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PassiveTree.lua
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455 lines (431 loc) · 15 KB
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-- Path of Building
--
-- Class: Passive Tree
-- Passive skill tree class.
-- Responsible for downloading and loading the passive tree data and assets
-- Also pre-calculates and pre-parses most of the data need to use the passive tree, including the node modifiers
--
local pairs = pairs
local ipairs = ipairs
local t_insert = table.insert
local t_remove = table.remove
local m_min = math.min
local m_max = math.max
local m_pi = math.pi
local m_sin = math.sin
local m_cos = math.cos
local m_tan = math.tan
local m_sqrt = math.sqrt
-- Retrieve the file at the given URL
local function getFile(URL)
local page = ""
local easy = common.curl.easy()
easy:setopt_url(URL)
easy:setopt_writefunction(function(data)
page = page..data
return true
end)
easy:perform()
easy:close()
return #page > 0 and page
end
local PassiveTreeClass = newClass("PassiveTree", function(self, treeVersion)
self.treeVersion = treeVersion
self.targetVersion = treeVersions[treeVersion].targetVersion
MakeDir("TreeData")
ConPrintf("Loading passive tree data...")
local treeText
local treeFile = io.open("TreeData/"..treeVersion.."/tree.lua", "r")
if treeFile then
treeText = treeFile:read("*a")
treeFile:close()
else
ConPrintf("Downloading passive tree data...")
local page
local pageFile = io.open("TreeData/"..treeVersion.."/tree.txt", "r")
if pageFile then
page = pageFile:read("*a")
pageFile:close()
else
page = getFile("https://www.pathofexile.com/passive-skill-tree/")
end
treeText = "local tree=" .. jsonToLua(page:match("var passiveSkillTreeData = (%b{})"))
treeText = treeText .. "tree.classes=" .. jsonToLua(page:match("ascClasses: (%b{})"))
treeText = treeText .. "return tree"
treeFile = io.open("TreeData/"..treeVersion.."/tree.lua", "w")
treeFile:write(treeText)
treeFile:close()
end
for k, v in pairs(assert(loadstring(treeText))()) do
self[k] = v
end
local cdnRoot = treeVersion == "2_6" and "" or "https://web.poecdn.com/image"
self.size = m_min(self.max_x - self.min_x, self.max_y - self.min_y) * 1.1
-- Build maps of class name -> class table
self.classNameMap = { }
self.ascendNameMap = { }
for classId, class in pairs(self.classes) do
class.classes[0] = { name = "None" }
self.classNameMap[class.name] = classId
for ascendClassId, ascendClass in pairs(class.classes) do
self.ascendNameMap[ascendClass.name] = {
classId = classId,
class = class,
ascendClassId = ascendClassId,
ascendClass = ascendClass
}
end
end
ConPrintf("Loading passive tree assets...")
for name, data in pairs(self.assets) do
self:LoadImage(name..".png", cdnRoot..(data[0.3835] or data[1]), data, not name:match("[OL][ri][bn][ie][tC]") and "ASYNC" or nil)--, not name:match("[OL][ri][bn][ie][tC]") and "MIPMAP" or nil)
end
-- Load sprite sheets and build sprite map
local spriteMap = { }
local spriteSheets = { }
for type, data in pairs(self.skillSprites) do
local maxZoom = data[#data]
local sheet = spriteSheets[maxZoom.filename]
if not sheet then
sheet = { }
self:LoadImage(maxZoom.filename:gsub("%?%x+$",""), cdnRoot..self.imageRoot.."build-gen/passive-skill-sprite/"..maxZoom.filename, sheet, "CLAMP")--, "MIPMAP")
spriteSheets[maxZoom.filename] = sheet
end
for name, coords in pairs(maxZoom.coords) do
if not spriteMap[name] then
spriteMap[name] = { }
end
spriteMap[name][type] = {
handle = sheet.handle,
width = coords.w,
height = coords.h,
[1] = coords.x / sheet.width,
[2] = coords.y / sheet.height,
[3] = (coords.x + coords.w) / sheet.width,
[4] = (coords.y + coords.h) / sheet.height
}
end
end
local classArt = {
[0] = "centerscion",
[1] = "centermarauder",
[2] = "centerranger",
[3] = "centerwitch",
[4] = "centerduelist",
[5] = "centertemplar",
[6] = "centershadow"
}
local nodeOverlay = {
Normal = {
artWidth = 40,
alloc = "PSSkillFrameActive",
path = "PSSkillFrameHighlighted",
unalloc = "PSSkillFrame",
allocAscend = "PassiveSkillScreenAscendancyFrameSmallAllocated",
