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OutfitterItemStats.lua
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OutfitterItemStats.lua
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----------------------------------------
-- Stat categories
----------------------------------------
Outfitter.StatCategories = {}
function Outfitter:GetCategoryByID(pCategoryID)
for _, vCategory in ipairs(Outfitter.StatCategories) do
if vCategory.CategoryID == pCategoryID then
return vCategory
end
end
end
function Outfitter:GetStatByID(pStatID)
for _, vCategory in ipairs(Outfitter.StatCategories) do
local vNumStats = vCategory:GetNumStats()
for vStatIndex = 1, vNumStats do
local vStat = vCategory:GetIndexedStat(vStatIndex)
if vStat.ID == pStatID then
return vStat
end
end
end
end
function Outfitter:GetStatIDName(pStatID)
local vStat = self:GetStatByID(pStatID)
return vStat and vStat.Name
end
function Outfitter:GetStatConfigName(pStatConfig)
if not pStatConfig then
return
end
local vName
for _, vStatConfig in ipairs(pStatConfig) do
local vStat = self:GetStatByID(vStatConfig.StatID)
if not vStat then
return -- One of the stats is missing, return nothing
end
if not vName then
vName = vStat.Name
else
vName = vName..", "..vStat.Name
end
end
return vName
end
function Outfitter:CalcOutfitScore(pOutfit, pStat)
if pStat.GetOutfitScore then
return pStat:GetOutfitScore(pOutfit)
elseif pStat.GetItemScore then
local vTotalScore = 0
local vItems = pOutfit:GetItems()
for _, vItem in pairs(vItems) do
local vItemScore = pStat:GetItemScore(vItem)
if vItemScore then
vTotalScore = vTotalScore + vItemScore
end
end
return vTotalScore
else
return 0
end
end
function Outfitter:ConstrainScore(pScore, pStatInfo)
if pStatInfo.MinValue then
-- If the score doesn't meet the minimum then set it to zero
-- so that it doesn't affect the final outfit
if pScore < pStatInfo.MinValue then
pScore = 0
-- Set it to the minimum so that higher scores aren't better
-- This keeps the score as close to minValue as possible
else
pScore = pStatInfo.MinValue
end
elseif pStatInfo.MaxValue then
-- If the score is more than the max then set it to zero
-- so that it doesn't affect the final outfit
if pScore > pStatInfo.MaxValue then
pScore = 0
end
end
return pScore
end
function Outfitter:GetMultiStatScore(pOutfit, pParams)
local vCombiScores = {}
for vIndex, vStatInfo in ipairs(pParams) do
vCombiScores[vIndex] = self:CalcOutfitScore(pOutfit, vStatInfo.Stat) or 0
end
return vCombiScores
end
----------------------------------------
Outfitter._SimpleStatCategory = {}
----------------------------------------
function Outfitter._SimpleStatCategory:GetNumStats()
return #self.Stats
end
function Outfitter._SimpleStatCategory:GetIndexedStat(pIndex)
return self.Stats[pIndex]
end
Outfitter._SimpleStatCategoryMetaTable = {__index = Outfitter._SimpleStatCategory}
----------------------------------------
Outfitter._SimpleStat = {}
----------------------------------------
function Outfitter._SimpleStat:GetItemScore(pItem)
local vScore
-- Try to use a cached value
if pItem.ScoreCache then
vScore = pItem.ScoreCache[self]
end
-- Calculate the value if the cache wasn't available
if not vScore then
vScore = self:GetUncachedItemScore(pItem) or 0
-- Create the cache table if necessary
