Files
PathOfBuilding/Classes/ImportTab.lua
Openarl 8c01c85f1f Release 1.4.12
- Added shared item list
- Added options screen
- Added toasts
- Program now always updates on first run, but continues if update check fails
- Updated libcurl to 7.54.0
2017-05-19 14:50:33 +10:00

720 lines
30 KiB
Lua

-- Path of Building
--
-- Module: Import Tab
-- Import/Export tab for the current build.
--
local launch, main = ...
local ipairs = ipairs
local t_insert = table.insert
local ImportTabClass = common.NewClass("ImportTab", "ControlHost", "Control", function(self, build)
self.ControlHost()
self.Control()
self.build = build
self.charImportMode = "GETACCOUNTNAME"
self.charImportStatus = "Idle"
self.controls.sectionCharImport = common.New("SectionControl", {"TOPLEFT",self,"TOPLEFT"}, 10, 18, 600, 230, "Character Import")
self.controls.charImportStatusLabel = common.New("LabelControl", {"TOPLEFT",self.controls.sectionCharImport,"TOPLEFT"}, 6, 14, 200, 16, function()
return "^7Character import status: "..self.charImportStatus
end)
-- Stage: input account name
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:")
self.controls.accountNameHeader.shown = function()
return self.charImportMode == "GETACCOUNTNAME"
end
self.controls.accountName = common.New("EditControl", {"TOPLEFT",self.controls.accountNameHeader,"BOTTOMLEFT"}, 0, 4, 200, 20, main.lastAccountName or "", nil, "%c", 50)
self.controls.accountNameGo = common.New("ButtonControl", {"LEFT",self.controls.accountName,"RIGHT"}, 8, 0, 60, 20, "Start", function()
self.controls.sessionInput.buf = ""
self:DownloadCharacterList()
end)
self.controls.accountNameGo.enabled = function()
return self.controls.accountName.buf:match("%S")
end
self.controls.accountNameUnicode = common.New("LabelControl", {"TOPLEFT",self.controls.accountName,"BOTTOMLEFT"}, 0, 16, 0, 14, "^7Note: if the account name contains non-ASCII characters then it must be URL encoded first.")
self.controls.accountNameURLEncoder = common.New("ButtonControl", {"TOPLEFT",self.controls.accountNameUnicode,"BOTTOMLEFT"}, 0, 4, 170, 18, "^x4040FFhttps://www.urlencoder.org/", function()
OpenURL("https://www.urlencoder.org/")
end)
-- Stage: input POESESSID
self.controls.sessionHeader = common.New("LabelControl", {"TOPLEFT",self.controls.sectionCharImport,"TOPLEFT"}, 6, 40, 200, 14)
self.controls.sessionHeader.label = function()
return [[
^7The list of characters on ']]..self.controls.accountName.buf..[[' couldn't be retrieved. This may be because:
1. The account name is wrong, or
2. The account's privacy settings hide the characters tab (this is the default setting).
If this is your account, you can either:
1. Change your privacy settings to show you characters tab and then retry, or
2. Enter a valid POESESSID below.
You can get this from your web browser's cookies while logged into the Path of Exile website.
