Files
PathOfBuilding/Classes/ItemDBControl.lua
Openarl d2ae3c8ee8 Release 1.4.23
- Applied 'dotIsArea' to the relevant skills
- Skill Effect Duration modifiers now apply to Puncture's Bleed and Viper Strike's Poison
- Updated Decay calculation
- Corrected flags on Elemental Damage with Attack's stats
2017-06-09 11:30:27 +10:00

226 lines
6.7 KiB
Lua

-- Path of Building
--
-- Class: Item DB
-- Item DB control.
--
local launch, main = ...
local pairs = pairs
local ipairs = ipairs
local t_insert = table.insert
local ItemDBClass = common.NewClass("ItemDB", "ListControl", function(self, anchor, x, y, width, height, itemsTab, db)
self.ListControl(anchor, x, y, width, height, 16, false)
self.itemsTab = itemsTab
self.db = db
self.defaultText = "^7No items found that match those filters."
self.dragTargetList = { }
self.sortControl = {
NAME = { key = "name", order = 1, dir = "ASCEND", func = function(a,b) return a:gsub("^The ","") < b:gsub("^The ","") end }
}
local leagueFlag = { }
local typeFlag = { }
for _, item in pairs(db.list) do
if item.league then
for leagueName in item.league:gmatch(" ?([%w ]+),?") do
leagueFlag[leagueName] = true
end
end
typeFlag[item.type] = true
end
self.leagueList = { }
for leagueName in pairs(leagueFlag) do
t_insert(self.leagueList, leagueName)
end
table.sort(self.leagueList)
t_insert(self.leagueList, 1, "Any league")
t_insert(self.leagueList, 2, "No league")
self.typeList = { }
for type in pairs(typeFlag) do
t_insert(self.typeList, type)
end
table.sort(self.typeList)
t_insert(self.typeList, 1, "Any type")
t_insert(self.typeList, 2, "Armour")
t_insert(self.typeList, 3, "Jewellery")
t_insert(self.typeList, 4, "One Handed Melee")
t_insert(self.typeList, 5, "Two Handed Melee")
self.slotList = { "Any slot", "Weapon 1", "Weapon 2", "Helmet", "Body Armour", "Gloves", "Boots", "Amulet", "Ring", "Belt", "Jewel" }
self.controls.slot = common.New("DropDownControl", {"BOTTOMLEFT",self,"TOPLEFT"}, 0, -22, 95, 18, self.slotList, function(index, value)
self:BuildList()
end)
self.controls.type = common.New("DropDownControl", {"LEFT",self.controls.slot,"RIGHT"}, 2, 0, 135, 18, self.typeList, function(index, value)
self:BuildList()
end)
self.controls.league = common.New("DropDownControl", {"LEFT",self.controls.type,"RIGHT"}, 2, 0, 126, 18, self.leagueList, function(index, value)
self:BuildList()
end)
self.controls.league.shown = function()
return #self.leagueList > 2
end
self.controls.search = common.New("EditControl", {"BOTTOMLEFT",self,"TOPLEFT"}, 0, -2, 258, 18, "", "Search", "%c", 100, function()
self:BuildList()
end)
self.controls.searchMode = common.New("DropDownControl", {"LEFT",self.controls.search,"RIGHT"}, 2, 0, 100, 18, { "Anywhere", "Names", "Modifiers" }, function(index, value)
self:BuildList()
end)
self:BuildSortOrder()
self:BuildList()
end)
function ItemDBClass:DoesItemMatchFilters(item)
if self.controls.slot.selIndex > 1 then
local primarySlot = itemLib.getPrimarySlotForItem(item)
if primarySlot ~= self.slotList[self.controls.slot.selIndex] and primarySlot:gsub(" %d","") ~= self.slotList[self.controls.slot.selIndex] then
return false
end
end
local typeSel = self.controls.type.selIndex
if typeSel > 1 then
if typeSel == 2 then
if not item.base.armour then
return false
end
elseif typeSel == 3 then
if not (item.type == "Amulet" or item.type == "Ring" or item.type == "Belt") then
return false
end
