- Added movement speed calculation - Fixed ignite breakdown - Changed "frozen, shocked, or ignited enemies", and similar, to use varLists (to fix condition detection) - Many changes for flask support
549 lines
23 KiB
Lua
549 lines
23 KiB
Lua
-- Path of Building
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--
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-- Module: Import Tab
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-- Import/Export tab for the current build.
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--
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local launch, main = ...
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local ipairs = ipairs
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local t_insert = table.insert
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local ImportTabClass = common.NewClass("ImportTab", "ControlHost", "Control", function(self, build)
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self.ControlHost()
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self.Control()
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self.build = build
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self.charImportMode = "GETACCOUNTNAME"
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self.charImportStatus = "Idle"
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self.controls.sectionCharImport = common.New("SectionControl", {"TOPLEFT",self,"TOPLEFT"}, 10, 18, 600, 210, "Character Import")
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self.controls.charImportStatusLabel = common.New("LabelControl", {"TOPLEFT",self.controls.sectionCharImport,"TOPLEFT"}, 6, 14, 200, 16, function()
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return "^7Character import status: "..self.charImportStatus
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end)
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-- Stage: input account name
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self.controls.accountNameHeader = common.New("LabelControl", {"TOPLEFT",self.controls.sectionCharImport,"TOPLEFT"}, 6, 40, 200, 16, "^7To start importing a character, enter the character's account name:")
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self.controls.accountNameHeader.shown = function()
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return self.charImportMode == "GETACCOUNTNAME"
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end
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self.controls.accountName = common.New("EditControl", {"TOPLEFT",self.controls.accountNameHeader,"BOTTOMLEFT"}, 0, 4, 200, 20, main.lastAccountName or "", nil, "%c", 50)
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self.controls.accountNameGo = common.New("ButtonControl", {"LEFT",self.controls.accountName,"RIGHT"}, 8, 0, 60, 20, "Start", function()
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self.controls.sessionInput.buf = ""
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self:DownloadCharacterList()
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end)
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self.controls.accountNameGo.enabled = function()
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return self.controls.accountName.buf:match("%S")
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end
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-- Stage: input POESESSID
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self.controls.sessionHeader = common.New("LabelControl", {"TOPLEFT",self.controls.sectionCharImport,"TOPLEFT"}, 6, 40, 200, 14)
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self.controls.sessionHeader.label = function()
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return [[
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^7The list of characters on ']]..self.controls.accountName.buf..[[' couldn't be retrieved. This may be because:
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1. The account name is wrong, or
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2. The account's privacy settings hide the characters tab (this is the default setting).
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If this is your account, you can either:
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1. Change your privacy settings to show you characters tab and then retry, or
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2. Enter a valid POESESSID below.
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You can get this from your web browser's cookies while logged into the Path of Exile website.