if not pItem.ScoreCache then
pItem.ScoreCache = {}
setmetatable(pItem.ScoreCache, {__mode = "k"}) -- use weak keys
end
-- Remember the score
pItem.ScoreCache[self] = vScore
end
-- Done
return vScore
end
function Outfitter._SimpleStat:GetUncachedItemScore(pItem)
-- Parse the stats
local vStats = Outfitter.ItemStatsLib:statsForLink(pItem.Link)
-- Leave if no stats
if not vStats then
return
end
-- Leave if the item is too high-level
if vStats.minLevel > UnitLevel("player") then
return
end
-- Total stats
if self.ID == "TOTAL_STATS" then
return (vStats.values.STA or 0)
+ (vStats.values.STR or 0)
+ (vStats.values.INT or 0)
+ (vStats.values.AGI or 0)
+ (vStats.values.MAS or 0)
+ (vStats.values.HAS or 0)
+ (vStats.values.CRI or 0)
+ (vStats.values.VER or 0)
+ (vStats.values.SPI or 0)
-- Static stat values
else
local value = tonumber(vStats.values[self.ID])
return value
end
end
Outfitter._SimpleStatMetaTable = {__index = Outfitter._SimpleStat}
----------------------------------------
-- Simple stats
----------------------------------------
Outfitter.SimpleStatCategories =
{
{
CategoryID = "Stat",
Name = PLAYERSTAT_BASE_STATS,
Stats =
{
{ID = "STA", Name = Outfitter.ItemStatsLib.strings.Stamina},
{ID = "STR", Name = Outfitter.ItemStatsLib.strings.Strength},
{ID = "INT", Name = Outfitter.ItemStatsLib.strings.Intellect},
{ID = "AGI", Name = Outfitter.ItemStatsLib.strings.Agility},
{ID = "SPI", Name = Outfitter.ItemStatsLib.strings.Spirit},
{ID = "HAS", Name = Outfitter.ItemStatsLib.strings.Haste},
{ID = "VER", Name = Outfitter.ItemStatsLib.strings.Versatility},
{ID = "MAS", Name = Outfitter.ItemStatsLib.strings.Mastery},
{ID = "CRI", Name = Outfitter.ItemStatsLib.strings.CriticalStrike},
{ID = "TOTAL_STATS", Name = Outfitter.cTotalStatsName},
{ID = "ITEM_LEVEL", Name = Outfitter.cItemLevelName},
},
},
-- {
-- CategoryID = "Melee",
-- Name = PLAYERSTAT_MELEE_COMBAT,
-- Stats =
-- {
-- {ID = "MELEE_DMG"},
-- {ID = "MELEE_HASTE_RATING"},
-- {ID = "AP"},
-- {ID = "RANGED_AP"},
-- {ID = "MELEE_HIT_RATING"},
-- {ID = "MELEE_CRIT_RATING"},
-- {ID = "EXPERTISE_RATING"},
-- {ID = "ARMOR_PENETRATION_RATING"},
-- },
-- },
-- {
-- CategoryID = "Ranged",
-- Name = PLAYERSTAT_RANGED_COMBAT,
-- Stats =
-- {
-- {ID = "RANGED_DMG"},
-- {ID = "RANGED_HASTE_RATING"},
-- {ID = "RANGED_AP"},
-- {ID = "RANGED_HIT_RATING"},
-- {ID = "RANGED_CRIT_RATING"},
-- },
-- },
-- {
-- CategoryID = "Spell",
-- Name = PLAYERSTAT_SPELL_COMBAT,
-- Stats =
-- {
-- {ID = "SPELL_DMG"},
-- {ID = "HEAL"},
-- {ID = "SPELL_HIT_RATING"},
-- {ID = "SPELL_CRIT_RATING"},
-- {ID = "SPELL_HASTE_RATING"},
-- {ID = "SPELLPEN"},
-- {ID = "MANA"},
-- {ID = "MANA_REG"},
-- },
-- },
-- {
-- CategoryID = "Defense",
-- Name = PLAYERSTAT_DEFENSES,
-- Stats =
-- {
-- {ID = "ARMOR"},
-- {ID = "DEFENSE_RATING"},
-- {ID = "DODGE_RATING"},
-- {ID = "PARRY_RATING"},
-- {ID = "BLOCK_RATING"},
-- {ID = "RESILIENCE_RATING"},
-- {ID = "HEALTH"},
-- {ID = "HEALTH_REG"},
-- },
-- },
-- {
-- CategoryID = "Resist",
-- Name = Outfitter.cResistCategory,
-- Stats =
-- {
-- {ID = "ARCANE_RES"},
-- {ID = "FIRE_RES"},
-- {ID = "FROST_RES"},
-- {ID = "NATURE_RES"},
-- {ID = "SHADOW_RES"},
-- },
-- },
-- {
-- CategoryID = "Trade",
-- Name = Outfitter.cTradeCategory,
-- Stats =
-- {
-- {ID = "FISHING"},
