- Fixed stack overflow in copyTable() - Fixed interaction between weapon swap and skilsl granted by items - Consolidated list controls using a new base class
280 lines
7.9 KiB
Lua
280 lines
7.9 KiB
Lua
-- Path of Building
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--
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-- Module: Mod List
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-- Stores modifiers in a flat list
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--
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local launch, main = ...
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local pairs = pairs
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local t_insert = table.insert
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local m_floor = math.floor
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local m_abs = math.abs
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local band = bit.band
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local bor = bit.bor
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local mod_createMod = modLib.createMod
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-- Magic tables for caching multiplier/condition modifier names
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local multiplierName = setmetatable({ }, { __index = function(t, var)
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t[var] = "Multiplier:"..var
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return t[var]
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end })
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local conditionName = setmetatable({ }, { __index = function(t, var)
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t[var] = "Condition:"..var
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return t[var]
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end })
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local ModListClass = common.NewClass("ModList", function(self)
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self.actor = { output = { } }
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self.multipliers = { }
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self.conditions = { }
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end)
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function ModListClass:AddMod(mod)
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t_insert(self, mod)
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end
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function ModListClass:AddList(modList)
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for i = 1, #modList do
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t_insert(self, modList[i])
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end
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end
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function ModListClass:CopyList(modList)
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for i = 1, #modList do
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self:AddMod(copyTable(modList[i]))
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end
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end
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function ModListClass:ScaleAddList(modList, scale)
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if scale == 1 then
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self:AddList(modList)
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else
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for i = 1, #modList do
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local scaledMod = copyTable(modList[i])
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if type(scaledMod.value) == "number" then
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scaledMod.value = (m_floor(scaledMod.value) == scaledMod.value) and m_floor(scaledMod.value * scale) or scaledMod.value * scale
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end
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self:AddMod(scaledMod)
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end
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end
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end
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function ModListClass:NewMod(...)
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self:AddMod(mod_createMod(...))
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end
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function ModListClass:Sum(modType, cfg, ...)
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local flags, keywordFlags = 0, 0
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local source, tabulate
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if cfg then
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flags = cfg.flags or 0
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keywordFlags = cfg.keywordFlags or 0
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source = cfg.source
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tabulate = cfg.tabulate
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if tabulate then
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cfg = copyTable(cfg, true)
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cfg.tabulate = false
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end
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end
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local result
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local nullValue = 0
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if tabulate or modType == "LIST" then
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result = { }
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nullValue = nil
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elseif modType == "MORE" then
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result = 1
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elseif modType == "FLAG" then
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result = false
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nullValue = false
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else
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result = 0
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end
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for i = 1, select('#', ...) do
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local modName = select(i, ...)
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for i = 1, #self do
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local mod = self[i]
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if mod.name == modName and (not modType or mod.type == modType) and band(flags, mod.flags) == mod.flags and (mod.keywordFlags == 0 or band(keywordFlags, mod.keywordFlags) ~= 0) and (not source or mod.source:match("[^:]+") == source) then
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local value = mod.value
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for _, tag in pairs(mod.tagList) do
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if tag.type == "Multiplier" then
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local mult = (self.multipliers[tag.var] or 0) + self:Sum("BASE", cfg, multiplierName[tag.var])
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if type(value) == "table" then
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value = copyTable(value)
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value.value = value.value * mult + (tag.base or 0)
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else
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value = value * mult + (tag.base or 0)
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end
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elseif tag.type == "MultiplierThreshold" then
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local mult = (self.multipliers[tag.var] or 0) + self:Sum("BASE", cfg, multiplierName[tag.var])
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if mult < tag.threshold then
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value = nullValue
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break
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end
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elseif tag.type == "PerStat" then
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local mult = m_floor((self.actor.output[tag.stat] or (cfg and cfg.skillStats and cfg.skillStats[tag.stat]) or 0) / tag.div + 0.0001)
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if type(value) == "table" then
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value = copyTable(value)
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value.value = value.value * mult + (tag.base or 0)
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else
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value = value * mult + (tag.base or 0)
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end
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elseif tag.type == "StatThreshold" then
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if (self.actor.output[tag.stat] or (cfg and cfg.skillStats and cfg.skillStats[tag.stat]) or 0) < tag.threshold then
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value = nullValue
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break
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end
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elseif tag.type == "DistanceRamp" then
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if not cfg or not cfg.skillDist then
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value = nullValue
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break
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end
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if cfg.skillDist <= tag.ramp[1][1] then
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value = value * tag.ramp[1][2]
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elseif cfg.skillDist >= tag.ramp[#tag.ramp][1] then
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value = value * tag.ramp[#tag.ramp][2]
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else
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for i, dat in ipairs(tag.ramp) do