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]]
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end
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self.controls.sessionHeader.shown = function()
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return self.charImportMode == "GETSESSIONID"
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end
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self.controls.sessionRetry = common.New("ButtonControl", {"TOPLEFT",self.controls.sessionHeader,"TOPLEFT"}, 0, 108, 60, 20, "Retry", function()
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self.controls.sessionInput.buf = ""
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self:DownloadCharacterList()
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end)
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self.controls.sessionCancel = common.New("ButtonControl", {"LEFT",self.controls.sessionRetry,"RIGHT"}, 8, 0, 60, 20, "Cancel", function()
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self.charImportMode = "GETACCOUNTNAME"
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self.charImportStatus = "Idle"
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end)
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self.controls.sessionInput = common.New("EditControl", {"TOPLEFT",self.controls.sessionRetry,"BOTTOMLEFT"}, 0, 8, 350, 20, "", "POESESSID", "%X", 32)
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self.controls.sessionGo = common.New("ButtonControl", {"LEFT",self.controls.sessionInput,"RIGHT"}, 8, 0, 60, 20, "Go", function()
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self:DownloadCharacterList()
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end)
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self.controls.sessionGo.enabled = function()
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return #self.controls.sessionInput.buf == 32
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end
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-- Stage: select character and import data
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self.controls.charSelectHeader = common.New("LabelControl", {"TOPLEFT",self.controls.sectionCharImport,"TOPLEFT"}, 6, 40, 200, 16, "^7Choose character to import data from:")
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self.controls.charSelectHeader.shown = function()
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return self.charImportMode == "SELECTCHAR" or self.charImportMode == "IMPORTING"
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end
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self.controls.charSelect = common.New("DropDownControl", {"TOPLEFT",self.controls.charSelectHeader,"BOTTOMLEFT"}, 0, 4, 400, 18)
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self.controls.charSelect.enabled = function()
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return self.charImportMode == "SELECTCHAR"
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end
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self.controls.charImportHeader = common.New("LabelControl", {"TOPLEFT",self.controls.charSelect,"BOTTOMLEFT"}, 0, 16, 200, 16, "Import:")
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self.controls.charImportTree = common.New("ButtonControl", {"LEFT",self.controls.charImportHeader, "RIGHT"}, 8, 0, 170, 20, "Passive Tree and Jewels", function()
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if self.build.spec:CountAllocNodes() > 0 then
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main:OpenConfirmPopup("Character Import", "Importing the passive tree will overwrite your current tree.", "Import", function()
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self:DownloadPassiveTree()
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end)
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else
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self:DownloadPassiveTree()
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end
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end)
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self.controls.charImportTree.enabled = function()
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return self.charImportMode == "SELECTCHAR"
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end
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self.controls.charImportItems = common.New("ButtonControl", {"LEFT",self.controls.charImportTree, "RIGHT"}, 8, 0, 110, 20, "Items and Skills", function()
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self:DownloadItems()
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end)
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self.controls.charImportItems.enabled = function()
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return self.charImportMode == "SELECTCHAR"
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end
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self.controls.charBanditNote = common.New("LabelControl", {"TOPLEFT",self.controls.charImportHeader,"BOTTOMLEFT"}, 0, 14, 200, 14, "^7Tip: After you finish importing a character, make sure you update the bandit choices,\nas these cannot be imported.")
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self.controls.charDone = common.New("ButtonControl", {"TOPLEFT",self.controls.charImportHeader,"BOTTOMLEFT"}, 0, 60, 60, 20, "Done", function()
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self.charImportMode = "GETACCOUNTNAME"
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self.charImportStatus = "Idle"
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end)
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-- Build import/export
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self.controls.sectionBuild = common.New("SectionControl", {"TOPLEFT",self.controls.sectionCharImport,"BOTTOMLEFT"}, 0, 18, 600, 200, "Build Sharing")
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self.controls.generateCodeLabel = common.New("LabelControl", {"TOPLEFT",self.controls.sectionBuild,"TOPLEFT"}, 6, 14, 0, 16, "^7Generate a code to share this build with other Path of Building users:")
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self.controls.generateCode = common.New("ButtonControl", {"LEFT",self.controls.generateCodeLabel,"RIGHT"}, 4, 0, 80, 20, "Generate", function()
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self.controls.generateCodeOut:SetText(common.base64.encode(Deflate(self.build:SaveDB("code"))):gsub("+","-"):gsub("/","_"))
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end)
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self.controls.generateCodeOut = common.New("EditControl", {"TOPLEFT",self.controls.generateCodeLabel,"BOTTOMLEFT"}, 0, 8, 250, 20, "", "Code", "%Z")
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self.controls.generateCodeOut.enabled = function()
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return #self.controls.generateCodeOut.buf > 0
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end
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self.controls.generateCodeCopy = common.New("ButtonControl", {"LEFT",self.controls.generateCodeOut,"RIGHT"}, 8, 0, 60, 20, "Copy", function()
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Copy(self.controls.generateCodeOut.buf)
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self.controls.generateCodeOut:SetText("")
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end)
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self.controls.generateCodeCopy.enabled = function()
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return #self.controls.generateCodeOut.buf > 0
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end
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self.controls.generateCodeNote = common.New("LabelControl", {"TOPLEFT",self.controls.generateCodeOut,"BOTTOMLEFT"}, 0, 4, 0, 14, "^7Note: this code can be very long; it may be easiest to share it using Pastebin or similar.")