pathAscend = "PassiveSkillScreenAscendancyFrameSmallCanAllocate",
unallocAscend = "PassiveSkillScreenAscendancyFrameSmallNormal"
},
Notable = {
artWidth = 58,
alloc = "NotableFrameAllocated",
path = "NotableFrameCanAllocate",
unalloc = "NotableFrameUnallocated",
allocAscend = "PassiveSkillScreenAscendancyFrameLargeAllocated",
pathAscend = "PassiveSkillScreenAscendancyFrameLargeCanAllocate",
unallocAscend = "PassiveSkillScreenAscendancyFrameLargeNormal"
},
Keystone = {
artWidth = 84,
alloc = "KeystoneFrameAllocated",
path = "KeystoneFrameCanAllocate",
unalloc = "KeystoneFrameUnallocated"
},
Socket = {
artWidth = 58,
alloc = "JewelFrameAllocated",
path = "JewelFrameCanAllocate",
unalloc = "JewelFrameUnallocated"
}
}
for type, data in pairs(nodeOverlay) do
local size = data.artWidth * 1.33
data.size = size
data.rsq = size * size
end
--local err, passives = PLoadModule("Data/"..treeVersion.."/Passives.lua")
ConPrintf("Processing tree...")
self.keystoneMap = { }
self.notableMap = { }
local nodeMap = { }
local sockets = { }
local orbitMult = { [0] = 0, m_pi / 3, m_pi / 6, m_pi / 6, m_pi / 20 }
local orbitDist = { [0] = 0, 82, 162, 335, 493 }
for _, node in pairs(self.nodes) do
node.meta = { __index = node }
nodeMap[node.id] = node
node.linkedId = { }
-- Determine node type
if node.spc[0] then
node.type = "ClassStart"
local class = self.classes[node.spc[0]]
class.startNodeId = node.id
node.startArt = classArt[node.spc[0]]
elseif node.isAscendancyStart then
node.type = "AscendClassStart"
local ascendClass = self.ascendNameMap[node.ascendancyName].ascendClass
ascendClass.startNodeId = node.id
elseif node.m then
node.type = "Mastery"
elseif node.isJewelSocket then
node.type = "Socket"
sockets[node.id] = node
elseif node.ks then
node.type = "Keystone"
self.keystoneMap[node.dn] = node
elseif node["not"] then
node.type = "Notable"
if not node["ascendancyName"] then
self.notableMap[node.dn:lower()] = node
end
else
node.type = "Normal"
end
-- Assign node artwork assets
node.sprites = spriteMap[node.icon]
if not node.sprites then
--error("missing sprite "..node.icon)
node.sprites = { }
end
node.overlay = nodeOverlay[node.type]
if node.overlay then
node.rsq = node.overlay.rsq
node.size = node.overlay.size
end
-- Find node group and derive the true position of the node
local group = self.groups[node.g]
group.ascendancyName = node.ascendancyName
if node.isAscendancyStart then
group.isAscendancyStart = true
end
node.group = group
node.angle = node.oidx * orbitMult[node.o]
local dist = orbitDist[node.o]
node.x = group.x + m_sin(node.angle) * dist
node.y = group.y - m_cos(node.angle) * dist
if passives then
-- Passive data is available, override the descriptions
node.sd = passives[node.id]
node.dn = passives[node.id].name
end
-- Parse node modifier lines
node.mods = { }
node.modKey = ""
local i = 1
if node.passivePointsGranted > 0 then
t_insert(node.sd, "Grants "..node.passivePointsGranted.." Passive Skill Point"..(node.passivePointsGranted > 1 and "s" or ""))
end
while node.sd[i] do
if node.sd[i]:match("\n") then
local line = node.sd[i]
local il = i
t_remove(node.sd, i)
for line in line:gmatch("[^\n]+") do
t_insert(node.sd, il, line)
il = il + 1
end
end
local line = node.sd[i]
local list, extra = modLib.parseMod[self.targetVersion](line)
if not list or extra then
-- Try to combine it with one or more of the lines that follow this one
local endI = i + 1
while node.sd[endI] do
local comb = line
for ci = i + 1, endI do
comb = comb .. " " .. node.sd[ci]
end
list, extra = modLib.parseMod[self.targetVersion](comb, true)
if list and not extra then
-- Success, add dummy mod lists to the other lines that were combined with this one
for ci = i + 1, endI do
node.mods[ci] = { list = { } }
end
break
end
endI = endI + 1
end
end
if not list then
-- Parser had no idea how to read this modifier
node.unknown = true
elseif extra then
-- Parser recognised this as a modifier but couldn't understand all of it
node.extra = true
else
for _, mod in ipairs(list) do
node.modKey = node.modKey.."["..modLib.formatMod(mod).."]"
