Files
PathOfBuilding/Modules/CalcSetup.lua

786 lines
29 KiB
Lua

-- Path of Building
--
-- Module: Calc Setup
-- Initialises the environment for calculations.
--
local calcs = ...
local pairs = pairs
local ipairs = ipairs
local t_insert = table.insert
local t_remove = table.remove
local m_min = math.min
local m_max = math.max
local tempTable1 = { }
-- Initialise modifier database with stats and conditions common to all actors
function calcs.initModDB(env, modDB)
modDB:NewMod("FireResistMax", "BASE", 75, "Base")
modDB:NewMod("ColdResistMax", "BASE", 75, "Base")
modDB:NewMod("LightningResistMax", "BASE", 75, "Base")
modDB:NewMod("ChaosResistMax", "BASE", 75, "Base")
modDB:NewMod("BlockChanceMax", "BASE", 75, "Base")
modDB:NewMod("SpellBlockChanceMax", "BASE", 75, "Base")
modDB:NewMod("PowerChargesMax", "BASE", 3, "Base")
modDB:NewMod("FrenzyChargesMax", "BASE", 3, "Base")
modDB:NewMod("EnduranceChargesMax", "BASE", 3, "Base")
modDB:NewMod("MaxLifeLeechRate", "BASE", 20, "Base")
modDB:NewMod("MaxManaLeechRate", "BASE", 20, "Base")
if env.build.targetVersion ~= "2_6" then
modDB:NewMod("MaxEnergyShieldLeechRate", "BASE", 10, "Base")
modDB:NewMod("MaxLifeLeechInstance", "BASE", 10, "Base")
modDB:NewMod("MaxManaLeechInstance", "BASE", 10, "Base")
modDB:NewMod("MaxEnergyShieldLeechInstance", "BASE", 10, "Base")
end
modDB:NewMod("MineLayingTime", "BASE", 0.5, "Base")
if env.build.targetVersion == "2_6" then
modDB:NewMod("TrapThrowingTime", "BASE", 0.5, "Base")
else
modDB:NewMod("TrapThrowingTime", "BASE", 0.6, "Base")
end
modDB:NewMod("TotemPlacementTime", "BASE", 0.6, "Base")
modDB:NewMod("ActiveTotemLimit", "BASE", 1, "Base")
modDB:NewMod("LifeRegenPercent", "BASE", 6, "Base", { type = "Condition", var = "OnConsecratedGround" })
modDB:NewMod("DamageTaken", "INC", 50, "Base", { type = "Condition", var = "Shocked" })
modDB:NewMod("HitChance", "MORE", -50, "Base", { type = "Condition", var = "Blinded" })
modDB:NewMod("MovementSpeed", "INC", -30, "Base", { type = "Condition", var = "Maimed" })
modDB:NewMod("Condition:Burning", "FLAG", true, "Base", { type = "IgnoreCond" }, { type = "Condition", var = "Ignited" })
modDB:NewMod("Condition:Chilled", "FLAG", true, "Base", { type = "IgnoreCond" }, { type = "Condition", var = "Frozen" })
modDB:NewMod("Condition:Poisoned", "FLAG", true, "Base", { type = "IgnoreCond" }, { type = "MultiplierThreshold", var = "PoisonStack", threshold = 1 })
modDB:NewMod("Chill", "FLAG", true, "Base", { type = "Condition", var = "Chilled" })
modDB:NewMod("Freeze", "FLAG", true, "Base", { type = "Condition", var = "Frozen" })
modDB:NewMod("Fortify", "FLAG", true, "Base", { type = "Condition", var = "Fortify" })
modDB:NewMod("Onslaught", "FLAG", true, "Base", { type = "Condition", var = "Onslaught" })
modDB:NewMod("UnholyMight", "FLAG", true, "Base", { type = "Condition", var = "UnholyMight" })
modDB:NewMod("Tailwind", "FLAG", true, "Base", { type = "Condition", var = "Tailwind" })
modDB:NewMod("Adrenaline", "FLAG", true, "Base", { type = "Condition", var = "Adrenaline" })
modDB.conditions["Buffed"] = env.mode_buffs
modDB.conditions["Combat"] = env.mode_combat
modDB.conditions["Effective"] = env.mode_effective
end
function calcs.buildModListForNode(env, node)
local modList = new("ModList")
if node.type == "Keystone" then
modList:AddMod(node.keystoneMod)
else
modList:AddList(node.modList)
end
-- Run first pass radius jewels
for _, rad in pairs(env.radiusJewelList) do
if rad.type == "Other" and rad.nodes[node.id] then