]]
end
self.controls.sessionHeader.shown = function()
return self.charImportMode == "GETSESSIONID"
end
self.controls.sessionRetry = common.New("ButtonControl", {"TOPLEFT",self.controls.sessionHeader,"TOPLEFT"}, 0, 108, 60, 20, "Retry", function()
self.controls.sessionInput.buf = ""
self:DownloadCharacterList()
end)
self.controls.sessionCancel = common.New("ButtonControl", {"LEFT",self.controls.sessionRetry,"RIGHT"}, 8, 0, 60, 20, "Cancel", function()
self.charImportMode = "GETACCOUNTNAME"
self.charImportStatus = "Idle"
end)
self.controls.sessionInput = common.New("EditControl", {"TOPLEFT",self.controls.sessionRetry,"BOTTOMLEFT"}, 0, 8, 350, 20, "", "POESESSID", "%X", 32)
self.controls.sessionGo = common.New("ButtonControl", {"LEFT",self.controls.sessionInput,"RIGHT"}, 8, 0, 60, 20, "Go", function()
self:DownloadCharacterList()
end)
self.controls.sessionGo.enabled = function()
return #self.controls.sessionInput.buf == 32
end
-- Stage: select character and import data
self.controls.charSelectHeader = common.New("LabelControl", {"TOPLEFT",self.controls.sectionCharImport,"TOPLEFT"}, 6, 40, 200, 16, "^7Choose character to import data from:")
self.controls.charSelectHeader.shown = function()
return self.charImportMode == "SELECTCHAR" or self.charImportMode == "IMPORTING"
end
self.controls.charSelect = common.New("DropDownControl", {"TOPLEFT",self.controls.charSelectHeader,"BOTTOMLEFT"}, 0, 4, 400, 18)
self.controls.charSelect.enabled = function()
return self.charImportMode == "SELECTCHAR"
end
self.controls.charImportHeader = common.New("LabelControl", {"TOPLEFT",self.controls.charSelect,"BOTTOMLEFT"}, 0, 16, 200, 16, "Import:")
self.controls.charImportTree = common.New("ButtonControl", {"LEFT",self.controls.charImportHeader, "RIGHT"}, 8, 0, 170, 20, "Passive Tree and Jewels", function()
if self.build.spec:CountAllocNodes() > 0 then
main:OpenConfirmPopup("Character Import", "Importing the passive tree will overwrite your current tree.", "Import", function()
self:DownloadPassiveTree()
end)
else
self:DownloadPassiveTree()
end
end)
self.controls.charImportTree.enabled = function()
return self.charImportMode == "SELECTCHAR"
end
self.controls.charImportTreeClearJewels = common.New("CheckBoxControl", {"LEFT",self.controls.charImportTree,"RIGHT"}, 90, 0, 18, "Delete jewels:")
self.controls.charImportTreeClearJewels.tooltip = "Delete all existing jewels when importing."
self.controls.charImportItems = common.New("ButtonControl", {"LEFT",self.controls.charImportTree, "LEFT"}, 0, 36, 110, 20, "Items and Skills", function()
self:DownloadItems()
end)
self.controls.charImportItems.enabled = function()
return self.charImportMode == "SELECTCHAR"
end
self.controls.charImportItemsClearSkills = common.New("CheckBoxControl", {"LEFT",self.controls.charImportItems,"RIGHT"}, 85, 0, 18, "Delete skills:")
self.controls.charImportItemsClearSkills.tooltip = "Delete all existing skills when importing."
self.controls.charImportItemsClearItems = common.New("CheckBoxControl", {"LEFT",self.controls.charImportItems,"RIGHT"}, 220, 0, 18, "Delete equipment:")
self.controls.charImportItemsClearItems.tooltip = "Delete all equipped items when importing."
self.controls.charBanditNote = common.New("LabelControl", {"TOPLEFT",self.controls.charImportHeader,"BOTTOMLEFT"}, 0, 50, 200, 14, "^7Tip: After you finish importing a character, make sure you update the bandit choices,\nas these cannot be imported.")