-- {ID = "HERBALISM"},
-- {ID = "MINING"},
-- {ID = "SKINNING"},
-- {ID = "RUN_SPEED"},
-- {ID = "MOUNT_SPEED"},
-- },
-- },
}
----------------------------------------
-- Install the simple stats
----------------------------------------
for _, vStatCategory in ipairs(Outfitter.SimpleStatCategories) do
setmetatable(vStatCategory, Outfitter._SimpleStatCategoryMetaTable)
for _, vStat in ipairs(vStatCategory.Stats) do
if not vStat.Name then
vStat.Name = vStat.ID
end
setmetatable(vStat, Outfitter._SimpleStatMetaTable)
end
table.insert(Outfitter.StatCategories, vStatCategory)
end
----------------------------------------
Outfitter.PawnScalesCategory =
----------------------------------------
{
Name = "Pawn",
CategoryID = "Pawn",
}
function Outfitter.PawnScalesCategory:GetNumStats()
local vScaleNames = PawnGetAllScales()
if self.Scales then
for vKey, _ in pairs(self.Scales) do
self.Scales[vKey] = nil
end
else
self.Scales = {}
end
for _, vScaleName in ipairs(vScaleNames) do
if PawnIsScaleVisible(vScaleName) then
local vScale =
{
Name = vScaleName,
ID = "Pawn_"..vScaleName,
}
setmetatable(vScale, Outfitter._PawnScaleStatMetaTable)
table.insert(self.Scales, vScale)
end
end
return #self.Scales
end
function Outfitter.PawnScalesCategory:GetIndexedStat(pIndex)
Outfitter:DebugTable(self.Scales[pIndex], "Stat "..pIndex)
return self.Scales[pIndex]
end
----------------------------------------
Outfitter._PawnScaleStat = {}
----------------------------------------
function Outfitter._PawnScaleStat:GetItemScore(pItem)
-- Ignore nil items
if not pItem or not pItem.Link then
return
end
-- Get the score
local vScore
-- Try to use a cached value
if pItem.ScoreCache then
vScore = pItem.ScoreCache[self]
end
-- Calculate the value if the cache wasn't available
if not vScore then
-- Parse the stats
local vStats = Outfitter.ItemStatsLib:statsForLink(pItem.Link)
-- Score zero if no stats
if not vStats then
vScore = 0
-- Ignore the item if it's too high level
elseif vStats.minLevel > UnitLevel("player") then
vScore = 0
-- Calculate the Pawn score
else
local vItemData = PawnGetItemData(pItem.Link)
-- Score is zero if no item data
if not vItemData then
vScore = 0
-- Search for the scale we're using
else
for _, vEntry in pairs(vItemData.Values) do
local vScaleName, vValue, UnenchantedValue = vEntry[1], vEntry[2], vEntry[3]
if vScaleName == self.Name then
vScore = vValue
break
end
end
end
end
-- Create the cache table if necessary
if not pItem.ScoreCache then
pItem.ScoreCache = {}
setmetatable(pItem.ScoreCache, {__mode = "k"}) -- use weak keys
end
-- Remember the score
pItem.ScoreCache[self] = vScore
end
-- Done
return vScore
end
Outfitter._PawnScaleStatMetaTable = {__index = Outfitter._PawnScaleStat}
----------------------------------------
-- Install Pawn scales
----------------------------------------
if C_AddOns.IsAddOnLoaded("Pawn") then
table.insert(Outfitter.StatCategories, Outfitter.PawnScalesCategory)
else
Outfitter.EventLib:RegisterEvent("ADDON_LOADED", function (pEventID, pAddOnName)
if pAddOnName == "Pawn" then
table.insert(Outfitter.StatCategories, Outfitter.PawnScalesCategory)
end
end)
end
----------------------------------------
Outfitter.WeightsWatcherCategory =
----------------------------------------
{
Name = "WeightsWatcher",
CategoryID = "WW",