rad.func(node, modList, rad.data)
end
end
if modList:Flag(nil, "PassiveSkillHasNoEffect") or (env.allocNodes[node.id] and modList:Flag(nil, "AllocatedPassiveSkillHasNoEffect")) then
wipeTable(modList)
end
-- Apply effect scaling
local scale = calcLib.mod(modList, nil, "PassiveSkillEffect")
if scale ~= 1 then
local scaledList = new("ModList")
scaledList:ScaleAddList(modList, scale)
modList = scaledList
end
-- Run second pass radius jewels
for _, rad in pairs(env.radiusJewelList) do
if rad.nodes[node.id] and (rad.type == "Threshold" or (rad.type == "Self" and env.allocNodes[node.id]) or (rad.type == "SelfUnalloc" and not env.allocNodes[node.id])) then
rad.func(node, modList, rad.data)
end
end
return modList
end
-- Build list of modifiers from the listed tree nodes
function calcs.buildModListForNodeList(env, nodeList, finishJewels)
-- Initialise radius jewels
for _, rad in pairs(env.radiusJewelList) do
wipeTable(rad.data)
rad.data.modSource = "Tree:"..rad.nodeId
end
-- Add node modifers
local modList = new("ModList")
for _, node in pairs(nodeList) do
local nodeModList = calcs.buildModListForNode(env, node)
modList:AddList(nodeModList)
if env.mode == "MAIN" then
node.finalModList = nodeModList
end
end
if finishJewels then
-- Process extra radius nodes; these are unallocated nodes near conversion or threshold jewels that need to be processed
for _, node in pairs(env.extraRadiusNodeList) do
local nodeModList = calcs.buildModListForNode(env, node)
if env.mode == "MAIN" then
node.finalModList = nodeModList
end
end
-- Finalise radius jewels
for _, rad in pairs(env.radiusJewelList) do
rad.func(nil, modList, rad.data)
if env.mode == "MAIN" then
if not rad.item.jewelRadiusData then
rad.item.jewelRadiusData = { }
end
rad.item.jewelRadiusData[rad.nodeId] = rad.data
end
end
end
return modList
end
-- Initialise environment:
-- 1. Initialises the player and enemy modifier databases
-- 2. Merges modifiers for all items
-- 3. Builds a list of jewels with radius functions
-- 4. Merges modifiers for all allocated passive nodes
-- 5. Builds a list of active skills and their supports (calcs.createActiveSkill)
-- 6. Builds modifier lists for all active skills (calcs.buildActiveSkillModList)
function calcs.initEnv(build, mode, override)
override = override or { }
local env = { }
env.build = build
env.data = build.data
env.configInput = build.configTab.input
env.calcsInput = build.calcsTab.input
env.mode = mode
env.spec = override.spec or build.spec
env.classId = env.spec.curClassId
-- Set buff mode
local buffMode
if mode == "CALCS" then
buffMode = env.calcsInput.misc_buffMode
else
buffMode = "EFFECTIVE"
end
if buffMode == "EFFECTIVE" then
env.mode_buffs = true
env.mode_combat = true
env.mode_effective = true
elseif buffMode == "COMBAT" then
env.mode_buffs = true
env.mode_combat = true
env.mode_effective = false
elseif buffMode == "BUFFED" then
env.mode_buffs = true
env.mode_combat = false
env.mode_effective = false
else
env.mode_buffs = false
env.mode_combat = false
env.mode_effective = false
end
-- Initialise modifier database with base values
local modDB = new("ModDB")
env.modDB = modDB
local classStats = build.tree.characterData[env.classId]
for _, stat in pairs({"Str","Dex","Int"}) do
modDB:NewMod(stat, "BASE", classStats["base_"..stat:lower()], "Base")
end
modDB.multipliers["Level"] = m_max(1, m_min(100, build.characterLevel))
calcs.initModDB(env, modDB)
modDB:NewMod("Life", "BASE", 12, "Base", { type = "Multiplier", var = "Level", base = 38 })