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local next = tag.ramp[i+1]
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if cfg.skillDist <= next[1] then
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value = value * (dat[2] + (next[2] - dat[2]) * (cfg.skillDist - dat[1]) / (next[1] - dat[1]))
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break
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end
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end
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end
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elseif tag.type == "Condition" then
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local match = false
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if tag.varList then
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for _, var in pairs(tag.varList) do
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if self.conditions[var] or (cfg and cfg.skillCond and cfg.skillCond[var]) or self:Sum("FLAG", cfg, conditionName[var]) then
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match = true
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break
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end
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end
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else
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match = self.conditions[tag.var] or (cfg and cfg.skillCond and cfg.skillCond[tag.var]) or self:Sum("FLAG", cfg, conditionName[tag.var])
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end
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if tag.neg then
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match = not match
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end
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if not match then
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value = nullValue
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break
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end
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elseif tag.type == "EnemyCondition" then
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local match = false
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local enemy = self.actor.enemy
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if enemy then
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if tag.varList then
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for _, var in pairs(tag.varList) do
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if enemy.modDB.conditions[var] or enemy.modDB:Sum("FLAG", nil, conditionName[var]) then
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match = true
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break
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end
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end
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else
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match = enemy.modDB.conditions[tag.var] or enemy.modDB:Sum("FLAG", nil, conditionName[tag.var])
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end
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if tag.neg then
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match = not match
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end
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end
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if not match then
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value = nullValue
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break
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end
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elseif tag.type == "ParentCondition" then
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local match = false
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local parent = self.actor.parent
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if parent then
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if tag.varList then
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for _, var in pairs(tag.varList) do
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if parent.modDB.conditions[var] or parent.modDB:Sum("FLAG", nil, conditionName[var]) then
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match = true
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break
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end
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end
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else
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match = parent.modDB.conditions[tag.var] or parent.modDB:Sum("FLAG", nil, conditionName[tag.var])
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end
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end
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if tag.neg then
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match = not match
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end
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if not match then
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value = nullValue
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break
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end
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elseif tag.type == "SocketedIn" then
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if not cfg or tag.slotName ~= cfg.slotName or (tag.keyword and (not cfg or not cfg.skillGem or not calcLib.gemIsType(cfg.skillGem, tag.keyword))) then
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value = nullValue
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break
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end
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elseif tag.type == "SkillName" then
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local match = false
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local matchName = tag.summonSkill and (cfg and cfg.summonSkillName or "") or (cfg and cfg.skillName)
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if tag.skillNameList then
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for _, name in pairs(tag.skillNameList) do
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if name == matchName then
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match = true
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break
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end
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end
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else
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match = (tag.skillName == matchName)
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end
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if not match then
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value = nullValue
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break
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end
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elseif tag.type == "SkillId" then
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if not cfg or not cfg.skillGem or cfg.skillGem.data.id ~= tag.skillId then
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value = nullValue
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break
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end
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elseif tag.type == "SkillPart" then
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if not cfg or tag.skillPart ~= cfg.skillPart then
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value = nullValue
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break
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end
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elseif tag.type == "SkillType" then
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if not cfg or not cfg.skillTypes or not cfg.skillTypes[tag.skillType] then
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value = nullValue
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break
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end
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elseif tag.type == "SlotName" then
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if not cfg or tag.slotName ~= cfg.slotName then
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value = nullValue
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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 tabulate then
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if value and value ~= 0 then
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t_insert(result, { value = value, mod = mod })
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end
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elseif modType == "MORE" then
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result = result * (1 + value / 100)
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elseif modType == "FLAG" then
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if value then
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return true
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end
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elseif modType == "LIST" then
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if value then
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t_insert(result, value)
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end
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else
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result = result + value
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end
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end
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end
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end
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return result
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end
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function ModListClass:Print()
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for _, mod in ipairs(self) do
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ConPrintf("%s|%s", modLib.formatMod(mod), mod.source or "?")
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end
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end
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