Files
PathOfBuilding/Modules/Build.lua
Openarl 815347457c Release 1.1.2
- Added check mark in gem dropdown to indicate valid supports
- Fixed bug with Clear Mind's spell damage modifier
2016-09-21 03:45:43 +10:00

541 lines
22 KiB
Lua

-- Path of Building
--
-- Module: Build
-- Loads and manages the current build.
--
local launch, main = ...
local pairs = pairs
local ipairs = ipairs
local t_insert = table.insert
local m_min = math.min
local buildMode = common.New("ControlHost")
function buildMode:Init(dbFileName, buildName)
self.abortSave = true
self.tree = main.tree
self.importTab = common.New("ImportTab", self)
self.spec = common.New("PassiveSpec", self)
self.treeTab = common.New("TreeTab", self)
self.skillsTab = common.New("SkillsTab", self)
self.itemsTab = common.New("ItemsTab", self)
self.calcsTab = common.New("CalcsTab", self)
-- Controls: top bar, left side
self.anchorTopBarLeft = common.New("Control", nil, 4, 4, 0, 20)
self.controls.back = common.New("ButtonControl", {"LEFT",self.anchorTopBarLeft,"RIGHT"}, 0, 0, 60, 20, "<< Back", function()
if self.unsaved then
main:OpenPopup(280, 100, "Save Changes", {
common.New("LabelControl", nil, 0, 20, 0, 16, "^7This build has unsaved changes.\nDo you want to save them now?"),
common.New("ButtonControl", nil, -90, 70, 80, 20, "Save", function()
self:SaveDBFile()
main:ClosePopup()
main:SetMode("LIST", self.buildName)
end),
common.New("ButtonControl", nil, 0, 70, 80, 20, "Don't Save", function()
main:ClosePopup()
main:SetMode("LIST", self.buildName)
end),
common.New("ButtonControl", nil, 90, 70, 80, 20, "Cancel", function()
main:ClosePopup()
end),
})
else
main:SetMode("LIST", self.buildName)
end
end)
self.controls.buildName = common.New("Control", {"LEFT",self.controls.back,"RIGHT"}, 8, 0, 0, 20)
self.controls.buildName.Draw = function(control)
local x, y = control:GetPos()
local bnw = DrawStringWidth(16, "VAR", self.buildName)
control.width = bnw + 98
SetDrawColor(0.5, 0.5, 0.5)
DrawImage(nil, x + 91, y, bnw + 6, 20)
SetDrawColor(0, 0, 0)
DrawImage(nil, x + 92, y + 1, bnw + 4, 18)
SetDrawColor(1, 1, 1)
DrawString(x, y + 2, "LEFT", 16, "VAR", "Current build: "..self.buildName)
end
self.controls.save = common.New("ButtonControl", {"LEFT",self.controls.buildName,"RIGHT"}, 8, 0, 80, 20, "Save", function()
self:SaveDBFile()
end)
self.controls.save.shown = function()
return self.unsaved
end
-- Controls: top bar, right side
self.anchorTopBarRight = common.New("Control", nil, function() return main.screenW / 2 + 6 end, 4, 0, 20)
self.controls.pointDisplay = common.New("Control", {"RIGHT",self.anchorTopBarRight,"LEFT"}, -12, 0, 0, 20)
self.controls.pointDisplay.Draw = function(control)
local x, y = control:GetPos()
local used, ascUsed = self.spec:CountAllocNodes()
local usedMax = 120 + (self.calcsTab.mainOutput.total_extraPoints or 0)
local ascMax = 8
local str = string.format("%s%3d / %3d %s%d / %d", used > usedMax and "^1" or "^7", used, usedMax, ascUsed > ascMax and "^1" or "^7", ascUsed, ascMax)
local strW = DrawStringWidth(16, "FIXED", str) + 6
control.width = strW + 2
SetDrawColor(1, 1, 1)
DrawImage(nil, x, y, strW + 2, 20)
SetDrawColor(0, 0, 0)
DrawImage(nil, x + 1, y + 1, strW, 18)
SetDrawColor(1, 1, 1)
DrawString(x + 4, y + 2, "LEFT", 16, "FIXED", str)
end
self.controls.characterLevel = common.New("EditControl", {"LEFT",self.anchorTopBarRight,"RIGHT"}, 0, 0, 106, 20, "", "Level", "[%d]", 3, function(buf)
self.characterLevel = tonumber(buf) or 1
self.buildFlag = true
end)
self.controls.classDrop = common.New("DropDownControl", {"LEFT",self.controls.characterLevel,"RIGHT"}, 8, 0, 100, 20, nil, function(index, val)