modDB:NewMod("Mana", "BASE", 6, "Base", { type = "Multiplier", var = "Level", base = 34 })
modDB:NewMod("ManaRegen", "BASE", 0.0175, "Base", { type = "PerStat", stat = "Mana", div = 1 })
modDB:NewMod("Evasion", "BASE", 3, "Base", { type = "Multiplier", var = "Level", base = 53 })
modDB:NewMod("Accuracy", "BASE", 2, "Base", { type = "Multiplier", var = "Level", base = -2 })
modDB:NewMod("CritMultiplier", "BASE", 50, "Base")
modDB:NewMod("CritDegenMultiplier", "BASE", 50, "Base")
modDB:NewMod("FireResist", "BASE", env.configInput.resistancePenalty or -60, "Base")
modDB:NewMod("ColdResist", "BASE", env.configInput.resistancePenalty or -60, "Base")
modDB:NewMod("LightningResist", "BASE", env.configInput.resistancePenalty or -60, "Base")
modDB:NewMod("ChaosResist", "BASE", env.configInput.resistancePenalty or -60, "Base")
if build.targetVersion == "2_6" then
modDB:NewMod("CritChance", "INC", 50, "Base", { type = "Multiplier", var = "PowerCharge" })
else
modDB:NewMod("CritChance", "INC", 40, "Base", { type = "Multiplier", var = "PowerCharge" })
end
modDB:NewMod("Speed", "INC", 4, "Base", { type = "Multiplier", var = "FrenzyCharge" })
modDB:NewMod("Damage", "MORE", 4, "Base", { type = "Multiplier", var = "FrenzyCharge" })
modDB:NewMod("PhysicalDamageReduction", "BASE", 4, "Base", { type = "Multiplier", var = "EnduranceCharge" })
modDB:NewMod("ElementalResist", "BASE", 4, "Base", { type = "Multiplier", var = "EnduranceCharge" })
modDB:NewMod("Multiplier:RageEffect", "BASE", 1, "Base")
modDB:NewMod("Damage", "INC", 1, "Base", ModFlag.Attack, { type = "Multiplier", var = "Rage", limit = 50 }, { type = "Multiplier", var = "RageEffect" })
modDB:NewMod("Speed", "INC", 1, "Base", ModFlag.Attack, { type = "Multiplier", var = "Rage", limit = 25, div = 2 }, { type = "Multiplier", var = "RageEffect" })
modDB:NewMod("MovementSpeed", "INC", 1, "Base", { type = "Multiplier", var = "Rage", limit = 10, div = 5 }, { type = "Multiplier", var = "RageEffect" })
modDB:NewMod("LifeDegen", "BASE", 0.001, "Base", { type = "PerStat", stat = "Life" }, { type = "Multiplier", var = "Rage", limit = 50 }, { type = "Multiplier", var = "RageEffect" })
if build.targetVersion == "2_6" then
modDB:NewMod("ActiveTrapLimit", "BASE", 3, "Base")
else
modDB:NewMod("ActiveTrapLimit", "BASE", 15, "Base")
end
modDB:NewMod("ActiveMineLimit", "BASE", 5, "Base")
modDB:NewMod("EnemyCurseLimit", "BASE", 1, "Base")
modDB:NewMod("ProjectileCount", "BASE", 1, "Base")
modDB:NewMod("Speed", "MORE", 10, "Base", ModFlag.Attack, { type = "Condition", var = "DualWielding" })
modDB:NewMod("PhysicalDamage", "MORE", 20, "Base", ModFlag.Attack, { type = "Condition", var = "DualWielding" })
modDB:NewMod("BlockChance", "BASE", 15, "Base", { type = "Condition", var = "DualWielding" })
if build.targetVersion == "2_6" then
modDB:NewMod("Damage", "MORE", 500, "Base", 0, KeywordFlag.Bleed, { type = "ActorCondition", actor = "enemy", var = "Moving" })
else
modDB:NewMod("Damage", "MORE", 200, "Base", 0, KeywordFlag.Bleed, { type = "ActorCondition", actor = "enemy", var = "Moving" }, { type = "Condition", var = "NoExtraBleedDamageToMovingEnemy", neg = true })
end
-- Add bandit mods
if build.targetVersion == "2_6" then
if build.banditNormal == "Alira" then
modDB:NewMod("Mana", "BASE", 60, "Bandit")
elseif build.banditNormal == "Kraityn" then
modDB:NewMod("ElementalResist", "BASE", 10, "Bandit")
elseif build.banditNormal == "Oak" then
modDB:NewMod("Life", "BASE", 40, "Bandit")
