- Added 3 uniques - Added Minion and Totem Elemental Damage - Exclude imported items from quality normalisation - Various minor fixes
472 lines
16 KiB
Lua
472 lines
16 KiB
Lua
-- Path of Building
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--
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-- Module: Item Tools
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-- Various functions for dealing with items.
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--
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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_floor = math.floor
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local dmgTypeList = {"Physical", "Lightning", "Cold", "Fire", "Chaos"}
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itemLib = { }
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-- Apply range value (0 to 1) to a modifier that has a range: (x to x) or (x-x to x-x)
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function itemLib.applyRange(line, range)
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return line:gsub("%((%d+)%-(%d+) to (%d+)%-(%d+)%)", "(%1-%2) to (%3-%4)")
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:gsub("(%+?)%((%-?%d+) to (%d+)%)", "%1(%2-%3)")
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:gsub("(%+?)%((%-?%d+)%-(%d+)%)",
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function(plus, min, max)
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local numVal = m_floor(tonumber(min) + range * (tonumber(max) - tonumber(min)) + 0.5)
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if numVal < 0 then
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if plus == "+" then
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plus = ""
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end
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end
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return plus .. tostring(numVal)
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end)
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:gsub("%((%d+%.?%d*)%-(%d+%.?%d*)%)",
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function(min, max)
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local numVal = m_floor((tonumber(min) + range * (tonumber(max) - tonumber(min))) * 10 + 0.5) / 10
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return tostring(numVal)
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end)
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:gsub("%-(%d+%%) increased", function(num) return num.." reduced" end)
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end
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-- Clean item text by removing or replacing unsupported or redundant characters or sequences
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function itemLib.sanitiseItemText(text)
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-- Something something unicode support something grumble
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return text:gsub("^%s+",""):gsub("%s+$",""):gsub("\r\n","\n"):gsub("%b<>",""):gsub("–","-"):gsub("\226\128\147","-"):gsub("\226\136\146","-"):gsub("ö","o"):gsub("\195\182","o"):gsub("[\128-\255]","?")
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end
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-- Make an item from raw data
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function itemLib.makeItemFromRaw(raw)
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local newItem = {
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raw = itemLib.sanitiseItemText(raw)
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}
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itemLib.parseItemRaw(newItem)
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if newItem.baseName then
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return newItem
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end
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end
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-- Parse raw item data and extract item name, base type, quality, and modifiers
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function itemLib.parseItemRaw(item)
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item.name = "?"
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item.rarity = "UNIQUE"
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item.quality = 0
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item.rawLines = { }
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for line in string.gmatch(item.raw .. "\r\n", "([^\r\n]*)\r?\n") do
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line = line:gsub("^%s+",""):gsub("%s+$","")
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if #line > 0 then
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t_insert(item.rawLines, line)
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end
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end
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local mode = "WIKI"
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local l = 1
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if item.rawLines[l] then
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local rarity = item.rawLines[l]:match("^Rarity: (%a+)")
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if rarity then
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mode = "GAME"
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if data.colorCodes[rarity:upper()] then
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item.rarity = rarity:upper()
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end
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l = l + 1
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end
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end
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if item.rawLines[l] then
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item.name = item.rawLines[l]
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l = l + 1
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end
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if item.rarity == "NORMAL" or item.rarity == "MAGIC" then
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for baseName, baseData in pairs(data.itemBases) do
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if item.name:find(baseName, 1, true) then
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item.baseName = baseName
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item.type = baseData.type
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break
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end
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end
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elseif item.rawLines[l] and not item.rawLines[l]:match("^%-") and data.itemBases[item.rawLines[l]] then
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item.baseName = item.rawLines[l]
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item.title = item.name
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item.name = item.title .. ", " .. item.baseName
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item.type = data.itemBases[item.baseName].type
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l = l + 1
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end
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item.base = data.itemBases[item.baseName]
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item.modLines = { }
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item.implicitLines = 0
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local gameModeStage = "FINDIMPLICIT"
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local gameModeSection = 1
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local foundExplicit
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while item.rawLines[l] do
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local line = item.rawLines[l]
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if line == "--------" then
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gameModeSection = gameModeSection + 1
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if gameModeStage == "IMPLICIT" then
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item.implicitLines = #item.modLines
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gameModeStage = "FINDEXPLICIT"
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elseif gameModeStage == "EXPLICIT" then
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gameModeStage = "DONE"
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end
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elseif line == "Corrupted" then
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item.corrupted = true
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else
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local specName, specVal = line:match("^([%a ]+): (%x+)$")
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if not specName then
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specName, specVal = line:match("^([%a ]+): %+?([%d%-%.]+)")
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end
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if not specName then
