Files
PathOfBuilding/Classes/ModList.lua
2016-11-01 02:22:08 +10:00

176 lines
4.3 KiB
Lua

-- Path of Building
--
-- Module: Mod List
-- Stores modifiers in a flat list
--
local launch, main = ...
local pairs = pairs
local t_insert = table.insert
local m_floor = math.floor
local m_abs = math.abs
local band = bit.band
local bor = bit.bor
local mod_createMod = modLib.createMod
local hack = { }
local ModListClass = common.NewClass("ModList", function(self)
self.multipliers = { }
self.conditions = { }
self.stats = { }
end)
function ModListClass:AddMod(mod)
t_insert(self, mod)
end
function ModListClass:AddList(modList)
for i = 1, #modList do
t_insert(self, modList[i])
end
end
function ModListClass:CopyList(modList)
for i = 1, #modList do
self:AddMod(copyTable(modList[i]))
end
end
function ModListClass:ScaleAddList(modList, scale)
for i = 1, #modList do
local scaledMod = copyTable(modList[i])
if type(scaledMod.value) == "number" then
scaledMod.value = (m_floor(scaledMod.value) == scaledMod.value) and m_floor(scaledMod.value * scale) or scaledMod.value * scale
end
self:AddMod(scaledMod)
end
end
function ModListClass:NewMod(...)
self:AddMod(mod_createMod(...))
end
function ModListClass:Sum(modType, cfg, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8)
local flags, keywordFlags = 0, 0
local skillName, skillGem, skillPart, slotName, source, tabulate
if cfg then
flags = cfg.flags or 0
keywordFlags = cfg.keywordFlags or 0
skillName = cfg.skillName
skillGem = cfg.skillGem
skillPart = cfg.skillPart
slotName = cfg.slotName
source = cfg.source
tabulate = cfg.tabulate
end
local result
local nullValue = 0
if tabulate or modType == "LIST" then
result = { }
nullValue = nil
elseif modType == "MORE" then
result = 1
elseif modType == "FLAG" then
result = false
nullValue = false
else
result = 0
end
hack[1] = arg1
if arg1 then
hack[2] = arg2
if arg2 then
hack[3] = arg3
if arg3 then
hack[4] = arg4
if arg4 then
hack[5] = arg5
if arg5 then
hack[6] = arg6
if arg6 then
hack[7] = arg7
if arg7 then
hack[8] = arg8
end
end
end
end
end
end
end
for i = 1, #hack do --i = 1, select('#', ...) do
local modName = hack[i]--select(i, ...)
for i = 1, #self do
local mod = self[i]
if mod.name == modName and (not modType or mod.type == modType) and band(flags, mod.flags) == mod.flags and (mod.keywordFlags == 0 or band(keywordFlags, mod.keywordFlags) ~= 0) and (not source or mod.source:match("[^:]+") == source) then
local value = mod.value
for _, tag in pairs(mod.tagList) do
if tag.type == "Multiplier" then
local mult = (self.multipliers[tag.var] or 0)
if type(value) == "table" then
value = copyTable(value)
value.value = value.value * mult
else
value = value * mult
end
elseif tag.type == "PerStat" then
local mult = m_floor((self.stats[tag.stat] or 0) / tag.div + 0.0001) + (tag.base or 0)
if type(value) == "table" then
value = copyTable(value)
value.value = value.value * mult
else
value = value * mult
end
elseif tag.type == "Condition" then
if not self.conditions[tag.var] then
value = nullValue
end
elseif tag.type == "SocketedIn" then
if tag.slotName ~= slotName or (tag.keyword and (not skillGem or not gemIsType(skillGem, tag.keyword))) then
value = nullValue
end
elseif tag.type == "SkillName" then
if tag.skillName ~= skillName then
value = nullValue
end
elseif tag.type == "SkillPart" then
if tag.skillPart ~= skillPart then
value = nullValue
end
elseif tag.type == "SlotName" then
if tag.slotName ~= slotName then
value = nullValue
end
end
end
if tabulate then
if value and value ~= 0 then
t_insert(result, { value = value, mod = mod })
end
elseif modType == "MORE" then
result = result * (1 + value / 100)
elseif modType == "FLAG" then
result = result or value
elseif modType == "LIST" then
if value then
t_insert(result, value)
end
else
result = result + value
end
end
end
hack[i] = nil
end
return result
end
function ModListClass:Print()
for _, mod in ipairs(self) do
ConPrintf("%s|%s", modLib.formatMod(mod), mod.source or "?")
end
end