elseif typeSel == 4 or typeSel == 5 then
local weaponInfo = self.itemsTab.build.data.weaponTypeInfo[item.type]
if not (weaponInfo and weaponInfo.melee and ((typeSel == 4 and weaponInfo.oneHand) or (typeSel == 5 and not weaponInfo.oneHand))) then
return false
end
elseif item.type ~= self.typeList[typeSel] then
return false
end
end
if self.controls.league.selIndex > 1 then
if (self.controls.league.selIndex == 2 and item.league) or (self.controls.league.selIndex > 2 and (not item.league or not item.league:match(self.leagueList[self.controls.league.selIndex]))) then
return false
end
end
local searchStr = self.controls.search.buf:lower()
if searchStr:match("%S") then
local found = false
local mode = self.controls.searchMode.selIndex
if mode == 1 or mode == 2 then
if item.name:lower():find(searchStr, 1, true) then
found = true
end
end
if mode == 1 or mode == 3 then
for _, line in pairs(item.modLines) do
if line.line:lower():find(searchStr, 1, true) then
found = true
break
end
end
if not found then
searchStr = searchStr:gsub(" ","")
for i, mod in ipairs(item.baseModList) do
if mod.name:lower():find(searchStr, 1, true) then
found = true
break
end
end
end
end
if not found then
return false
end
end
return true
end
function ItemDBClass:BuildSortOrder()
self.sortOrder = wipeTable(self.sortOrder)
for field, data in pairs(self.sortControl) do
t_insert(self.sortOrder, data)
end
table.sort(self.sortOrder, function(a, b)
return a.order < b.order
end)
end
function ItemDBClass:BuildList()
wipeTable(self.list)
for id, item in pairs(self.db.list) do
if self:DoesItemMatchFilters(item) then
t_insert(self.list, item)
end
end
table.sort(self.list, function(a, b)
for _, data in ipairs(self.sortOrder) do
local aVal = a[data.key]
local bVal = b[data.key]
if aVal ~= bVal then
if data.dir == "DESCEND" then
if data.func then
return data.func(bVal, aVal)
else
return bVal < aVal
end
else
if data.func then
return data.func(aVal, bVal)
else
return aVal < bVal
end
end
end
end
end)
end
function ItemDBClass:GetRowValue(column, index, item)
if column == 1 then
return colorCodes[item.rarity] .. item.name
end
end
function ItemDBClass:AddValueTooltip(index, item)
if not main.popups[1] then
self.itemsTab:AddItemTooltip(item, nil, true)
return colorCodes[item.rarity], true
end
end
function ItemDBClass:GetDragValue(index, item)
return "Item", item
end
function ItemDBClass:OnSelClick(index, item, doubleClick)
if IsKeyDown("CTRL") then
-- Add item
local newItem = itemLib.makeItemFromRaw(self.itemsTab.build.targetVersion, item.raw)
itemLib.normaliseQuality(newItem)
self.itemsTab:AddItem(newItem, true)
-- Equip item if able
local slotName = itemLib.getPrimarySlotForItem(newItem)
if slotName and self.itemsTab.slots[slotName] then
if self.itemsTab.slots[slotName].weaponSet == 1 and self.itemsTab.useSecondWeaponSet then
-- Redirect to second weapon set
slotName = slotName .. " Swap"
end
if IsKeyDown("SHIFT") then
-- Redirect to second slot if possible
local altSlot = slotName:gsub("1","2")
if self.itemsTab:IsItemValidForSlot(newItem, altSlot) then
slotName = altSlot
end
end
self.itemsTab.slots[slotName]:SetSelItemId(newItem.id)
end
self.itemsTab:PopulateSlots()
self.itemsTab:AddUndoState()
self.itemsTab.build.buildFlag = true
elseif doubleClick then
self.itemsTab:CreateDisplayItemFromRaw(item.raw, true)
end
end
function ItemDBClass:OnSelCopy(index, item)
Copy(item.raw:gsub("\n","\r\n"))
end