end
end
node.mods[i] = { list = list, extra = extra }
i = i + 1
while node.mods[i] do
-- Skip any lines with dummy lists added by the line combining code
i = i + 1
end
end
-- Build unified list of modifiers from all recognised modifier lines
node.modList = new("ModList")
for _, mod in pairs(node.mods) do
if mod.list and not mod.extra then
for i, mod in ipairs(mod.list) do
mod.source = "Tree:"..node.id
if type(mod.value) == "table" and mod.value.mod then
mod.value.mod.source = mod.source
end
node.modList:AddMod(mod)
end
end
end
if node.type == "Keystone" then
node.keystoneMod = modLib.createMod("Keystone", "LIST", node.dn, "Tree"..node.id)
end
end
-- Precalculate the lists of nodes that are within each radius of each socket
for nodeId, socket in pairs(sockets) do
socket.nodesInRadius = { }
socket.attributesInRadius = { }
for radiusIndex, radiusInfo in ipairs(data[self.targetVersion].jewelRadius) do
socket.nodesInRadius[radiusIndex] = { }
socket.attributesInRadius[radiusIndex] = { }
local rSq = radiusInfo.rad * radiusInfo.rad
for _, node in pairs(self.nodes) do
if node ~= socket and not node.isBlighted then
local vX, vY = node.x - socket.x, node.y - socket.y
if vX * vX + vY * vY <= rSq then
socket.nodesInRadius[radiusIndex][node.id] = node
end
end
end
end
end
-- Pregenerate the polygons for the node connector lines
self.connectors = { }
for _, node in pairs(self.nodes) do
for _, otherId in pairs(node.out) do
local other = nodeMap[otherId]
t_insert(node.linkedId, otherId)
t_insert(other.linkedId, node.id)
if node.type ~= "ClassStart" and other.type ~= "ClassStart" and node.type ~= "Mastery" and other.type ~= "Mastery" and node.ascendancyName == other.ascendancyName then
t_insert(self.connectors, self:BuildConnector(node, other))
end
end
end
for classId, class in pairs(self.classes) do
local startNode = nodeMap[class.startNodeId]
for _, nodeId in ipairs(startNode.linkedId) do
local node = nodeMap[nodeId]
if node.type == "Normal" then
node.modList:NewMod("Condition:ConnectedTo"..class.name.."Start", "FLAG", true, "Tree:"..nodeId)
end
end
end
end)
-- Checks if a given image is present and downloads it from the given URL if it isn't there
function PassiveTreeClass:LoadImage(imgName, url, data, ...)
local imgFile = io.open("TreeData/"..imgName, "r")
if imgFile then
imgFile:close()
else
imgFile = io.open("TreeData/"..self.treeVersion.."/"..imgName, "r")
if imgFile then
imgFile:close()
imgName = self.treeVersion.."/"..imgName
else
ConPrintf("Downloading '%s'...", imgName)
local data = getFile(url)
if data then
imgFile = io.open("TreeData/"..imgName, "wb")
imgFile:write(data)
imgFile:close()
else
ConPrintf("Failed to download: %s", url)
end
end
end
data.handle = NewImageHandle()
data.handle:Load("TreeData/"..imgName, ...)