self.controls.charDone = common.New("ButtonControl", {"TOPLEFT",self.controls.charImportHeader,"BOTTOMLEFT"}, 0, 90, 60, 20, "Done", function()
self.charImportMode = "GETACCOUNTNAME"
self.charImportStatus = "Idle"
end)
-- Build import/export
self.controls.sectionBuild = common.New("SectionControl", {"TOPLEFT",self.controls.sectionCharImport,"BOTTOMLEFT"}, 0, 18, 600, 200, "Build Sharing")
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:")
self.controls.generateCode = common.New("ButtonControl", {"LEFT",self.controls.generateCodeLabel,"RIGHT"}, 4, 0, 80, 20, "Generate", function()
self.controls.generateCodeOut:SetText(common.base64.encode(Deflate(self.build:SaveDB("code"))):gsub("+","-"):gsub("/","_"))
end)
self.controls.generateCodeOut = common.New("EditControl", {"TOPLEFT",self.controls.generateCodeLabel,"BOTTOMLEFT"}, 0, 8, 250, 20, "", "Code", "%Z")
self.controls.generateCodeOut.enabled = function()
return #self.controls.generateCodeOut.buf > 0
end
self.controls.generateCodeCopy = common.New("ButtonControl", {"LEFT",self.controls.generateCodeOut,"RIGHT"}, 8, 0, 60, 20, "Copy", function()
Copy(self.controls.generateCodeOut.buf)
self.controls.generateCodeOut:SetText("")
end)
self.controls.generateCodeCopy.enabled = function()
return #self.controls.generateCodeOut.buf > 0
end
self.controls.generateCodePastebin = common.New("ButtonControl", {"LEFT",self.controls.generateCodeCopy,"RIGHT"}, 8, 0, 140, 20, "Share with Pastebin", function()
local id = LaunchSubScript([[
local code, proxyURL = ...
local curl = require("lcurl.safe")
local page = ""
local easy = curl.easy()
easy:setopt_url("https://pastebin.com/api/api_post.php")
easy:setopt(curl.OPT_POST, true)
easy:setopt(curl.OPT_POSTFIELDS, "api_dev_key=c4757f22e50e65e21c53892fd8e0a9ff&api_option=paste&api_paste_code="..code)
easy:setopt(curl.OPT_ACCEPT_ENCODING, "")
if proxyURL then
easy:setopt(curl.OPT_PROXY, proxyURL)
end
easy:setopt_writefunction(function(data)
page = page..data
return true
end)
easy:perform()
easy:close()
if page:match("pastebin.com") then
return page
else
return nil, page
end
]], "", "", self.controls.generateCodeOut.buf, launch.proxyURL)
if id then
self.controls.generateCodeOut:SetText("")
self.controls.generateCodePastebin.label = "Creating paste..."
launch:RegisterSubScript(id, function(pasteLink, errMsg)
self.controls.generateCodePastebin.label = "Share with Pastebin"
if errMsg then
main:OpenMessagePopup("Pastebin.com", "Error creating paste:\n"..errMsg)
else
self.controls.generateCodeOut:SetText(pasteLink)
end
end)
end
end)
self.controls.generateCodePastebin.enabled = function()
return #self.controls.generateCodeOut.buf > 0 and not self.controls.generateCodeOut.buf:match("pastebin%.com")
end
self.controls.generateCodeNote = common.New("LabelControl", {"TOPLEFT",self.controls.generateCodeOut,"BOTTOMLEFT"}, 0, 4, 0, 14, "^7Note: this code can be very long; you can use 'Share with Pastebin' to shrink it.")
self.controls.importCodeHeader = common.New("LabelControl", {"TOPLEFT",self.controls.generateCodeNote,"BOTTOMLEFT"}, 0, 26, 0, 16, "^7To import a build, enter the code here:")
self.controls.importCodeIn = common.New("EditControl", {"TOPLEFT",self.controls.importCodeHeader,"BOTTOMLEFT"}, 0, 4, 250, 20, "", nil, "^%w_%-=", nil, function(buf)
if #buf == 0 then
self.importCodeState = nil
return
end
self.importCodeState = "INVALID"
local xmlText = Inflate(common.base64.decode(buf:gsub("-","+"):gsub("_","/")))
if not xmlText then
return
end
self.importCodeState = "VALID"
self.importCodeXML = xmlText
if not self.build.dbFileName then
self.controls.importCodeMode.sel = 2
end
end)
self.controls.importCodeState = common.New("LabelControl", {"LEFT",self.controls.importCodeIn,"RIGHT"}, 4, 0, 0, 16)
self.controls.importCodeState.label = function()
return (self.importCodeState == "VALID" and data.colorCodes.POSITIVE.."Code is valid") or (self.importCodeState == "INVALID" and data.colorCodes.NEGATIVE.."Invalid code") or ""
end
self.controls.importCodePastebin = common.New("ButtonControl", {"LEFT",self.controls.importCodeIn,"RIGHT"}, 90, 0, 160, 20, "Import from Pastebin...", function()
local controls = { }
controls.editLabel = common.New("LabelControl", nil, 0, 20, 0, 16, "Enter Pastebin.com link:")
controls.edit = common.New("EditControl", nil, 0, 40, 250, 18, "", nil, nil, nil, function(buf)
controls.msg.label = ""
end)
controls.msg = common.New("LabelControl", nil, 0, 58, 0, 16, "")
controls.import = common.New("ButtonControl", nil, -45, 80, 80, 20, "Import", function()
controls.import.enabled = false
controls.msg.label = "Retrieving paste..."