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specName, specVal = line:match("^([%a ]+): (.+)$")
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end
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if specName then
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if specName == "Unique ID" then
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item.uniqueID = specVal
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elseif specName == "Item Level" then
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item.itemLevel = tonumber(specVal)
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elseif specName == "Quality" then
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item.quality = tonumber(specVal)
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elseif specName == "Sockets" then
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local group = 0
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item.sockets = { }
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for c in specVal:gmatch(".") do
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if c:match("[RGBW]") then
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t_insert(item.sockets, { color = c, group = group })
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elseif c == " " then
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group = group + 1
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end
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end
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elseif specName == "Radius" and item.type == "Jewel" then
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for index, data in pairs(data.jewelRadius) do
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if specVal == data.label then
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item.jewelRadiusIndex = index
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break
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end
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end
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elseif specName == "Limited to" and item.type == "Jewel" then
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item.limit = tonumber(specVal)
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elseif specName == "Variant" then
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if not item.variantList then
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item.variantList = { }
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end
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t_insert(item.variantList, specVal)
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elseif specName == "Selected Variant" then
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item.variant = tonumber(specVal)
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elseif specName == "League" then
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item.league = specVal
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elseif specName == "Implicits" then
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item.implicitLines = tonumber(specVal)
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gameModeStage = "EXPLICIT"
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elseif specName == "Unreleased" then
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item.unreleased = (specVal == "true")
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end
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end
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if line == "Prefixes:" then
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foundExplicit = true
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gameModeStage = "EXPLICIT"
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end
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if not specName or foundExplicit then
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local varSpec = line:match("{variant:([%d,]+)}")
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local variantList
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if varSpec then
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variantList = { }
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for varId in varSpec:gmatch("%d+") do
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variantList[tonumber(varId)] = true
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end
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end
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local rangeSpec = line:match("{range:([%d.]+)}")
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local crafted = line:match("{crafted}")
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line = line:gsub("%b{}", "")
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local rangedLine
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if line:match("%(%d+%-%d+ to %d+%-%d+%)") or line:match("%(%-?[%d%.]+ to %-?[%d%.]+%)") or line:match("%(%-?[%d%.]+%-[%d%.]+%)") then
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rangedLine = itemLib.applyRange(line, 1)
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end
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local modList, extra = modLib.parseMod(rangedLine or line)
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if modList then
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t_insert(item.modLines, { line = line, extra = extra, modList = modList, variantList = variantList, crafted = crafted, range = rangedLine and (tonumber(rangeSpec) or 0.5) })
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if mode == "GAME" then
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if gameModeStage == "FINDIMPLICIT" then
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gameModeStage = "IMPLICIT"
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elseif gameModeStage == "FINDEXPLICIT" then
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foundExplicit = true
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gameModeStage = "EXPLICIT"
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elseif gameModeStage == "EXPLICIT" then
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foundExplicit = true
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end
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else
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foundExplicit = true
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end
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elseif mode == "GAME" then
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if gameModeStage == "IMPLICIT" or gameModeStage == "EXPLICIT" then
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t_insert(item.modLines, { line = line, extra = line, modList = { }, variantList = variantList, crafted = crafted })
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elseif gameModeStage == "FINDEXPLICIT" then
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gameModeStage = "DONE"
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end
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elseif foundExplicit then
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t_insert(item.modLines, { line = line, extra = line, modList = { }, variantList = variantList, crafted = crafted })
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end
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end
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end
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l = l + 1
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end
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if item.base and item.base.implicit then
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if item.implicitLines == 0 then
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item.implicitLines = 1
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end
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elseif mode == "GAME" and not foundExplicit then
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item.implicitLines = 0
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end
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if not item.corrupted and not item.uniqueID and item.base and (item.base.armour or item.base.weapon) then
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item.quality = 20
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end
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if item.variantList then
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item.variant = m_min(#item.variantList, item.variant or #item.variantList)
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end
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itemLib.buildItemModList(item)
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end
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-- Create raw item data for given item
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function itemLib.createItemRaw(item)
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local rawLines = { }
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t_insert(rawLines, "Rarity: "..item.rarity)
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if item.title then
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t_insert(rawLines, item.title)
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t_insert(rawLines, item.baseName)