}
function Outfitter.WeightsWatcherCategory:GetNumStats()
local _, vClassID = UnitClass("player")
if not ww_vars.weightsList[vClassID] then
return 0
end
local vActiveWeights = ww_charVars.activeWeights[vClassID]
if not vActiveWeights then
return 0
end
if self.ActiveWeights then
wipe(self.ActiveWeights)
else
self.ActiveWeights = {}
end
for _, vWeightName in ipairs(vActiveWeights) do
local vWeight =
{
Name = vWeightName,
ID = "WW_"..vWeightName,
ClassID = vClassID,
Weight = vWeightName,
}
setmetatable(vWeight, Outfitter._WeightsWatcherStatMetaTable)
table.insert(self.ActiveWeights, vWeight)
end
return #self.ActiveWeights
end
function Outfitter.WeightsWatcherCategory:GetIndexedStat(pIndex)
return self.ActiveWeights[pIndex]
end
----------------------------------------
Outfitter._WeightsWatcherStat = {}
----------------------------------------
function Outfitter._WeightsWatcherStat:GetItemScore(pItem)
return ww_weightCache[self.ClassID][self.Weight][pItem.Link]
end
Outfitter._WeightsWatcherStatMetaTable = {__index = Outfitter._WeightsWatcherStat}
----------------------------------------
-- Install WeightsWatcher
----------------------------------------
if C_AddOns.IsAddOnLoaded("WeightsWatcher") then
table.insert(Outfitter.StatCategories, Outfitter.WeightsWatcherCategory)
else
Outfitter.EventLib:RegisterEvent("ADDON_LOADED", function (pEventID, pAddOnName)
if pAddOnName == "WeightsWatcher" then
table.insert(Outfitter.StatCategories, Outfitter.WeightsWatcherCategory)
end
end)
end
----------------------------------------
Outfitter._MultiStat = {}
----------------------------------------
Outfitter._MultiStat.Name = "Multiple stats"
function Outfitter._MultiStat:GetFilterStats()
return self.FilterStats
end
function Outfitter._MultiStat:Begin(pInventoryCache)
for _, vStatInfo in ipairs(self.Config) do
if vStatInfo.Stat.Begin then
vStatInfo.Stat:Begin(pInventoryCache)
end
end
end
function Outfitter._MultiStat:Begin(pInventoryCache)
for _, vStatInfo in ipairs(self.Config) do
if vStatInfo.Stat.Begin then
vStatInfo.Stat:Begin(pInventoryCache)
end
end
end
function Outfitter._MultiStat:End(pInventoryCache)
for _, vStatInfo in ipairs(self.Config) do
if vStatInfo.Stat.End then
vStatInfo.Stat:End(pInventoryCache)
end
end
end
function Outfitter._MultiStat:GetOutfitScore(pOutfit, pStatParams)
return Outfitter:GetMultiStatScore(pOutfit, self.Config)
end
function Outfitter._MultiStat:CompareOutfits(pOldOutfit, pNewOutfit, pStatParams)
return Outfitter:MultiStatCompare(pPreviousOutfit, pNewOutfit, self.Config)
end
Outfitter._MultiStatMetaTable = {__index = Outfitter._MultiStat}
----------------------------------------
Outfitter.TankPointsCategory =
----------------------------------------
{
Name = "TankPoints",
CategoryID = "TankPoints",
Stats =
{
{Name = "Melee TankPoints", School = "MELEE"},
{Name = "Ranged TankPoints", School = "RANGED"},
{Name = "Holy TankPoints", School = "HOLY"},
{Name = "Fire TankPoints", School = "FIRE"},
{Name = "Nature TankPoints", School = "NATURE"},
{Name = "Frost TankPoints", School = "FROST"},
{Name = "Shadow TankPoints", School = "SHADOW"},
{Name = "Arcane TankPoints", School = "ARCANE"},
},
}
for _, vStat in ipairs(Outfitter.TankPointsCategory.Stats) do
vStat.ID = "TP_"..vStat.School