else
modDB:NewMod("ExtraPoints", "BASE", 1, "Bandit")
end
if build.banditCruel == "Alira" then
modDB:NewMod("Speed", "INC", 5, "Bandit", ModFlag.Cast)
elseif build.banditCruel == "Kraityn" then
modDB:NewMod("Speed", "INC", 8, "Bandit", ModFlag.Attack)
elseif build.banditCruel == "Oak" then
modDB:NewMod("PhysicalDamage", "INC", 16, "Bandit")
else
modDB:NewMod("ExtraPoints", "BASE", 1, "Bandit")
end
if build.banditMerciless == "Alira" then
modDB:NewMod("PowerChargesMax", "BASE", 1, "Bandit")
elseif build.banditMerciless == "Kraityn" then
modDB:NewMod("FrenzyChargesMax", "BASE", 1, "Bandit")
elseif build.banditMerciless == "Oak" then
modDB:NewMod("EnduranceChargesMax", "BASE", 1, "Bandit")
else
modDB:NewMod("ExtraPoints", "BASE", 1, "Bandit")
end
else
if build.bandit == "Alira" then
modDB:NewMod("ManaRegen", "BASE", 5, "Bandit")
modDB:NewMod("CritMultiplier", "BASE", 20, "Bandit")
modDB:NewMod("ElementalResist", "BASE", 15, "Bandit")
elseif build.bandit == "Kraityn" then
modDB:NewMod("Speed", "INC", 6, "Bandit")
modDB:NewMod("AttackDodgeChance", "BASE", 3, "Bandit")
modDB:NewMod("MovementSpeed", "INC", 6, "Bandit")
elseif build.bandit == "Oak" then
modDB:NewMod("LifeRegenPercent", "BASE", 1, "Bandit")
modDB:NewMod("PhysicalDamageReduction", "BASE", 2, "Bandit")
modDB:NewMod("PhysicalDamage", "INC", 20, "Bandit")
else
modDB:NewMod("ExtraPoints", "BASE", 2, "Bandit")
end
end
-- Initialise enemy modifier database
local enemyDB = new("ModDB")
env.enemyDB = enemyDB
env.enemyLevel = m_max(1, m_min(100, env.configInput.enemyLevel and env.configInput.enemyLevel or m_min(env.build.characterLevel, 84)))
calcs.initModDB(env, enemyDB)
enemyDB:NewMod("Accuracy", "BASE", env.data.monsterAccuracyTable[env.enemyLevel], "Base")
enemyDB:NewMod("Evasion", "BASE", env.data.monsterEvasionTable[env.enemyLevel], "Base")
-- Add mods from the config tab
modDB:AddList(build.configTab.modList)
enemyDB:AddList(build.configTab.enemyModList)
-- Create player/enemy actors
env.player = {
modDB = modDB,
level = build.characterLevel,
}
modDB.actor = env.player
env.enemy = {
modDB = enemyDB,
level = env.enemyLevel,
}
enemyDB.actor = env.enemy
env.player.enemy = env.enemy
env.enemy.enemy = env.player
-- Build list of passive nodes
local nodes
if override.addNodes or override.removeNodes then
nodes = { }
if override.addNodes then
for node in pairs(override.addNodes) do
nodes[node.id] = node
end
end
for _, node in pairs(env.spec.allocNodes) do
if not override.removeNodes or not override.removeNodes[node] then
nodes[node.id] = node
end
end
else
nodes = env.spec.allocNodes
end
env.allocNodes = nodes
-- Set up requirements tracking
env.requirementsTable = { }
-- Build and merge item modifiers, and create list of radius jewels
env.radiusJewelList = wipeTable(env.radiusJewelList)
env.extraRadiusNodeList = wipeTable(env.extraRadiusNodeList)
env.player.itemList = { }
env.itemGrantedSkills = { }
env.flasks = { }
for _, slot in pairs(build.itemsTab.orderedSlots) do
local slotName = slot.slotName
local item
if slotName == override.repSlotName then
item = override.repItem
elseif override.repItem and override.repSlotName:match("^Weapon 1") and slotName:match("^Weapon 2") then
item = nil
elseif slot.nodeId and override.spec then
item = build.itemsTab.items[env.spec.jewels[slot.nodeId]]
else
item = build.itemsTab.items[slot.selItemId]
end
if item then
-- Find skills granted by this item
for _, skill in ipairs(item.grantedSkills) do