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else
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t_insert(rawLines, item.name)
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end
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if item.uniqueID then
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t_insert(rawLines, "Unique ID: "..item.uniqueID)
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end
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if item.league then
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t_insert(rawLines, "League: "..item.league)
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end
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if item.unreleased then
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t_insert(rawLines, "Unreleased: true")
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end
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if item.itemLevel then
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t_insert(rawLines, "Item Level: "..item.itemLevel)
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end
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if item.variantList then
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for _, variantName in ipairs(item.variantList) do
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t_insert(rawLines, "Variant: "..variantName)
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end
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t_insert(rawLines, "Selected Variant: "..item.variant)
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end
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if item.quality > 0 then
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t_insert(rawLines, "Quality: "..item.quality)
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end
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if item.sockets then
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local line = "Sockets: "
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for i, socket in pairs(item.sockets) do
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line = line .. socket.color
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if item.sockets[i+1] then
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line = line .. (socket.group == item.sockets[i+1].group and "-" or " ")
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end
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end
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t_insert(rawLines, line)
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end
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if item.jewelRadiusIndex then
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t_insert(rawLines, "Radius: "..data.jewelRadius[item.jewelRadiusIndex].label)
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end
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if item.limit then
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t_insert(rawLines, "Limited to: "..item.limit)
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end
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t_insert(rawLines, "Implicits: "..item.implicitLines)
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for _, modLine in ipairs(item.modLines) do
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local line = modLine.line
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if modLine.range then
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line = "{range:"..round(modLine.range,2).."}" .. line
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end
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if modLine.crafted then
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line = "{crafted}" .. line
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end
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if modLine.variantList then
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local varSpec
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for varId in pairs(modLine.variantList) do
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varSpec = (varSpec and varSpec.."," or "") .. varId
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end
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line = "{variant:"..varSpec.."}"..line
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end
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t_insert(rawLines, line)
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end
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if item.corrupted then
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t_insert(rawLines, "Corrupted")
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end
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return table.concat(rawLines, "\n")
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end
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-- Return the name of the slot this item is equipped in
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function itemLib.getPrimarySlotForItem(item)
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if item.base.weapon then
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return "Weapon 1"
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elseif item.type == "Quiver" or item.type == "Shield" then
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return "Weapon 2"
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elseif item.type == "Ring" then
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return "Ring 1"
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else
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return item.type
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end
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end
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-- Add up local modifiers, and removes them from the modifier list
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-- To be considered local, a modifier must be an exact flag match, and cannot have any tags (e.g conditions, multipliers)
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local function sumLocal(modList, name, type, flags)
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local result = 0
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local i = 1
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while modList[i] do
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local mod = modList[i]
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if mod.name == name and mod.type == type and mod.flags == flags and mod.keywordFlags == 0 and not mod.tagList[1] then
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result = result + mod.value
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t_remove(modList, i)
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else
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i = i + 1
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end
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end
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return result
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end
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-- Build list of modifiers for an item in a given slot number (1 or 2) while applying local modifers and adding quality
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function itemLib.buildItemModListForSlotNum(item, baseList, slotNum)
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local slotName = itemLib.getPrimarySlotForItem(item)
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if slotNum == 2 then
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slotName = slotName:gsub("1", "2")
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end
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local modList = common.New("ModList")
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for _, baseMod in ipairs(baseList) do
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local mod = copyTable(baseMod)
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local add = true
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for _, tag in pairs(mod.tagList) do
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if tag.type == "SlotNumber" then
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if tag.num ~= slotNum then
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add = false
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break
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end
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elseif tag.type == "SocketedIn" then
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tag.slotName = slotName
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end
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end
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if add then
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mod.sourceSlot = slotName
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modList:AddMod(mod)
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end
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end
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if item.base.weapon then
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local weaponData = { }
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item.weaponData[slotNum] = weaponData