setmetatable(vStat, Outfitter._TankPointsStatMetaTable)
end
function Outfitter.TankPointsCategory:GetNumStats()
return #self.Stats
end
function Outfitter.TankPointsCategory:GetIndexedStat(pIndex)
return self.Stats[pIndex]
end
----------------------------------------
-- Install TankPoints
----------------------------------------
--[[
if C_AddOns.IsAddOnLoaded("TankPoints") then
table.insert(Outfitter.StatCategories, Outfitter.TankPointsCategory)
else
Outfitter.EventLib:RegisterEvent("ADDON_LOADED", function (pEventID, pAddOnName)
if pAddOnName == "TankPoints" then
table.insert(Outfitter.StatCategories, Outfitter.TankPointsCategory)
end
end)
end
]]
----------------------------------------
-- Tank Points
----------------------------------------
function Outfitter.TankPoints_New()
local vTankPointData = {}
local vStatDistribution = Outfitter:GetPlayerStatDistribution()
if not vStatDistribution then
Outfitter:ErrorMessage("Missing stat distribution data for "..Outfitter.PlayerClass)
return
end
vTankPointData.PlayerLevel = UnitLevel("player")
vTankPointData.StaminaFactor = 1.0 -- Warlocks with demonic embrace = 1.15
-- Get the base stats
vTankPointData.BaseStats = {}
Outfitter.Stats_AddStatValue(vTankPointData.BaseStats, "Strength", UnitStat("player", 1))
Outfitter.Stats_AddStatValue(vTankPointData.BaseStats, "Agility", UnitStat("player", 2))
Outfitter.Stats_AddStatValue(vTankPointData.BaseStats, "Stamina", UnitStat("player", 3))
Outfitter.Stats_AddStatValue(vTankPointData.BaseStats, "Intellect", UnitStat("player", 4))
Outfitter.Stats_AddStatValue(vTankPointData.BaseStats, "Spirit", UnitStat("player", 5))
Outfitter.Stats_AddStatValue(vTankPointData.BaseStats, "Health", UnitHealthMax("player"))
vTankPointData.BaseStats.Health = vTankPointData.BaseStats.Health - vTankPointData.BaseStats.Stamina * 10
vTankPointData.BaseStats.Dodge = GetDodgeChance()
vTankPointData.BaseStats.Parry = GetParryChance()
vTankPointData.BaseStats.Block = GetBlockChance()
local vBaseDefense, vBuffDefense = UnitDefense("player")
Outfitter.Stats_AddStatValue(vTankPointData.BaseStats, "Defense", vBaseDefense + vBuffDefense)
-- Replace the armor with the current value since that already includes various factors
local vBaseArmor, vEffectiveArmor, vArmor, vArmorPosBuff, vArmorNegBuff = UnitArmor("player")
vTankPointData.BaseStats.Armor = vEffectiveArmor
Outfitter:DebugMessage("------------------------------------------")
Outfitter:DebugTable(vTankPointData, "vTankPointData")
-- Subtract out the current outfit
local vCurrentOutfitStats = Outfitter.TankPoints_GetCurrentOutfitStats(vStatDistribution)
Outfitter:DebugMessage("------------------------------------------")
Outfitter:DebugTable(vCurrentOutfitStats, "vCurrentOutfitStats")
Outfitter.Stats_SubtractStats(vTankPointData.BaseStats, vCurrentOutfitStats)
-- Calculate the buff stats (stuff from auras/spell buffs/whatever)
vTankPointData.BuffStats = {}
-- Reset the cumulative values
Outfitter.TankPoints_Reset(vTankPointData)
Outfitter:DebugMessage("------------------------------------------")
Outfitter:DebugTable(vTankPointData, "vTankPointData")
Outfitter:DebugMessage("------------------------------------------")
return vTankPointData
end
function Outfitter.TankPoints_Reset(pTankPointData)
pTankPointData.AdditionalStats = {}
