyCharges))
end
if output.AfflictionCharges > 0 then
t_insert(combatList, s_format("%d Affliction Charges", output.AfflictionCharges))
end
if output.EnduranceCharges > 0 then
t_insert(combatList, s_format("%d Endurance Charges", output.EnduranceCharges))
end
if output.BrutalCharges > 0 then
t_insert(combatList, s_format("%d Brutal Charges", output.BrutalCharges))
end
if output.SiphoningCharges > 0 then
t_insert(combatList, s_format("%d Siphoning Charges", output.SiphoningCharges))
end
if output.ChallengerCharges > 0 then
t_insert(combatList, s_format("%d Challenger Charges", output.ChallengerCharges))
end
if output.BlitzCharges > 0 then
t_insert(combatList, s_format("%d Blitz Charges", output.BlitzCharges))
end
if output.InspirationCharges > 0 then
t_insert(combatList, s_format("%d Inspiration Charges", output.InspirationCharges))
end
if output.GhostShrouds > 0 then
t_insert(combatList, s_format("%d Ghost Shrouds", output.GhostShrouds))
end
if output.CrabBarriers > 0 then
t_insert(combatList, s_format("%d Crab Barriers", output.CrabBarriers))
end
if env.modDB:Flag(nil, "Fortify") then
t_insert(combatList, "Fortify")
end
if env.modDB:Flag(nil, "Onslaught") then
t_insert(combatList, "Onslaught")
end
if env.modDB:Flag(nil, "UnholyMight") then
t_insert(combatList, "Unholy Might")
end
if env.modDB:Flag(nil, "Tailwind") then
t_insert(combatList, "Tailwind")
end
if env.modDB:Flag(nil, "Adrenaline") then
t_insert(combatList, "Adrenaline")
end
if env.modDB:Flag(nil, "AlchemistsGenius") then
t_insert(combatList, "Alchemist's Genius")
end
if env.modDB:Flag(nil, "HerEmbrace") then
t_insert(combatList, "Her Embrace")
end
for name in pairs(env.buffs) do
t_insert(buffList, name)
end
if env.modDB:Flag(nil, "Elusive") then
t_insert(combatList, "Elusive")
end
table.sort(buffList)
env.player.breakdown.SkillBuffs = { modList = { } }
for _, name in ipairs(buffList) do
for _, mod in ipairs(env.buffs[name]) do
local value = env.modDB:EvalMod(mod)
if value and value ~= 0 then
t_insert(env.player.breakdown.SkillBuffs.modList, {
mod = mod,
value = value,
})
end
end
end
env.player.breakdown.SkillDebuffs = { modList = { } }
for name, modList in pairs(env.debuffs) do
t_insert(curseList, name)
end
table.sort(curseList)
for index, name in ipairs(curseList) do
for _, mod in ipairs(env.debuffs[name]) do
local value = env.enemy.modDB:EvalMod(mod)
if value and value ~= 0 then
t_insert(env.player.breakdown.SkillDebuffs.modList, {
mod = mod,
value = value,
})
end
end
local stackCount = env.debuffs[name]:Sum("BASE", nil, "Multiplier:"..name.."Stack")
if stackCount > 0 then
curseList[index] = name .. " (" .. stackCount .. " stack" .. (stackCount > 1 and "s" or "") .. ")"
end
end
for _, slot in ipairs(env.curseSlots) do
t_insert(curseList, slot.name)
if slot.modList then
for _, mod in ipairs(slot.modList) do
local value = env.enemy.modDB:EvalMod(mod)
if value and value ~= 0 then
t_insert(env.player.breakdown.SkillDebuffs.modList, {
mod = mod,
value = value,
})
end
end
end
end
output.BuffList = table.concat(buffList, ", ")
output.CombatList = table.concat(combatList, ", ")
output.CurseList = table.concat(curseList, ", ")
if env.minion then
local buffList = { }
local combatList = { }
if output.Minion.PowerCharges > 0 then
t_insert(combatList, s_format("%d Power Charges", output.Minion.PowerCharges))
end
if output.Minion.FrenzyCharges > 0 then
t_insert(combatList, s_format("%d Frenzy Charges", output.Minion.FrenzyCharges))
end
if output.Minion.EnduranceCharges > 0 then
t_insert(combatList, s_format("%d Endurance Charges", output.Minion.EnduranceCharges))
end
if env.minion.modDB:Flag(nil, "Fortify") then
t_insert(combatList, "Fortify")
end
if env.minion.modDB:Flag(nil, "Onslaught") then
t_insert(combatList, "Onslaught")
end
if env.minion.modDB:Flag(nil, "UnholyMight") then
t_insert(combatList, "Unholy Might")
end
if env.minion.modDB:Flag(nil, "Tailwind") then
t_insert(combatList, "Tailwind")
end
for name in pairs(env.minionBuffs) do
t_insert(buffList, name)
end
table.sort(buffList)
env.minion.breakdown.SkillBuffs = { modList = { } }
for _, name in ipairs(buffList) do
for _, mod in ipairs(env.minionBuffs[name]) do
local value = env.minion.modDB:EvalMod(mod)
if value and value ~= 0 then
t_insert(env.minion.breakdown.SkillBuffs.modList, {
mod = mod,
value = value,
})
end
end
end
env.minion.breakdown.SkillDebuffs = env.player.breakdown.SkillDebuffs
output.Minion.BuffList = table.concat(buffList, ", ")
output.Minion.CombatList = table.concat(combatList, ", ")
output.Minion.CurseList = output.CurseList
end
-- infoDump(env)
end
return env
end
return calcs