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self.controls.importCodeHeader = common.New("LabelControl", {"TOPLEFT",self.controls.generateCodeNote,"BOTTOMLEFT"}, 0, 26, 0, 16, "^7To import a build, enter the code here:")
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self.controls.importCodeIn = common.New("EditControl", {"TOPLEFT",self.controls.importCodeHeader,"BOTTOMLEFT"}, 0, 4, 250, 20, "", nil, "^%w_%-=", nil, function(buf)
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if #buf == 0 then
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self.importCodeState = nil
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return
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end
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self.importCodeState = "INVALID"
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local xmlText = Inflate(common.base64.decode(buf:gsub("-","+"):gsub("_","/")))
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if not xmlText then
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return
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end
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self.importCodeState = "VALID"
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self.importCodeXML = xmlText
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if not self.build.dbFileName then
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self.controls.importCodeMode.sel = 2
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end
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end)
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self.controls.importCodeState = common.New("LabelControl", {"LEFT",self.controls.importCodeIn,"RIGHT"}, 4, 0, 0, 16)
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self.controls.importCodeState.label = function()
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return (self.importCodeState == "VALID" and data.colorCodes.POSITIVE.."Code is valid") or (self.importCodeState == "INVALID" and data.colorCodes.NEGATIVE.."Invalid code") or ""
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end
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self.controls.importCodeMode = common.New("DropDownControl", {"TOPLEFT",self.controls.importCodeIn,"BOTTOMLEFT"}, 0, 4, 160, 20, { "Import to this build", "Import to a new build:" })
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self.controls.importCodeMode.enabled = function()
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return self.importCodeState == "VALID" and self.build.dbFileName
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end
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self.controls.importCodeBuildName = common.New("EditControl", {"LEFT",self.controls.importCodeMode,"RIGHT"}, 4, 0, 400, 20, "", "New build name", "\\/:%*%?\"<>|", 50)
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self.controls.importCodeBuildName.enabled = function()
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return self.importCodeState == "VALID" and self.controls.importCodeMode.sel == 2
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end
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self.controls.importCodeGo = common.New("ButtonControl", {"TOPLEFT",self.controls.importCodeMode,"BOTTOMLEFT"}, 0, 8, 60, 20, "Import", function()
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if self.controls.importCodeMode.sel == 1 then
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main:OpenConfirmPopup("Build Import", "^xFF9922Warning:^7 Importing to the current build will erase ALL existing data for this build.\nThis cannot be undone.", "Import", function()
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self:ImportToBuild(self.build.dbFileName, self.build.buildName)
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end)
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else
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local newBuildName = self.controls.importCodeBuildName.buf
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local newFileName = main.buildPath .. newBuildName .. ".xml"
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local file = io.open(newFileName, "r")
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if file then
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file:close()
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main:OpenMessagePopup("Build Import", "A build with that name already exists.")
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return
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end
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self:ImportToBuild(newFileName, newBuildName)
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end
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end)
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self.controls.importCodeGo.enabled = function()
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return self.importCodeState == "VALID" and (self.controls.importCodeMode.sel == 1 or self.controls.importCodeBuildName.buf:match("%S"))
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end
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end)
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function ImportTabClass:Draw(viewPort, inputEvents)
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self.x = viewPort.x
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self.y = viewPort.y
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self.width = viewPort.width
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self.height = viewPort.height
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self:ProcessControlsInput(inputEvents, viewPort)
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main:DrawBackground(viewPort)
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self:DrawControls(viewPort)
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end
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function ImportTabClass:DownloadCharacterList()
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self.charImportMode = "DOWNLOADCHARLIST"
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self.charImportStatus = "Retrieving character list..."