local grantedSkill = copyTable(skill)
grantedSkill.sourceItem = item
grantedSkill.slotName = slotName
t_insert(env.itemGrantedSkills, grantedSkill)
end
end
if slot.weaponSet and slot.weaponSet ~= (build.itemsTab.activeItemSet.useSecondWeaponSet and 2 or 1) then
item = nil
end
if slot.weaponSet == 2 and build.itemsTab.activeItemSet.useSecondWeaponSet then
slotName = slotName:gsub(" Swap","")
end
if slot.nodeId then
-- Slot is a jewel socket, check if socket is allocated
if not nodes[slot.nodeId] then
item = nil
elseif item and item.jewelRadiusIndex then
-- Jewel has a radius, add it to the list
local funcList = item.jewelData.funcList or { { type = "Self", func = function(node, out, data)
-- Default function just tallies all stats in radius
if node then
for _, stat in pairs({"Str","Dex","Int"}) do
data[stat] = (data[stat] or 0) + out:Sum("BASE", nil, stat)
end
end
end } }
for _, func in ipairs(funcList) do
local node = build.spec.nodes[slot.nodeId]
t_insert(env.radiusJewelList, {
nodes = node.nodesInRadius[item.jewelRadiusIndex],
func = func.func,
type = func.type,
item = item,
nodeId = slot.nodeId,
attributes = node.attributesInRadius[item.jewelRadiusIndex],
data = { }
})
if func.type ~= "Self" then
-- Add nearby unallocated nodes to the extra node list
for nodeId, node in pairs(node.nodesInRadius[item.jewelRadiusIndex]) do
if not nodes[nodeId] then
env.extraRadiusNodeList[nodeId] = env.spec.nodes[nodeId]
end
end
end
end
end
end
if item and item.type == "Flask" then
if slot.active then
env.flasks[item] = true
end
item = nil
end
local scale = 1
if item and item.type == "Jewel" and item.base.subType == "Abyss" and slot.parentSlot then
-- Check if the item in the parent slot has enough Abyssal Sockets
local parentItem = env.player.itemList[slot.parentSlot.slotName]
if not parentItem or parentItem.abyssalSocketCount < slot.slotNum then
item = nil
else
scale = parentItem.socketedJewelEffectModifier
end
end
if item then
env.player.itemList[slotName] = item
-- Merge mods for this item
local srcList = item.modList or item.slotModList[slot.slotNum]
if item.requirements then
t_insert(env.requirementsTable, {
source = "Item",
sourceItem = item,
sourceSlot = slotName,
Str = item.requirements.strMod,
Dex = item.requirements.dexMod,
Int = item.requirements.intMod,
})
end
if item.type == "Jewel" and item.base.subType == "Abyss" then
-- Update Abyss Jewel conditions/multipliers
local cond = "Have"..item.baseName:gsub(" ","")
if not env.modDB.conditions[cond] then
env.modDB.conditions[cond] = true
env.modDB.multipliers["AbyssJewelType"] = (env.modDB.multipliers["AbyssJewelType"] or 0) + 1
end
if slot.parentSlot then
env.modDB.conditions[cond.."In"..slot.parentSlot.slotName] = true
end
env.modDB.multipliers["AbyssJewel"] = (env.modDB.multipliers["AbyssJewel"] or 0) + 1
end
if item.type == "Shield" and nodes[45175] then
-- Special handling for Necromantic Aegis
env.aegisModList = new("ModList")
for _, mod in ipairs(srcList) do
-- Filter out mods that apply to socketed gems, or which add supports
local add = true
for _, tag in ipairs(mod) do
if tag.type == "SocketedIn" then
add = false
break
end
end
if add then
env.aegisModList:ScaleAddMod(mod, scale)
else
env.modDB:ScaleAddMod(mod, scale)
end
end
elseif slotName == "Weapon 1" and item.grantedSkills[1] and item.grantedSkills[1].skillId == "UniqueAnimateWeapon" then
-- Special handling for The Dancing Dervish
env.weaponModList1 = new("ModList")
for _, mod in ipairs(srcList) do