local classId = self.tree.classNameMap[val]
if classId ~= self.spec.curClassId then
if self.spec:CountAllocNodes() == 0 or self.spec:IsClassConnected(classId) then
self.spec:SelectClass(classId)
self.spec:AddUndoState()
self.buildFlag = true
else
main:OpenConfirmPopup("Class Change", "Changing class to "..val.." will reset your passive tree.\nThis can be avoided by connecting one of the "..val.." starting nodes to your tree.", "Continue", function()
self.spec:SelectClass(classId)
self.spec:AddUndoState()
self.buildFlag = true
end)
end
end
end)
self.controls.ascendDrop = common.New("DropDownControl", {"LEFT",self.controls.classDrop,"RIGHT"}, 8, 0, 120, 20, nil, function(index, val)
local ascendClassId = self.tree.ascendNameMap[val].ascendClassId
self.spec:SelectAscendClass(ascendClassId)
self.spec:AddUndoState()
self.buildFlag = true
end)
-- Controls: Side bar
self.anchorSideBar = common.New("Control", nil, 4, 36, 0, 0)
self.controls.modeImport = common.New("ButtonControl", {"TOPLEFT",self.anchorSideBar,"TOPLEFT"}, 0, 0, 134, 20, "Import/Export Build", function()
self.viewMode = "IMPORT"
end)
self.controls.modeImport.locked = function() return self.viewMode == "IMPORT" end
self.controls.modeTree = common.New("ButtonControl", {"TOPLEFT",self.anchorSideBar,"TOPLEFT"}, 0, 26, 72, 20, "Tree", function()
self.viewMode = "TREE"
end)
self.controls.modeTree.locked = function() return self.viewMode == "TREE" end
self.controls.modeSkills = common.New("ButtonControl", {"LEFT",self.controls.modeTree,"RIGHT"}, 4, 0, 72, 20, "Skills", function()
self.viewMode = "SKILLS"
end)
self.controls.modeSkills.locked = function() return self.viewMode == "SKILLS" end
self.controls.modeItems = common.New("ButtonControl", {"LEFT",self.controls.modeSkills,"RIGHT"}, 4, 0, 72, 20, "Items", function()
self.viewMode = "ITEMS"
end)
self.controls.modeItems.locked = function() return self.viewMode == "ITEMS" end
self.controls.modeCalcs = common.New("ButtonControl", {"LEFT",self.controls.modeItems,"RIGHT"}, 4, 0, 72, 20, "Calcs", function()
self.viewMode = "CALCS"
end)
self.controls.modeCalcs.locked = function() return self.viewMode == "CALCS" end
self.controls.banditNormal = common.New("DropDownControl", {"TOPLEFT",self.anchorSideBar,"TOPLEFT"}, 0, 70, 100, 16,
{{val="None",label="Passive point"},{val="Oak",label="Oak (Life)"},{val="Kraityn",label="Kraityn (Resists)"},{val="Alira",label="Alira (Mana)"}}, function(sel,val)
self.banditNormal = val.val
self.modFlag = true
self.buildFlag = true
end)
self.controls.banditNormalLabel = common.New("LabelControl", {"BOTTOMLEFT",self.controls.banditNormal,"TOPLEFT"}, 0, 0, 0, 14, "^7Normal Bandit:")
self.controls.banditCruel = common.New("DropDownControl", {"LEFT",self.controls.banditNormal,"RIGHT"}, 0, 0, 100, 16,
{{val="None",label="Passive point"},{val="Oak",label="Oak (Phys Dmg)"},{val="Kraityn",label="Kraityn (Att. Speed)"},{val="Alira",label="Alira (Cast Speed)"}}, function(sel,val)
self.banditCruel = val.val
self.modFlag = true
self.buildFlag = true
end)
self.controls.banditCruelLabel = common.New("LabelControl", {"BOTTOMLEFT",self.controls.banditCruel,"TOPLEFT"}, 0, 0, 0, 14, "^7Cruel Bandit:")
self.controls.banditMerciless = common.New("DropDownControl", {"LEFT",self.controls.banditCruel,"RIGHT"}, 0, 0, 100, 16,
{{val="None",label="Passive point"},{val="Oak",label="Oak (Endurance)"},{val="Kraityn",label="Kraityn (Frenzy)"},{val="Alira",label="Alira (Power)"}}, function(sel,val)
self.banditMerciless = val.val
self.modFlag = true
self.buildFlag = true
end)
self.controls.banditMercilessLabel = common.New("LabelControl", {"BOTTOMLEFT",self.controls.banditMerciless,"TOPLEFT"}, 0, 0, 0, 14, "^7Merciless Bandit:")