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local accountName = self.controls.accountName.buf
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local sessionID = #self.controls.sessionInput.buf == 32 and self.controls.sessionInput.buf or main.accountSessionIDs[accountName]
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launch:DownloadPage("https://www.pathofexile.com/character-window/get-characters?accountName="..accountName, function(page, errMsg)
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if errMsg then
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self.charImportStatus = data.colorCodes.NEGATIVE.."Error retrieving character list, try again ("..errMsg:gsub("\n"," ")..")"
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self.charImportMode = "GETACCOUNTNAME"
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return
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elseif page == "false" then
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self.charImportStatus = data.colorCodes.NEGATIVE.."Failed to retrieve character list."
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self.charImportMode = "GETSESSIONID"
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return
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end
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local charList, errMsg = self:ProcessJSON(page)
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if errMsg then
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self.charImportStatus = data.colorCodes.NEGATIVE.."Error processing character list, try again later"
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self.charImportMode = "GETACCOUNTNAME"
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return
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end
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--ConPrintTable(charList)
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if #charList == 0 then
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self.charImportStatus = data.colorCodes.NEGATIVE.."The account has no characters to import."
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self.charImportMode = "GETACCOUNTNAME"
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return
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end
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-- GGG's character API has an issue where for /get-characters the account name is not case-sensitive, but for /get-passive-skills and /get-items it is.
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-- This workaround grabs the profile page and extracts the correct account name from one of the URLs.
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launch:DownloadPage("https://www.pathofexile.com/account/view-profile/"..accountName, function(page, errMsg)
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if errMsg then
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self.charImportStatus = data.colorCodes.NEGATIVE.."Error retrieving character list, try again ("..errMsg:gsub("\n"," ")..")"
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self.charImportMode = "GETACCOUNTNAME"
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return
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end
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local realAccountName = page:match("/account/view%-profile/([^/]+)/characters")
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if not realAccountName then
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self.charImportStatus = data.colorCodes.NEGATIVE.."Failed to retrieve character list."
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self.charImportMode = "GETSESSIONID"
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return
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end
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self.controls.accountName:SetText(realAccountName)
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accountName = realAccountName
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self.charImportStatus = "Character list successfully retrieved."
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self.charImportMode = "SELECTCHAR"
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main.lastAccountName = accountName
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if sessionID then
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main.accountSessionIDs[accountName] = sessionID
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end
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wipeTable(self.controls.charSelect.list)
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for i, char in ipairs(charList) do
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t_insert(self.controls.charSelect.list, {
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val = char,
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label = string.format("%s: Level %d %s in %s", char.name or "?", char.level or 0, char.class or "?", char.league or "?")
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})
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end
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table.sort(self.controls.charSelect.list, function(a,b)
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return a.val.name:lower() < b.val.name:lower()
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end)
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end, sessionID and "POESESSID="..sessionID)
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end, sessionID and "POESESSID="..sessionID)
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end
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function ImportTabClass:DownloadPassiveTree()
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self.charImportMode = "IMPORTING"
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self.charImportStatus = "Retrieving character passive tree..."
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local accountName = self.controls.accountName.buf
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local sessionID = #self.controls.sessionInput.buf == 32 and self.controls.sessionInput.buf or main.accountSessionIDs[accountName]
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local charSelect = self.controls.charSelect
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local charData = charSelect.list[charSelect.sel].val
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launch:DownloadPage("https://www.pathofexile.com/character-window/get-passive-skills?accountName="..accountName.."&character="..charData.name, function(page, errMsg)
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self.charImportMode = "SELECTCHAR"
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if errMsg then
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self.charImportStatus = data.colorCodes.NEGATIVE.."Error importing character data, try again ("..errMsg:gsub("\n"," ")..")"
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return
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elseif page == "false" then
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self.charImportStatus = data.colorCodes.NEGATIVE.."Failed to retrieve character data, try again."