end
function Outfitter.TankPoints_GetTotalStat(pTankPointData, pStat)
local vTotalStat = pTankPointData.BaseStats[pStat]
if not vTotalStat then
vTotalStat = 0
end
local vAdditionalStat = pTankPointData.AdditionalStats[pStat]
if vAdditionalStat then
vTotalStat = vTotalStat + vAdditionalStat
end
local vBuffStat = pTankPointData.BuffStats[pStat]
if vBuffStat then
vTotalStat = vTotalStat + vBuffStat
end
--
return vTotalStat
end
function Outfitter.TankPoints_CalcTankPoints(pTankPointData, pStanceModifier)
if not pStanceModifier then
pStanceModifier = 1
end
Outfitter:DebugTable(pTankPointData, "pTankPointData")
local vEffectiveArmor = Outfitter.TankPoints_GetTotalStat(pTankPointData, "Armor")
Outfitter:TestMessage("Armor: "..vEffectiveArmor)
local vArmorReduction = vEffectiveArmor / ((85 * pTankPointData.PlayerLevel) + 400)
vArmorReduction = vArmorReduction / (vArmorReduction + 1)
local vEffectiveHealth = Outfitter.TankPoints_GetTotalStat(pTankPointData, "Health")
Outfitter:TestMessage("Health: "..vEffectiveHealth)
Outfitter:TestMessage("Stamina: "..Outfitter.TankPoints_GetTotalStat(pTankPointData, "Stamina"))
--
local vEffectiveDodge = Outfitter.TankPoints_GetTotalStat(pTankPointData, "Dodge") * 0.01
local vEffectiveParry = Outfitter.TankPoints_GetTotalStat(pTankPointData, "Parry") * 0.01
local vEffectiveBlock = Outfitter.TankPoints_GetTotalStat(pTankPointData, "Block") * 0.01
local vEffectiveDefense = Outfitter.TankPoints_GetTotalStat(pTankPointData, "Defense")
-- Add agility and defense to dodge
-- defenseInputBox:GetNumber() * 0.04 + agiInputBox:GetNumber() * 0.05
Outfitter:TestMessage("Dodge: "..vEffectiveDodge)
Outfitter:TestMessage("Parry: "..vEffectiveParry)
Outfitter:TestMessage("Block: "..vEffectiveBlock)
Outfitter:TestMessage("Defense: "..vEffectiveDefense)
local vDefenseModifier = (vEffectiveDefense - pTankPointData.PlayerLevel * 5) * 0.04 * 0.01
Outfitter:TestMessage("Crit reduction: "..vDefenseModifier)
local vMobCrit = max(0, 0.05 - vDefenseModifier)
local vMobMiss = 0.05 + vDefenseModifier
local vMobDPS = 1
local vTotalReduction = 1 - (vMobCrit * 2 + (1 - vMobCrit - vMobMiss - vEffectiveDodge - vEffectiveParry)) * (1 - vArmorReduction) * pStanceModifier
Outfitter:TestMessage("Total reduction: "..vTotalReduction)
local vTankPoints = vEffectiveHealth / (vMobDPS * (1 - vTotalReduction))
return vTankPoints
--[[
Stats used in TankPoints calculation:
Health
Dodge
Parry
Block
Defense
Armor
]]--
end
function Outfitter.TankPoints_GetCurrentOutfitStats(pStatDistribution)
local vTotalStats = {}
for _, vSlotName in ipairs(Outfitter.cSlotNames) do
local vStats = Outfitter.ItemList_GetItemStats({SlotName = vSlotName})
if vStats then
Outfitter:TestMessage("--------- "..vSlotName)
for vStat, vValue in pairs(vStats) do
Outfitter.Stats_AddStatValue(vTotalStats, vStat, vValue)
end
end
end
return vTotalStats
end
function Outfitter.TankPoints_Test()
local vStatDistribution = Outfitter:GetPlayerStatDistribution()
local vTankPointData = Outfitter.TankPoints_New()
local vStats = Outfitter.TankPoints_GetCurrentOutfitStats(vStatDistribution)
Outfitter.Stats_AddStats(vTankPointData.AdditionalStats, vStats)
local vTankPoints = Outfitter.TankPoints_CalcTankPoints(vTankPointData)
Outfitter:TestMessage("TankPoints = "..vTankPoints)
end