launch:DownloadPage(controls.edit.buf:gsub("pastebin%.com/(%w+)$","pastebin.com/raw/%1"), function(page, errMsg)
if errMsg then
controls.msg.label = "^1"..errMsg
controls.import.enabled = true
else
self.controls.importCodeIn:SetText(page, true)
main:ClosePopup()
end
end)
end)
controls.import.enabled = function()
return #controls.edit.buf > 0 and controls.edit.buf:match("pastebin%.com/%w+")
end
controls.cancel = common.New("ButtonControl", nil, 45, 80, 80, 20, "Cancel", function()
main:ClosePopup()
end)
main:OpenPopup(280, 110, "Import from Pastebin", controls, "import", "edit")
end)
self.controls.importCodeMode = common.New("DropDownControl", {"TOPLEFT",self.controls.importCodeIn,"BOTTOMLEFT"}, 0, 4, 160, 20, { "Import to this build", "Import to a new build:" })
self.controls.importCodeMode.enabled = function()
return self.importCodeState == "VALID" and self.build.dbFileName
end
self.controls.importCodeBuildName = common.New("EditControl", {"LEFT",self.controls.importCodeMode,"RIGHT"}, 4, 0, 400, 20, "", "New build name", "\\/:%*%?\"<>|%c", 100)
self.controls.importCodeBuildName.enabled = function()
return self.importCodeState == "VALID" and self.controls.importCodeMode.sel == 2
end
self.controls.importCodeGo = common.New("ButtonControl", {"TOPLEFT",self.controls.importCodeMode,"BOTTOMLEFT"}, 0, 8, 60, 20, "Import", function()
if self.controls.importCodeMode.sel == 1 then
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()
self:ImportToBuild(self.build.dbFileName, self.build.buildName)
end)
else
local newBuildName = self.controls.importCodeBuildName.buf
local newFileName = main.buildPath .. newBuildName .. ".xml"
local file = io.open(newFileName, "r")
if file then
file:close()
main:OpenMessagePopup("Build Import", "A build with that name already exists.")
return
end
self:ImportToBuild(newFileName, newBuildName)
end
end)
self.controls.importCodeGo.enabled = function()
return self.importCodeState == "VALID" and (self.controls.importCodeMode.sel == 1 or self.controls.importCodeBuildName.buf:match("%S"))
end
end)
function ImportTabClass:Draw(viewPort, inputEvents)
self.x = viewPort.x
self.y = viewPort.y
self.width = viewPort.width
self.height = viewPort.height
self:ProcessControlsInput(inputEvents, viewPort)
main:DrawBackground(viewPort)
self:DrawControls(viewPort)
end
function ImportTabClass:DownloadCharacterList()
self.charImportMode = "DOWNLOADCHARLIST"
self.charImportStatus = "Retrieving character list..."
local accountName = self.controls.accountName.buf
local sessionID = #self.controls.sessionInput.buf == 32 and self.controls.sessionInput.buf or main.accountSessionIDs[accountName]
launch:DownloadPage("https://www.pathofexile.com/character-window/get-characters?accountName="..accountName, function(page, errMsg)
if errMsg then
self.charImportStatus = data.colorCodes.NEGATIVE.."Error retrieving character list, try again ("..errMsg:gsub("\n"," ")..")"
self.charImportMode = "GETACCOUNTNAME"
return
elseif page == "false" then
self.charImportStatus = data.colorCodes.NEGATIVE.."Failed to retrieve character list."
self.charImportMode = "GETSESSIONID"
return
end
local charList, errMsg = self:ProcessJSON(page)
if errMsg then
self.charImportStatus = data.colorCodes.NEGATIVE.."Error processing character list, try again later"
self.charImportMode = "GETACCOUNTNAME"
return
end
--ConPrintTable(charList)
if #charList == 0 then
self.charImportStatus = data.colorCodes.NEGATIVE.."The account has no characters to import."
self.charImportMode = "GETACCOUNTNAME"
return
end
-- 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.