self.controls.mainSkillLabel = common.New("LabelControl", {"TOPLEFT",self.anchorSideBar,"TOPLEFT"}, 0, 95, 300, 16, "^7Main Skill:")
self.controls.mainSocketGroup = common.New("DropDownControl", {"TOPLEFT",self.controls.mainSkillLabel,"BOTTOMLEFT"}, 0, 2, 300, 16, nil, function(index)
self.mainSocketGroup = index
self.modFlag = true
self.buildFlag = true
end)
self.controls.mainSkill = common.New("DropDownControl", {"TOPLEFT",self.controls.mainSocketGroup,"BOTTOMLEFT"}, 0, 2, 300, 16, nil, function(index)
local mainSocketGroup = self.skillsTab.socketGroupList[self.mainSocketGroup]
mainSocketGroup.mainActiveSkill = index
self.modFlag = true
self.buildFlag = true
end)
self.controls.mainSkillPart = common.New("DropDownControl", {"TOPLEFT",self.controls.mainSocketGroup,"BOTTOMLEFT"}, 0, 20, 100, 18, nil, function(index)
local mainSocketGroup = self.skillsTab.socketGroupList[self.mainSocketGroup]
mainSocketGroup.displaySkillList[mainSocketGroup.mainActiveSkill].activeGem.srcGem.skillPart = index
self.modFlag = true
self.buildFlag = true
end)
self.controls.statBox = common.New("TextListControl", {"TOPLEFT",self.controls.mainSocketGroup,"BOTTOMLEFT"}, 0, 42, 300, 0, {{x=170,align="RIGHT_X"},{x=174,align="LEFT"}})
self.controls.statBox.height = function(control)
local x, y = control:GetPos()
return main.screenH - 30 - y
end
-- Initialise class dropdown
for classId, class in pairs(self.tree.classes) do
t_insert(self.controls.classDrop.list, class.name)
end
table.sort(self.controls.classDrop.list)
-- List of display stats
-- This defines the stats in the side bar, and also which stats show in node/item comparisons
-- This may be user-customisable in the future
self.displayStats = {
{ mod = "total_averageHit", label = "Average Hit", fmt = ".1f", compPercent = true },
{ mod = "total_speed", label = "Attack/Cast Rate", fmt = ".2f", compPercent = true },
{ mod = "total_critChance", label = "Crit Chance", fmt = ".2f%%", pc = true },
{ mod = "total_critMultiplier", label = "Crit Multiplier", fmt = "d%%", pc = true },
{ mod = "total_hitChance", label = "Hit Chance", fmt = "d%%", pc = true, condFunc = function(v,o) return v < 1 end },
{ mod = "total_dps", label = "Total DPS", fmt = ".1f", compPercent = true },
{ mod = "total_damageDot", label = "DoT DPS", fmt = ".1f", compPercent = true },
{ mod = "bleed_dps", label = "Bleed DPS", fmt = ".1f", compPercent = true },
{ mod = "ignite_dps", label = "Ignite DPS", fmt = ".1f", compPercent = true },
{ mod = "poison_dps", label = "Poison DPS", fmt = ".1f", compPercent = true },
{ mod = "poison_damage", label = "Total Damage per Poison", fmt = ".1f", compPercent = true },
{ mod = "total_manaCost", label = "Mana Cost", fmt = "d", compPercent = true },
{ },
{ mod = "total_str", label = "Strength", fmt = "d" },
{ mod = "total_dex", label = "Dexterity", fmt = "d" },
{ mod = "total_int", label = "Intelligence", fmt = "d" },
{ },
{ mod = "total_life", label = "Total Life", fmt = "d", compPercent = true },
{ mod = "spec_lifeInc", label = "%Inc Life from Tree", fmt = "d%%", condFunc = function(v,o) return v > 0 and o.total_life > 1 end },
{ mod = "total_lifeUnreserved", label = "Unreserved Life", fmt = "d", condFunc = function(v,o) return v < o.total_life end, compPercent = true },
{ mod = "total_lifeUnreservedPercent", label = "Unreserved Life", fmt = "d%%", pc = true, condFunc = function(v,o) return v < 1 end },
{ mod = "total_lifeRegen", label = "Life Regen", fmt = ".1f" },
{ },
{ mod = "total_mana", label = "Total Mana", fmt = "d", compPercent = true },
{ mod = "spec_manaInc", label = "%Inc Mana from Tree", fmt = "d%%" },