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return
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end
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local charPassiveData, errMsg = self:ProcessJSON(page)
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if errMsg then
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self.charImportStatus = data.colorCodes.NEGATIVE.."Error processing character data, try again later."
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return
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end
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self.charImportStatus = data.colorCodes.POSITIVE.."Passive tree and jewels successfully imported."
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--ConPrintTable(charPassiveData)
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self.build.spec:ImportFromNodeList(charData.classId, charData.ascendancyClass, charPassiveData.hashes)
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self.build.spec:AddUndoState()
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local sockets = { }
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for i, slot in pairs(charPassiveData.jewel_slots) do
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sockets[i] = tonumber(slot.passiveSkill.hash)
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end
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for _, itemData in pairs(charPassiveData.items) do
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self:ImportItem(itemData, sockets)
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end
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self.build.itemsTab:PopulateSlots()
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self.build.itemsTab:AddUndoState()
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self.build.characterLevel = charData.level
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self.build.controls.characterLevel:SetText(charData.level)
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self.build.buildFlag = true
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end, sessionID and "POESESSID="..sessionID)
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end
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function ImportTabClass:DownloadItems()
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self.charImportMode = "IMPORTING"
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self.charImportStatus = "Retrieving character items..."
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local accountName = self.controls.accountName.buf
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local sessionID = #self.controls.sessionInput.buf == 32 and self.controls.sessionInput.buf or main.accountSessionIDs[accountName]
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local charSelect = self.controls.charSelect
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local charData = charSelect.list[charSelect.sel].val
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launch:DownloadPage("https://www.pathofexile.com/character-window/get-items?accountName="..accountName.."&character="..charData.name, function(page, errMsg)
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self.charImportMode = "SELECTCHAR"
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if errMsg then
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self.charImportStatus = data.colorCodes.NEGATIVE.."Error importing character data, try again ("..errMsg:gsub("\n"," ")..")"
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return
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elseif page == "false" then
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self.charImportStatus = data.colorCodes.NEGATIVE.."Failed to retrieve character data, try again."
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return
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end
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local charItemData, errMsg = self:ProcessJSON(page)
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if errMsg then
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self.charImportStatus = data.colorCodes.NEGATIVE.."Error processing character data, try again later."
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return
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end
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self.charImportStatus = data.colorCodes.POSITIVE.."Items and skills successfully imported."
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--ConPrintTable(charItemData)
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for _, itemData in pairs(charItemData.items) do
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self:ImportItem(itemData)
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end
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self.build.itemsTab:PopulateSlots()
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self.build.itemsTab:AddUndoState()
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self.build.skillsTab:AddUndoState()
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self.build.buildFlag = true