-- This workaround grabs the profile page and extracts the correct account name from one of the URLs.
launch:DownloadPage("https://www.pathofexile.com/account/view-profile/"..accountName, function(page, errMsg)
if errMsg then
self.charImportStatus = data.colorCodes.NEGATIVE.."Error retrieving character list, try again ("..errMsg:gsub("\n"," ")..")"
self.charImportMode = "GETACCOUNTNAME"
return
end
local realAccountName = page:match("/account/view%-profile/([^/]+)/characters"):gsub(".", function(c) if c:byte(1) > 127 then return string.format("%%%2X",c:byte(1)) else return c end end)
if not realAccountName then
self.charImportStatus = data.colorCodes.NEGATIVE.."Failed to retrieve character list."
self.charImportMode = "GETSESSIONID"
return
end
self.controls.accountName:SetText(realAccountName)
accountName = realAccountName
self.charImportStatus = "Character list successfully retrieved."
self.charImportMode = "SELECTCHAR"
main.lastAccountName = accountName
if sessionID then
main.accountSessionIDs[accountName] = sessionID
end
wipeTable(self.controls.charSelect.list)
for i, char in ipairs(charList) do
t_insert(self.controls.charSelect.list, {
val = char,
label = string.format("%s: Level %d %s in %s", char.name or "?", char.level or 0, char.class or "?", char.league or "?")
})
end
table.sort(self.controls.charSelect.list, function(a,b)
return a.val.name:lower() < b.val.name:lower()
end)
end, sessionID and "POESESSID="..sessionID)
end, sessionID and "POESESSID="..sessionID)
end
function ImportTabClass:DownloadPassiveTree()
self.charImportMode = "IMPORTING"
self.charImportStatus = "Retrieving character passive tree..."
local accountName = self.controls.accountName.buf
local sessionID = #self.controls.sessionInput.buf == 32 and self.controls.sessionInput.buf or main.accountSessionIDs[accountName]
local charSelect = self.controls.charSelect
local charData = charSelect.list[charSelect.sel].val
launch:DownloadPage("https://www.pathofexile.com/character-window/get-passive-skills?accountName="..accountName.."&character="..charData.name, function(page, errMsg)
self.charImportMode = "SELECTCHAR"
if errMsg then
self.charImportStatus = data.colorCodes.NEGATIVE.."Error importing character data, try again ("..errMsg:gsub("\n"," ")..")"
return
elseif page == "false" then
self.charImportStatus = data.colorCodes.NEGATIVE.."Failed to retrieve character data, try again."
return
end
local charPassiveData, errMsg = self:ProcessJSON(page)
if errMsg then
self.charImportStatus = data.colorCodes.NEGATIVE.."Error processing character data, try again later."
return
end
self.charImportStatus = data.colorCodes.POSITIVE.."Passive tree and jewels successfully imported."
--ConPrintTable(charPassiveData)
if self.controls.charImportTreeClearJewels.state then
for _, slot in pairs(self.build.itemsTab.slots) do
if slot.selItemId ~= 0 and slot.nodeId then
self.build.itemsTab:DeleteItem(self.build.itemsTab.list[slot.selItemId])
end
end
end
local sockets = { }
for i, slot in pairs(charPassiveData.jewel_slots) do
sockets[i] = tonumber(slot.passiveSkill.hash)
end
for _, itemData in pairs(charPassiveData.items) do
self:ImportItem(itemData, sockets)
end
self.build.itemsTab:PopulateSlots()
self.build.itemsTab:AddUndoState()
self.build.spec:ImportFromNodeList(charData.classId, charData.ascendancyClass, charPassiveData.hashes)
self.build.spec:AddUndoState()
self.build.characterLevel = charData.level
self.build.controls.characterLevel:SetText(charData.level)
self.build.buildFlag = true
end, sessionID and "POESESSID="..sessionID)
end
function ImportTabClass:DownloadItems()
self.charImportMode = "IMPORTING"
self.charImportStatus = "Retrieving character items..."