{ mod = "total_manaUnreserved", label = "Unreserved Mana", fmt = "d", condFunc = function(v,o) return v < o.total_mana end, compPercent = true },
{ mod = "total_manaUnreservedPercent", label = "Unreserved Mana", fmt = "d%%", pc = true, condFunc = function(v,o) return v < 1 end },
{ mod = "total_manaRegen", label = "Mana Regen", fmt = ".1f" },
{ },
{ mod = "total_energyShield", label = "Energy Shield", fmt = "d", compPercent = true },
{ mod = "spec_energyShieldInc", label = "%Inc ES from Tree", fmt = "d%%" },
{ mod = "total_energyShieldRegen", label = "Energy Shield Regen", fmt = ".1f" },
{ mod = "total_evasion", label = "Evasion rating", fmt = "d", compPercent = true },
{ mod = "spec_evasionInc", label = "%Inc Evasion from Tree", fmt = "d%%" },
{ mod = "total_evadeChance", label = "Evade Chance", fmt = "d%%", pc = true },
{ mod = "total_armour", label = "Armour", fmt = "d", compPercent = true },
{ mod = "spec_armourInc", label = "%Inc Armour from Tree", fmt = "d%%" },
{ mod = "total_blockChance", label = "Block Chance", fmt = "d%%", pc = true },
{ mod = "total_spellBlockChance", label = "Spell Block Chance", fmt = "d%%", pc = true },
{ mod = "total_dodgeAttacks", label = "Attack Dodge Chance", fmt = "d%%", pc = true },
{ mod = "total_dodgeSpells", label = "Spell Dodge Chance", fmt = "d%%", pc = true },
{ },
{ mod = "total_fireResist", label = "Fire Resistance", fmt = "d%%", condFunc = function() return true end },
{ mod = "total_coldResist", label = "Cold Resistance", fmt = "d%%", condFunc = function() return true end },
{ mod = "total_lightningResist", label = "Lightning Resistance", fmt = "d%%", condFunc = function() return true end },
{ mod = "total_chaosResist", label = "Chaos Resistance", fmt = "d%%", condFunc = function() return true end },
{ mod = "total_fireResistOverCap", label = "Fire Res. Over Max", fmt = "d%%" },
{ mod = "total_coldResistOverCap", label = "Cold Res. Over Max", fmt = "d%%" },
{ mod = "total_lightningResistOverCap", label = "Lightning Res. Over Max", fmt = "d%%" },
{ mod = "total_chaosResistOverCap", label = "Chaos Res. Over Max", fmt = "d%%" },
}
self.viewMode = "TREE"
self.dbFileName = dbFileName
self.buildName = buildName
self.characterLevel = 1
self.banditNormal = "None"
self.banditCruel = "None"
self.banditMerciless = "None"
-- List of modules with Load/Save methods
-- These will be called to load or save data to their respective sections of the build XML file
self.savers = {
["Build"] = self,
["Spec"] = self.spec,
["TreeView"] = self.treeTab.viewer,
["Items"] = self.itemsTab,
["Skills"] = self.skillsTab,
["Calcs"] = self.calcsTab,
}
ConPrintf("Loading '%s'...", dbFileName)
if self:LoadDBFile() then
main:SetMode("LIST", dbFileName)
return
end
-- Build calculation output tables
self.calcsTab:BuildOutput()
self:RefreshStatList()
--[[
local start = GetTime()
SetProfiling(true)
for i = 1, 10 do
self.calcsTab:BuildPower(self)
end
SetProfiling(false)
ConPrintf("Power build time: %d msec", GetTime() - start)
--]]
self.abortSave = false
end
function buildMode:Shutdown()
if launch.devMode and not self.abortSave then
self:SaveDBFile()
end
self.abortSave = nil
self.savers = nil
end
function buildMode:Load(xml, fileName)
if xml.attrib.viewMode then
self.viewMode = xml.attrib.viewMode
end
self.characterLevel = tonumber(xml.attrib.level) or 1
self.controls.characterLevel:SetText(tostring(self.characterLevel))
for _, diff in pairs({"banditNormal","banditCruel","banditMerciless"}) do
self[diff] = xml.attrib[diff] or "None"
end
self.mainSocketGroup = tonumber(xml.attrib.mainSkillIndex) or tonumber(xml.attrib.mainSocketGroup) or 1