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end, sessionID and "POESESSID="..sessionID)
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end
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local rarityMap = { [0] = "NORMAL", "MAGIC", "RARE", "UNIQUE" }
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local colorMap = { S = "R", D = "G", I = "B", G = "W" }
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local slotMap = { ["Weapon"] = "Weapon 1", ["Offhand"] = "Weapon 2", ["Helm"] = "Helmet", ["BodyArmour"] = "Body Armour", ["Gloves"] = "Gloves", ["Boots"] = "Boots", ["Amulet"] = "Amulet", ["Ring"] = "Ring 1", ["Ring2"] = "Ring 2", ["Belt"] = "Belt" }
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function ImportTabClass:ImportItem(itemData, sockets)
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local slotName
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if itemData.inventoryId == "PassiveJewels" and sockets then
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slotName = "Jewel "..sockets[itemData.x + 1]
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elseif launch.enableFlasks and itemData.inventoryId == "Flask" then -- FIXME Flask release
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slotName = "Flask "..(itemData.x + 1)
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else
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slotName = slotMap[itemData.inventoryId]
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end
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if not slotName then
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-- Ignore any items that won't go into known slots
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return
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end
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local item = { }
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-- Determine rarity, display name and base type of the item
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item.rarity = rarityMap[itemData.frameType]
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if #itemData.name > 0 then
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item.title = itemLib.sanitiseItemText(itemData.name)
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item.baseName = itemLib.sanitiseItemText(itemData.typeLine)
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item.name = item.title .. ", " .. item.baseName
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item.base = data.itemBases[item.baseName]
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if item.base then
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item.type = item.base.type
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else
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ConPrintf("Unrecognised base in imported item: %s", item.baseName)
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end
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else
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item.name = itemLib.sanitiseItemText(itemData.typeLine)
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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.base = data.itemBases[item.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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end
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if not item.base or not item.rarity then
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return
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end
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-- Import item data
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item.uniqueID = itemData.id
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if itemData.ilvl > 0 then
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item.itemLevel = itemData.ilvl
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end
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item.quality = 0
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if itemData.properties then
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for _, property in pairs(itemData.properties) do
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if property.name == "Quality" then
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item.quality = tonumber(property.values[1][1]:match("%d+"))
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elseif property.name == "Radius" then
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for index, data in pairs(data.jewelRadius) do
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if property.values[1][1] == 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 property.name == "Limited to" then
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item.limit = tonumber(property.values[1][1])
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end
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end
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end
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if itemData.corrupted then
|
|
item.corrupted = true
|
|
end
|
|
if itemData.sockets[1] then
|
|
item.sockets = { }
|
|
for i, socket in pairs(itemData.sockets) do
|
|