local accountName = self.controls.accountName.buf
local sessionID = #self.controls.sessionInput.buf == 32 and self.controls.sessionInput.buf or main.accountSessionIDs[accountName]
local charSelect = self.controls.charSelect
local charData = charSelect.list[charSelect.sel].val
launch:DownloadPage("https://www.pathofexile.com/character-window/get-items?accountName="..accountName.."&character="..charData.name, function(page, errMsg)
self.charImportMode = "SELECTCHAR"
if errMsg then
self.charImportStatus = data.colorCodes.NEGATIVE.."Error importing character data, try again ("..errMsg:gsub("\n"," ")..")"
return
elseif page == "false" then
self.charImportStatus = data.colorCodes.NEGATIVE.."Failed to retrieve character data, try again."
return
end
local charItemData, errMsg = self:ProcessJSON(page)
if errMsg then
self.charImportStatus = data.colorCodes.NEGATIVE.."Error processing character data, try again later."
return
end
if self.controls.charImportItemsClearItems.state then
for _, slot in pairs(self.build.itemsTab.slots) do
if slot.selItemId ~= 0 and not slot.nodeId then
self.build.itemsTab:DeleteItem(self.build.itemsTab.list[slot.selItemId])
end
end
end
local skillOrder
if self.controls.charImportItemsClearSkills.state then
skillOrder = { }
for _, socketGroup in ipairs(self.build.skillsTab.socketGroupList) do
for _, gem in ipairs(socketGroup.gemList) do
if gem.data and not gem.data.support then
t_insert(skillOrder, gem.name)
end
end
end
wipeTable(self.build.skillsTab.socketGroupList)
end
self.charImportStatus = data.colorCodes.POSITIVE.."Items and skills successfully imported."
--ConPrintTable(charItemData)
for _, itemData in pairs(charItemData.items) do
self:ImportItem(itemData)
end
if skillOrder then
local groupOrder = { }
for index, socketGroup in ipairs(self.build.skillsTab.socketGroupList) do
groupOrder[socketGroup] = index
end
table.sort(self.build.skillsTab.socketGroupList, function(a, b)
local orderA
for _, gem in ipairs(a.gemList) do
if gem.data and not gem.data.support then
local i = isValueInArray(skillOrder, gem.name)
if i and (not orderA or i < orderA) then
orderA = i
end
end
end
local orderB
for _, gem in ipairs(b.gemList) do
if gem.data and not gem.data.support then
local i = isValueInArray(skillOrder, gem.name)
if i and (not orderB or i < orderB) then
orderB = i
end
end
end
if orderA and orderB then
if orderA ~= orderB then
return orderA < orderB
else
return groupOrder[a] < groupOrder[b]
end
elseif not orderA and not orderB then
return groupOrder[a] < groupOrder[b]
else
return orderA
end
end)
end
self.build.itemsTab:PopulateSlots()
self.build.itemsTab:AddUndoState()
self.build.skillsTab:AddUndoState()
self.build.buildFlag = true
end, sessionID and "POESESSID="..sessionID)
end
local rarityMap = { [0] = "NORMAL", "MAGIC", "RARE", "UNIQUE", [9] = "RELIC" }
local colorMap = { S = "R", D = "G", I = "B", G = "W" }
local slotMap = { ["Weapon"] = "Weapon 1", ["Offhand"] = "Weapon 2", ["Weapon2"] = "Weapon 1 Swap", ["Offhand2"] = "Weapon 2 Swap", ["Helm"] = "Helmet", ["BodyArmour"] = "Body Armour", ["Gloves"] = "Gloves", ["Boots"] = "Boots", ["Amulet"] = "Amulet", ["Ring"] = "Ring 1", ["Ring2"] = "Ring 2", ["Belt"] = "Belt" }
function ImportTabClass:ImportItem(itemData, sockets)
local slotName
if itemData.inventoryId == "PassiveJewels" and sockets then
slotName = "Jewel "..sockets[itemData.x + 1]