end
function buildMode:Save(xml)
xml.attrib = {
viewMode = self.viewMode,
level = tostring(self.characterLevel),
className = self.spec.curClassName,
ascendClassName = self.spec.curAscendClassName,
banditNormal = self.banditNormal,
banditCruel = self.banditCruel,
banditMerciless = self.banditMerciless,
mainSocketGroup = tostring(self.mainSocketGroup),
}
self.modFlag = false
end
function buildMode:OnFrame(inputEvents)
for id, event in ipairs(inputEvents) do
if event.type == "KeyDown" then
if IsKeyDown("CTRL") then
if event.key == "s" then
self:SaveDBFile()
inputEvents[id] = nil
elseif event.key == "1" then
self.viewMode = "TREE"
elseif event.key == "2" then
self.viewMode = "SKILLS"
elseif event.key == "3" then
self.viewMode = "ITEMS"
elseif event.key == "4" then
self.viewMode = "CALCS"
end
end
end
end
self:ProcessControlsInput(inputEvents, main.viewPort)
-- Update contents of ascendancy class dropdown
wipeTable(self.controls.ascendDrop.list)
for i = 0, #self.spec.curClass.classes do
local ascendClass = self.spec.curClass.classes[i]
t_insert(self.controls.ascendDrop.list, ascendClass.name)
end
self.controls.classDrop:SelByValue(self.spec.curClassName)
self.controls.ascendDrop:SelByValue(self.spec.curAscendClassName)
for _, diff in pairs({"banditNormal","banditCruel","banditMerciless"}) do
self.controls[diff]:SelByValue(self[diff])
end
if self.buildFlag then
-- Rebuild calculation output tables
self.buildFlag = false
self.calcsTab:BuildOutput()
self:RefreshStatList()
end
-- Update contents of main skill dropdown
wipeTable(self.controls.mainSocketGroup.list)
for i, socketGroup in pairs(self.skillsTab.socketGroupList) do
self.controls.mainSocketGroup.list[i] = { val = i, label = socketGroup.displayLabel }
end
if #self.controls.mainSocketGroup.list == 0 then
self.controls.mainSocketGroup.list[1] = { val = 1, label = "<No skills added yet>" }
self.controls.mainSkill.shown = false
self.controls.mainSkillPart.shown = false
else
local mainSocketGroup = self.skillsTab.socketGroupList[self.mainSocketGroup]
wipeTable(self.controls.mainSkill.list)
for i, activeSkill in ipairs(mainSocketGroup.displaySkillList) do
t_insert(self.controls.mainSkill.list, { val = i, label = activeSkill.activeGem.name })
end
self.controls.mainSkill.enabled = #mainSocketGroup.displaySkillList > 1
self.controls.mainSkill.shown = true
self.controls.mainSkillPart.shown = false
if mainSocketGroup.displaySkillList[1] then
local activeGem = mainSocketGroup.displaySkillList[mainSocketGroup.mainActiveSkill].activeGem
if activeGem and activeGem.data.parts and #activeGem.data.parts > 1 then
self.controls.mainSkillPart.shown = true
wipeTable(self.controls.mainSkillPart.list)
for i, part in ipairs(activeGem.data.parts) do
t_insert(self.controls.mainSkillPart.list, { val = i, label = part.name })
end
self.controls.mainSkillPart.sel = activeGem.srcGem.skillPart or 1
end
end
end
self.controls.mainSocketGroup.sel = self.mainSocketGroup
-- Draw contents of current tab
local sideBarWidth = 312
local tabViewPort = {
x = sideBarWidth,
y = 32,
width = main.screenW - sideBarWidth,
height = main.screenH - 32
}
if self.viewMode == "IMPORT" then
self.importTab:Draw(tabViewPort, inputEvents)
elseif self.viewMode == "TREE" then
self.treeTab:Draw(tabViewPort, inputEvents)
elseif self.viewMode == "SKILLS" then
self.skillsTab:Draw(tabViewPort, inputEvents)
elseif self.viewMode == "ITEMS" then
self.itemsTab:Draw(tabViewPort, inputEvents)
elseif self.viewMode == "CALCS" then
self.calcsTab:Draw(tabViewPort, inputEvents)
end
self.unsaved = self.modFlag or self.spec.modFlag or self.skillsTab.modFlag or self.itemsTab.modFlag or self.calcsTab.modFlag