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weaponData.type = item.base.type
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weaponData.name = item.name
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weaponData.AttackSpeedInc = sumLocal(modList, "Speed", "INC", ModFlag.Attack)
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weaponData.attackRate = m_floor(item.base.weapon.attackRateBase * (1 + weaponData.AttackSpeedInc / 100) * 100 + 0.5) / 100
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for _, dmgType in pairs(dmgTypeList) do
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local min = (item.base.weapon[dmgType.."Min"] or 0) + sumLocal(modList, dmgType.."Min", "BASE", ModFlag.Attack)
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local max = (item.base.weapon[dmgType.."Max"] or 0) + sumLocal(modList, dmgType.."Max", "BASE", ModFlag.Attack)
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if dmgType == "Physical" then
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local physInc = sumLocal(modList, "PhysicalDamage", "INC", 0)
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min = m_floor(min * (1 + (physInc + item.quality) / 100) + 0.5)
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max = m_floor(max * (1 + (physInc + item.quality) / 100) + 0.5)
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end
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if min > 0 and max > 0 then
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weaponData[dmgType.."Min"] = min
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weaponData[dmgType.."Max"] = max
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local dps = (min + max) / 2 * weaponData.attackRate
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weaponData[dmgType.."DPS"] = dps
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if dmgType ~= "Physical" and dmgType ~= "Chaos" then
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weaponData.ElementalDPS = (weaponData.ElementalDPS or 0) + dps
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end
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end
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end
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weaponData.critChance = m_floor(item.base.weapon.critChanceBase * (1 + sumLocal(modList, "CritChance", "INC", 0) / 100) * 100 + 0.5) / 100
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for _, value in ipairs(modList:Sum("LIST", nil, "Misc")) do
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if value.type == "WeaponData" then
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weaponData[value.key] = value.value
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end
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end
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weaponData.TotalDPS = 0
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for _, dmgType in pairs(dmgTypeList) do
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weaponData.TotalDPS = weaponData.TotalDPS + (weaponData[dmgType.."DPS"] or 0)
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end
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elseif item.base.armour then
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local armourData = item.armourData
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local armourBase = sumLocal(modList, "Armour", "BASE", 0) + (item.base.armour.armourBase or 0)
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local evasionBase = sumLocal(modList, "Evasion", "BASE", 0) + (item.base.armour.evasionBase or 0)
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local energyShieldBase = sumLocal(modList, "EnergyShield", "BASE", 0) + (item.base.armour.energyShieldBase or 0)
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local armourInc = sumLocal(modList, "Armour", "INC", 0)
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local armourEvasionInc = sumLocal(modList, "ArmourAndEvasion", "INC", 0)
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local evasionInc = sumLocal(modList, "Evasion", "INC", 0)
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local evasionEnergyShieldInc = sumLocal(modList, "EvasionAndEnergyShield", "INC", 0)
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local energyShieldInc = sumLocal(modList, "EnergyShield", "INC", 0)
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local armourEnergyShieldInc = sumLocal(modList, "ArmourAndEnergyShield", "INC", 0)
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local defencesInc = sumLocal(modList, "Defences", "INC", 0)
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armourData.Armour = m_floor(armourBase * (1 + (armourInc + armourEvasionInc + armourEnergyShieldInc + defencesInc + item.quality) / 100) + 0.5)
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armourData.Evasion = m_floor(evasionBase * (1 + (evasionInc + armourEvasionInc + evasionEnergyShieldInc + defencesInc + item.quality) / 100) + 0.5)
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armourData.EnergyShield = m_floor(energyShieldBase * (1 + (energyShieldInc + armourEnergyShieldInc + evasionEnergyShieldInc + defencesInc + item.quality) / 100) + 0.5)
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if item.base.armour.blockChance then
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armourData.BlockChance = item.base.armour.blockChance + sumLocal(modList, "BlockChance", "BASE", 0)
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end
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for _, value in ipairs(modList:Sum("LIST", nil, "Misc")) do
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if value.type == "ArmourData" then
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armourData[value.key] = value.value
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end
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end
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elseif item.type == "Jewel" then
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item.jewelFunc = nil
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for _, value in ipairs(modList:Sum("LIST", nil, "Misc")) do
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if value.type == "JewelFunc" then
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item.jewelFunc = item.jewelFunc or { }
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t_insert(item.jewelFunc, value.func)
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end
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end
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end
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return { unpack(modList) }
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end
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-- Build lists of modifiers for each slot an item can occupy
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function itemLib.buildItemModList(item)
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if not item.base then
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return
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end
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local baseList = { }
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item.baseModList = baseList
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item.rangeLineList = { }
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for _, modLine in ipairs(item.modLines) do
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if not modLine.extra and (not modLine.variantList or modLine.variantList[item.variant]) then
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if modLine.range then
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local line = itemLib.applyRange(modLine.line, modLine.range)
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local list, extra = modLib.parseMod(line)
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if list and not extra then
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modLine.modList = list
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t_insert(item.rangeLineList, modLine)
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end
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end
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for _, mod in ipairs(modLine.modList) do
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mod.source = "Item:"..(item.id or -1)..":"..item.name
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if type(mod.value) == "table" and mod.value.mod then
|
||
mod.value.mod.source = mod.source
|
||
end
|
||
t_insert(baseList, mod)
|
||
end
|
||
end
|
||
end
|
||
if item.name == "Tabula Rasa, Simple Robe" then
|
||
-- Hack to remove the energy shield
|
||
t_insert(baseList, { name = "Misc", type = "LIST", value = { type = "ArmourData", key = "EnergyShield" }, flags = 0, keywordFlags = 0, tagList = { } })
|
||
end
|
||
if item.base.weapon then
|
||
item.weaponData = { }
|
||
elseif item.base.armour then
|
||
item.armourData = { }
|
||
end
|
||
if item.base.weapon or item.type == "Ring" then
|
||
item.slotModList = { }
|
||
for i = 1, 2 do
|
||
item.slotModList[i] = itemLib.buildItemModListForSlotNum(item, baseList, i)
|
||
end
|
||
else
|
||
item.modList = itemLib.buildItemModListForSlotNum(item, baseList)
|
||
end
|
||
end
|
||
|