elseif itemData.inventoryId == "Flask" then
slotName = "Flask "..(itemData.x + 1)
else
slotName = slotMap[itemData.inventoryId]
end
if not slotName then
-- Ignore any items that won't go into known slots
return
end
local item = { }
-- Determine rarity, display name and base type of the item
item.rarity = rarityMap[itemData.frameType]
if #itemData.name > 0 then
item.title = itemLib.sanitiseItemText(itemData.name)
item.baseName = itemLib.sanitiseItemText(itemData.typeLine)
item.name = item.title .. ", " .. item.baseName
if item.baseName == "Two-Toned Boots" then
-- Hack for Two-Toned Boots
item.baseName = "Two-Toned Boots (Armour/Energy Shield)"
end
item.base = data.itemBases[item.baseName]
if item.base then
item.type = item.base.type
else
ConPrintf("Unrecognised base in imported item: %s", item.baseName)
end
else
item.name = itemLib.sanitiseItemText(itemData.typeLine)
for baseName, baseData in pairs(data.itemBases) do
local s, e = item.name:find(baseName, 1, true)
if s then
item.baseName = baseName
item.namePrefix = item.name:sub(1, s - 1)
item.nameSuffix = item.name:sub(e + 1)
item.type = baseData.type
break
end
end
if not item.baseName then
local s, e = item.name:find("Two-Toned Boots", 1, true)
if s then
-- Hack for Two-Toned Boots
item.baseName = "Two-Toned Boots (Armour/Energy Shield)"
item.namePrefix = item.name:sub(1, s - 1)
item.nameSuffix = item.name:sub(e + 1)
item.type = "Boots"
end
end
item.base = data.itemBases[item.baseName]
end
if not item.base or not item.rarity then
return
end
-- Import item data
item.uniqueID = itemData.id
if itemData.ilvl > 0 then
item.itemLevel = itemData.ilvl
end
if item.base.weapon or item.base.armour or item.base.flask then
item.quality = 0
end
if itemData.properties then
for _, property in pairs(itemData.properties) do
if property.name == "Quality" then
item.quality = tonumber(property.values[1][1]:match("%d+"))
elseif property.name == "Radius" then
for index, data in pairs(data.jewelRadius) do
if property.values[1][1] == data.label then
item.jewelRadiusIndex = index
break
end
end
elseif property.name == "Limited to" then
item.limit = tonumber(property.values[1][1])
elseif property.name == "Evasion Rating" then
if item.baseName == "Two-Toned Boots (Armour/Energy Shield)" then
-- Another hack for Two-Toned Boots
item.baseName = "Two-Toned Boots (Armour/Evasion)"
item.base = data.itemBases[item.baseName]
end
elseif property.name == "Energy Shield" then
if item.baseName == "Two-Toned Boots (Armour/Evasion)" then
-- Yet another hack for Two-Toned Boots
item.baseName = "Two-Toned Boots (Evasion/Energy Shield)"
item.base = data.itemBases[item.baseName]
end
end
end
end
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
line = line:gsub("\n"," ")
local modList, extra = modLib.parseMod(line)
t_insert(item.modLines, { line = line, extra = extra, mods = modList or { } })
end
end
if itemData.enchantMods then
item.implicitLines = item.implicitLines + #itemData.enchantMods
for _, line in ipairs(itemData.enchantMods) do
line = line:gsub("\n"," ")
local modList, extra = modLib.parseMod(line)
t_insert(item.modLines, { line = line, extra = extra, mods = modList or { }, crafted = true })
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]:SetSelItemId(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 and (not socketGroup.slot or socketGroup.slot == slotName) 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