SetDrawLayer(5)
-- Draw top bar background
SetDrawColor(0.2, 0.2, 0.2)
DrawImage(nil, 0, 0, main.screenW, 28)
SetDrawColor(0.85, 0.85, 0.85)
DrawImage(nil, 0, 28, main.screenW, 4)
DrawImage(nil, main.screenW/2 - 2, 0, 4, 28)
-- Draw side bar background
SetDrawColor(0.1, 0.1, 0.1)
DrawImage(nil, 0, 32, sideBarWidth - 4, main.screenH - 32)
SetDrawColor(0.85, 0.85, 0.85)
DrawImage(nil, sideBarWidth - 4, 32, 4, main.screenH - 32)
self:DrawControls(viewPort)
end
function buildMode:RefreshStatList()
-- Build list of side bar stats
wipeTable(self.controls.statBox.list)
for index, statData in ipairs(self.displayStats) do
if statData.mod then
local modVal = self.calcsTab.mainOutput[statData.mod]
if modVal and ((statData.condFunc and statData.condFunc(modVal,self.calcsTab.mainOutput)) or (not statData.condFunc and modVal ~= 0)) then
t_insert(self.controls.statBox.list, { height = 16, "^7"..statData.label..":", string.format("%s%"..statData.fmt, modVal > 0 and "^7" or data.colorCodes.NEGATIVE, modVal * (statData.pc and 100 or 1)) })
end
else
t_insert(self.controls.statBox.list, { height = 10 })
end
end
end
function buildMode:LoadDB(xmlText, fileName)
-- Parse the XML
local dbXML, errMsg = common.xml.ParseXML(xmlText)
if not dbXML then
launch:ShowErrMsg("^1Error loading '%s': %s", fileName, errMsg)
return true
elseif dbXML[1].elem ~= "PathOfBuilding" then
launch:ShowErrMsg("^1Error parsing '%s': 'PathOfBuilding' root element missing", fileName)
return true
end
-- For each child of the root node...
for _, node in ipairs(dbXML[1]) do
if type(node) == "table" then
-- Check if there is a saver that can load this section
local saver = self.savers[node.elem]
if saver then
if saver:Load(node, self.dbFileName) then
return true
end
end
end
end
end
function buildMode:LoadDBFile()
local file = io.open(self.dbFileName, "r")
if not file then
return true
end
local xmlText = file:read("*a")
file:close()
return self:LoadDB(xmlText, self.dbFileName)
end
function buildMode:SaveDB(fileName)
local dbXML = { elem = "PathOfBuilding" }
-- Call on all savers to save their data in their respective sections
for elem, saver in pairs(self.savers) do
local node = { elem = elem }
saver:Save(node)
t_insert(dbXML, node)
end
-- Compose the XML
local xmlText, errMsg = common.xml.ComposeXML(dbXML)
if not xmlText then
launch:ShowErrMsg("Error saving '%s': %s", fileName, errMsg)
else
return xmlText
end
end
function buildMode:SaveDBFile()
local xmlText = self:SaveDB(self.dbFileName)
if not xmlText then
return true
end
local file = io.open(self.dbFileName, "w+")
if not file then
return true
end
file:write(xmlText)
file:close()
end
-- Compare values of all display stats between the two output tables, and add any changed stats to the tooltip
-- Adds the provided header line before the first stat line, if any are added
-- Returns the number of stat lines added
function buildMode:AddStatComparesToTooltip(baseOutput, compareOutput, header)
local count = 0
for _, statData in ipairs(self.displayStats) do
if statData.mod then
local diff = (compareOutput[statData.mod] or 0) - (baseOutput[statData.mod] or 0)
if diff > 0.001 or diff < -0.001 then
if count == 0 then
main:AddTooltipLine(14, header)
end
local line = string.format("%s%+"..statData.fmt.." %s", diff > 0 and data.colorCodes.POSITIVE or data.colorCodes.NEGATIVE, diff * (statData.pc and 100 or 1), statData.label)
if statData.compPercent then
line = line .. string.format(" (%+.1f%%)", (compareOutput[statData.mod] or 0) / (baseOutput[statData.mod] or 0) * 100 - 100)
end
main:AddTooltipLine(14, line)
count = count + 1
end
end
end
return count
end
return buildMode