-- Filter out mods that apply to socketed gems, or which add supports
local add = true
for _, tag in ipairs(mod) do
if tag.type == "SocketedIn" then
add = false
break
end
end
if add then
env.weaponModList1:ScaleAddMod(mod, scale)
else
env.modDB:ScaleAddMod(mod, scale)
end
end
else
env.modDB:ScaleAddList(srcList, scale)
end
if item.type ~= "Jewel" and item.type ~= "Flask" then
-- Update item counts
local key
if item.rarity == "UNIQUE" or item.rarity == "RELIC" then
key = "UniqueItem"
elseif item.rarity == "RARE" then
key = "RareItem"
elseif item.rarity == "MAGIC" then
key = "MagicItem"
else
key = "NormalItem"
end
env.modDB.multipliers[key] = (env.modDB.multipliers[key] or 0) + 1
if item.corrupted then
env.modDB.multipliers.CorruptedItem = (env.modDB.multipliers.CorruptedItem or 0) + 1
else
env.modDB.multipliers.NonCorruptedItem = (env.modDB.multipliers.NonCorruptedItem or 0) + 1
end
if item.shaper then
env.modDB.multipliers.ShaperItem = (env.modDB.multipliers.ShaperItem or 0) + 1
env.modDB.conditions["ShaperItemIn"..slotName] = true
else
env.modDB.multipliers.NonShaperItem = (env.modDB.multipliers.NonShaperItem or 0) + 1
end
if item.elder then
env.modDB.multipliers.ElderItem = (env.modDB.multipliers.ElderItem or 0) + 1
env.modDB.conditions["ElderItemIn"..slotName] = true
else
env.modDB.multipliers.NonElderItem = (env.modDB.multipliers.NonElderItem or 0) + 1
end
end
end
end
if override.toggleFlask then
if env.flasks[override.toggleFlask] then
env.flasks[override.toggleFlask] = nil
else
env.flasks[override.toggleFlask] = true
end
end
if env.mode == "MAIN" then
-- Process extra skills granted by items
local markList = wipeTable(tempTable1)
for _, grantedSkill in ipairs(env.itemGrantedSkills) do
-- Check if a matching group already exists
local group
for index, socketGroup in pairs(build.skillsTab.socketGroupList) do
if socketGroup.source == grantedSkill.source and socketGroup.slot == grantedSkill.slotName then
if socketGroup.gemList[1] and socketGroup.gemList[1].skillId == grantedSkill.skillId then
group = socketGroup
markList[socketGroup] = true
break
end
end
end
if not group then
-- Create a new group for this skill
group = { label = "", enabled = true, gemList = { }, source = grantedSkill.source, slot = grantedSkill.slotName }
t_insert(build.skillsTab.socketGroupList, group)
markList[group] = true
end
-- Update the group
group.sourceItem = grantedSkill.sourceItem
local activeGemInstance = group.gemList[1] or {
skillId = grantedSkill.skillId,
quality = 0,
enabled = true,
}
activeGemInstance.level = grantedSkill.level
activeGemInstance.enableGlobal1 = true
wipeTable(group.gemList)
t_insert(group.gemList, activeGemInstance)
if grantedSkill.noSupports then
group.noSupports = true
else
for _, socketGroup in pairs(build.skillsTab.socketGroupList) do
-- Look for other groups that are socketed in the item
if socketGroup.slot == grantedSkill.slotName and not socketGroup.source then
-- Add all support gems to the skill's group
for _, gemInstance in ipairs(socketGroup.gemList) do
if gemInstance.gemData and gemInstance.gemData.grantedEffect.support then
t_insert(group.gemList, gemInstance)
end
end
end
end
end
build.skillsTab:ProcessSocketGroup(group)
end
-- Remove any socket groups that no longer have a matching item
local i = 1
while build.skillsTab.socketGroupList[i] do
local socketGroup = build.skillsTab.socketGroupList[i]
if socketGroup.source and not markList[socketGroup] then
t_remove(build.skillsTab.socketGroupList, i)