data.width, data.height = data.handle:ImageSize()
end
-- Generate the quad used to render the line between the two given nodes
function PassiveTreeClass:BuildConnector(node1, node2)
local connector = {
ascendancyName = node1.ascendancyName,
nodeId1 = node1.id,
nodeId2 = node2.id,
c = { } -- This array will contain the quad's data: 1-8 are the vertex coordinates, 9-16 are the texture coordinates
-- Only the texture coords are filled in at this time; the vertex coords need to be converted from tree-space to screen-space first
-- This will occur when the tree is being drawn; .vert will map line state (Normal/Intermediate/Active) to the correct tree-space coordinates
}
if node1.g == node2.g and node1.o == node2.o then
-- Nodes are in the same orbit of the same group
-- Calculate the starting angle (node1.angle) and arc angle
if node1.angle > node2.angle then
node1, node2 = node2, node1
end
local arcAngle = node2.angle - node1.angle
if arcAngle > m_pi then
node1, node2 = node2, node1
arcAngle = m_pi * 2 - arcAngle
end
if arcAngle < m_pi * 0.9 then
-- Angle is less than 180 degrees, draw an arc
connector.type = "Orbit" .. node1.o
-- This is an arc texture mapped onto a kite-shaped quad
-- Calculate how much the arc needs to be clipped by
-- Both ends of the arc will be clipped by this amount, so 90 degree arc angle = no clipping and 30 degree arc angle = 75 degrees of clipping
-- The clipping is accomplished by effectively moving the bottom left and top right corners of the arc texture towards the top left corner
-- The arc texture only shows 90 degrees of an arc, but some arcs must go for more than 90 degrees
-- Fortunately there's nowhere on the tree where we can't just show the middle 90 degrees and rely on the node artwork to cover the gaps :)
local clipAngle = m_pi / 4 - arcAngle / 2
local p = 1 - m_max(m_tan(clipAngle), 0)
local angle = node1.angle - clipAngle
connector.vert = { }
for _, state in pairs({"Normal","Intermediate","Active"}) do
-- The different line states have differently-sized artwork, so the vertex coords must be calculated separately for each one
local art = self.assets[connector.type..state]
local size = art.width * 2 * 1.33
local oX, oY = size * m_sqrt(2) * m_sin(angle + m_pi/4), size * m_sqrt(2) * -m_cos(angle + m_pi/4)
local cX, cY = node1.group.x + oX, node1.group.y + oY
local vert = { }
vert[1], vert[2] = node1.group.x, node1.group.y
vert[3], vert[4] = cX + (size * m_sin(angle) - oX) * p, cY + (size * -m_cos(angle) - oY) * p
vert[5], vert[6] = cX, cY
vert[7], vert[8] = cX + (size * m_cos(angle) - oX) * p, cY + (size * m_sin(angle) - oY) * p
connector.vert[state] = vert
end
connector.c[9], connector.c[10] = 1, 1
connector.c[11], connector.c[12] = 0, p
connector.c[13], connector.c[14] = 0, 0
connector.c[15], connector.c[16] = p, 0
return connector
end
end
-- Generate a straight line
connector.type = "LineConnector"
local art = self.assets.LineConnectorNormal
local vX, vY = node2.x - node1.x, node2.y - node1.y
local dist = m_sqrt(vX * vX + vY * vY)
local scale = art.height * 1.33 / dist
local nX, nY = vX * scale, vY * scale
local endS = dist / (art.width * 1.33)
connector[1], connector[2] = node1.x - nY, node1.y + nX
connector[3], connector[4] = node1.x + nY, node1.y - nX
connector[5], connector[6] = node2.x + nY, node2.y - nX
connector[7], connector[8] = node2.x - nY, node2.y + nX
connector.c[9], connector.c[10] = 0, 1
connector.c[11], connector.c[12] = 0, 0
connector.c[13], connector.c[14] = endS, 0
connector.c[15], connector.c[16] = endS, 1
connector.vert = { Normal = connector, Intermediate = connector, Active = connector }
return connector
end