item.sockets[i] = { group = socket.group, color = colorMap[socket.attr] }
|
|
end
|
|
end
|
|
if itemData.socketedItems then
|
|
self:ImportSocketedSkills(item, itemData.socketedItems, slotName)
|
|
end
|
|
item.modLines = { }
|
|
item.implicitLines = 0
|
|
if itemData.implicitMods then
|
|
item.implicitLines = item.implicitLines + #itemData.implicitMods
|
|
for _, line in ipairs(itemData.implicitMods) do
|
|
for line in line:gmatch("[^\n]+") do
|
|
local modList, extra = modLib.parseMod(line)
|
|
t_insert(item.modLines, { line = line, extra = extra, mods = modList or { } })
|
|
end
|
|
end
|
|
end
|
|
if itemData.enchantMods then
|
|
item.implicitLines = item.implicitLines + #itemData.enchantMods
|
|
for _, line in ipairs(itemData.enchantMods) do
|
|
for line in line:gmatch("[^\n]+") do
|
|
local modList, extra = modLib.parseMod(line)
|
|
t_insert(item.modLines, { line = line, extra = extra, mods = modList or { }, crafted = true })
|
|
end
|
|
end
|
|
end
|
|
if itemData.explicitMods then
|
|
for _, line in ipairs(itemData.explicitMods) do
|
|
for line in line:gmatch("[^\n]+") do
|
|
local modList, extra = modLib.parseMod(line)
|
|
t_insert(item.modLines, { line = line, extra = extra, mods = modList or { } })
|
|
end
|
|
end
|
|
end
|
|
if itemData.craftedMods then
|
|
for _, line in ipairs(itemData.craftedMods) do
|
|
for line in line:gmatch("[^\n]+") do
|
|
local modList, extra = modLib.parseMod(line)
|
|
t_insert(item.modLines, { line = line, extra = extra, mods = modList or { }, crafted = true })
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Add and equip the new item
|
|
item.raw = itemLib.createItemRaw(item)
|
|
-- ConPrintf("%s", item.raw)
|
|
local newItem = itemLib.makeItemFromRaw(item.raw)
|
|
if newItem then
|
|
local repIndex, repItem
|
|
for index, item in pairs(self.build.itemsTab.list) do
|
|
if item.uniqueID == itemData.id then
|
|
repIndex = index
|
|
repItem = item
|
|
break
|
|
end
|
|
end
|
|
if repIndex then
|
|
-- Item already exists in the build, overwrite it
|
|
newItem.id = repItem.id
|
|
self.build.itemsTab.list[newItem.id] = newItem
|
|
itemLib.buildItemModList(newItem)
|
|
else
|
|
self.build.itemsTab:AddItem(newItem, true)
|
|
end
|
|
self.build.itemsTab.slots[slotName].selItemId = newItem.id
|
|
end
|
|
end
|
|
|
|
function ImportTabClass:ImportSocketedSkills(item, socketedItems, slotName)
|
|
-- Build socket group list
|
|
local itemSocketGroupList = { }
|
|
for _, socketedItem in ipairs(socketedItems) do
|
|
local gem = { level = 20, quality = 0, enabled = true}
|
|
gem.nameSpec = socketedItem.typeLine:gsub(" Support","")
|
|
gem.support = socketedItem.support
|
|
for _, property in pairs(socketedItem.properties) do
|
|
if property.name == "Level" then
|
|
gem.level = tonumber(property.values[1][1]:match("%d+"))
|
|
elseif property.name == "Quality" then
|
|
gem.quality = tonumber(property.values[1][1]:match("%d+"))
|
|
end
|
|
end
|
|
local groupID = item.sockets[socketedItem.socket + 1].group
|
|
if not itemSocketGroupList[groupID] then
|
|
itemSocketGroupList[groupID] = { label = "", enabled = true, gemList = { }, slot = slotName }
|
|
end
|
|
local socketGroup = itemSocketGroupList[groupID]
|
|
if not socketedItem.support and socketGroup.gemList[1] and socketGroup.gemList[1].support then
|
|
-- If the first gem is a support gem, put the first active gem before it
|
|
t_insert(socketGroup.gemList, 1, gem)
|
|
else
|
|
t_insert(socketGroup.gemList, gem)
|
|
end
|
|
end
|
|
|
|
-- Import the socket groups
|
|
for _, itemSocketGroup in pairs(itemSocketGroupList) do
|
|
-- Check if this socket group matches an existing one
|
|
local repGroup
|
|
for index, socketGroup in pairs(self.build.skillsTab.socketGroupList) do
|
|
if #socketGroup.gemList == #itemSocketGroup.gemList then
|
|
local match = true
|
|
for gemIndex, gem in pairs(socketGroup.gemList) do
|
|
if gem.nameSpec:lower() ~= itemSocketGroup.gemList[gemIndex].nameSpec:lower() then
|
|
match = false
|
|
break
|
|
end
|
|
end
|
|
if match then
|
|
repGroup = socketGroup
|
|
break
|
|
end
|
|
end
|
|
end
|
|
if repGroup then
|
|
-- Update the existing one
|
|
for gemIndex, gem in pairs(repGroup.gemList) do
|
|
local itemGem = itemSocketGroup.gemList[gemIndex]
|
|
gem.level = itemGem.level
|
|
gem.quality = itemGem.quality
|
|
end
|
|
else
|
|
t_insert(self.build.skillsTab.socketGroupList, itemSocketGroup)
|
|
end
|
|
self.build.skillsTab:ProcessSocketGroup(itemSocketGroup)
|
|
end
|
|
end
|
|
|
|
function ImportTabClass:ProcessJSON(json)
|
|
local func, errMsg = loadstring("return "..jsonToLua(json))
|
|
if errMsg then
|
|
return nil, errMsg
|
|
end
|
|
setfenv(func, { }) -- Sandbox the function just in case
|
|
local data = func()
|
|
if type(data) ~= "table" then
|
|
return nil, "Return type is not a table"
|
|
end
|
|
return data
|
|
end
|
|
|
|
function ImportTabClass:ImportToBuild(buildFileName, buildName)
|
|
self.build:Shutdown()
|
|
local file = io.open(buildFileName, "w+")
|
|
if not file then
|
|
main:ShowMessagePopup("Build Import", "^xFF2222Error:^7 Couldn't create build file (invalid name?)")
|
|
return
|
|
end
|
|
file:write(self.importCodeXML)
|
|
file:close()
|
|
self.build:Init(buildFileName, buildName)
|
|
self.build.viewMode = "TREE"
|
|
end |