if build.skillsTab.displayGroup == socketGroup then
build.skillsTab.displayGroup = nil
end
else
i = i + 1
end
end
end
-- Get the weapon data tables for the equipped weapons
env.player.weaponData1 = env.player.itemList["Weapon 1"] and env.player.itemList["Weapon 1"].weaponData and env.player.itemList["Weapon 1"].weaponData[1] or copyTable(env.data.unarmedWeaponData[env.classId])
if env.player.weaponData1.countsAsDualWielding then
env.player.weaponData2 = env.player.itemList["Weapon 1"].weaponData[2]
else
env.player.weaponData2 = env.player.itemList["Weapon 2"] and env.player.itemList["Weapon 2"].weaponData and env.player.itemList["Weapon 2"].weaponData[2] or { }
end
-- Merge modifiers for allocated passives
env.modDB:AddList(calcs.buildModListForNodeList(env, nodes, true))
-- Determine main skill group
if env.mode == "CALCS" then
env.calcsInput.skill_number = m_min(m_max(#build.skillsTab.socketGroupList, 1), env.calcsInput.skill_number or 1)
env.mainSocketGroup = env.calcsInput.skill_number
else
build.mainSocketGroup = m_min(m_max(#build.skillsTab.socketGroupList, 1), build.mainSocketGroup or 1)
env.mainSocketGroup = build.mainSocketGroup
end
-- Build list of active skills
env.activeSkillList = { }
local groupCfg = wipeTable(tempTable1)
for index, socketGroup in pairs(build.skillsTab.socketGroupList) do
local socketGroupSkillList = { }
local slot = socketGroup.slot and build.itemsTab.slots[socketGroup.slot]
socketGroup.slotEnabled = not slot or not slot.weaponSet or slot.weaponSet == (build.itemsTab.activeItemSet.useSecondWeaponSet and 2 or 1)
if index == env.mainSocketGroup or (socketGroup.enabled and socketGroup.slotEnabled) then
groupCfg.slotName = socketGroup.slot and socketGroup.slot:gsub(" Swap","")
local propertyModList = env.modDB:List(groupCfg, "GemProperty")
-- Build list of supports for this socket group
local supportList = { }
if not socketGroup.source then
-- Add extra supports from the item this group is socketed in
for _, value in ipairs(env.modDB:List(groupCfg, "ExtraSupport")) do
local grantedEffect = env.data.skills[value.skillId]
if grantedEffect then
t_insert(supportList, {
grantedEffect = grantedEffect,
level = value.level,
quality = 0,
enabled = true,
})
end
end
end
for _, gemInstance in ipairs(socketGroup.gemList) do
-- Add support gems from this group
if env.mode == "MAIN" then
gemInstance.displayEffect = nil
end
local grantedEffect = gemInstance.gemData and gemInstance.gemData.grantedEffect or gemInstance.grantedEffect
if gemInstance.enabled and grantedEffect and grantedEffect.support then
local supportEffect = {
grantedEffect = grantedEffect,
level = gemInstance.level,
quality = gemInstance.quality,
srcInstance = gemInstance,
gemData = gemInstance.gemData,
superseded = false,
isSupporting = { },
}
if env.mode == "MAIN" then
gemInstance.displayEffect = supportEffect
end
if gemInstance.gemData then
for _, value in ipairs(propertyModList) do
if calcLib.gemIsType(supportEffect.gemData, value.keyword) then
supportEffect[value.key] = (supportEffect[value.key] or 0) + value.value
end
end
end
local add = true
for index, otherSupport in ipairs(supportList) do
-- Check if there's another support with the same name already present
if grantedEffect == otherSupport.grantedEffect then
add = false
if supportEffect.level > otherSupport.level or (supportEffect.level == otherSupport.level and supportEffect.quality > otherSupport.quality) then
if env.mode == "MAIN" then
otherSupport.superseded = true
end
supportList[index] = supportEffect
else
supportEffect.superseded = true
end
break
end
end
if add then
t_insert(supportList, supportEffect)
end
end
end
-- Create active skills
for _, gemInstance in ipairs(socketGroup.gemList) do
if gemInstance.enabled and (gemInstance.gemData or gemInstance.grantedEffect) then
local grantedEffectList = gemInstance.gemData and gemInstance.gemData.grantedEffectList or { gemInstance.grantedEffect }
for index, grantedEffect in ipairs(grantedEffectList) do
if not grantedEffect.support and not grantedEffect.unsupported and (not grantedEffect.hasGlobalEffect or gemInstance["enableGlobal"..index]) then
local activeEffect = {
grantedEffect = grantedEffect,
level = gemInstance.level,
quality = gemInstance.quality,
srcInstance = gemInstance,
gemData = gemInstance.gemData,
}
if gemInstance.gemData then
for _, value in ipairs(propertyModList) do
if calcLib.gemIsType(activeEffect.gemData, value.keyword) then
activeEffect[value.key] = (activeEffect[value.key] or 0) + value.value
end
end
end
if env.mode == "MAIN" then
gemInstance.displayEffect = activeEffect
end
local activeSkill = calcs.createActiveSkill(activeEffect, supportList)
if gemInstance.gemData then
activeSkill.slotName = groupCfg.slotName
end
t_insert(socketGroupSkillList, activeSkill)
t_insert(env.activeSkillList, activeSkill)
end
end
if gemInstance.gemData then
t_insert(env.requirementsTable, {
source = "Gem",
sourceGem = gemInstance,
Str = gemInstance.reqStr,
Dex = gemInstance.reqDex,
Int = gemInstance.reqInt,
})
end
end
end
if index == env.mainSocketGroup and #socketGroupSkillList > 0 then
-- Select the main skill from this socket group
local activeSkillIndex
if env.mode == "CALCS" then
socketGroup.mainActiveSkillCalcs = m_min(#socketGroupSkillList, socketGroup.mainActiveSkillCalcs or 1)
activeSkillIndex = socketGroup.mainActiveSkillCalcs
else
activeSkillIndex = m_min(#socketGroupSkillList, socketGroup.mainActiveSkill or 1)
if env.mode == "MAIN" then
socketGroup.mainActiveSkill = activeSkillIndex
end
end
env.player.mainSkill = socketGroupSkillList[activeSkillIndex]
end
end
if env.mode == "MAIN" then
-- Create display label for the socket group if the user didn't specify one
if socketGroup.label and socketGroup.label:match("%S") then
socketGroup.displayLabel = socketGroup.label
else
socketGroup.displayLabel = nil
for _, gemInstance in ipairs(socketGroup.gemList) do
local grantedEffect = gemInstance.gemData and gemInstance.gemData.grantedEffect or gemInstance.grantedEffect
if grantedEffect and not grantedEffect.support and gemInstance.enabled then
socketGroup.displayLabel = (socketGroup.displayLabel and socketGroup.displayLabel..", " or "") .. grantedEffect.name
end
end
socketGroup.displayLabel = socketGroup.displayLabel or "<No active skills>"
end
-- Save the active skill list for display in the socket group tooltip
socketGroup.displaySkillList = socketGroupSkillList
elseif env.mode == "CALCS" then
socketGroup.displaySkillListCalcs = socketGroupSkillList
end
end
if not env.player.mainSkill then
-- Add a default main skill if none are specified
local defaultEffect = {
grantedEffect = env.data.skills.Melee,
level = 1,
quality = 0,
enabled = true,
}
env.player.mainSkill = calcs.createActiveSkill(defaultEffect, { })
t_insert(env.activeSkillList, env.player.mainSkill)
end
-- Build skill modifier lists
env.auxSkillList = { }
for _, activeSkill in pairs(env.activeSkillList) do
calcs.buildActiveSkillModList(env, env.player, activeSkill)
end
return env
end