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10 changes: 10 additions & 0 deletions src/Classes/PassiveTree.lua.rej
Original file line number Diff line number Diff line change
@@ -0,0 +1,10 @@
diff a/src/Classes/PassiveTree.lua b/src/Classes/PassiveTree.lua (rejected hunks)
@@ -232,7 +232,7 @@ function PassiveTreeClass:PassiveTree(treeVersion)

if not self.assets then
self.assets = require("TreeData.3_19.Assets")
- self.assets = self.assets.assets
+ self.assets = copyTable(self.assets.assets, true)
if self.alternate_ascendancies then
-- backgrounds
self.assets["ClassesPrimalist"] = {[0.3835]="https://web.poecdn.com/gen/image/WzIyLCJlMzIwYTYwYmNiZTY4ZmQ5YTc2NmE1ZmY4MzhjMDMyNCIseyJ0IjoyNywic3AiOjAuMzgzNX1d/3d68393250/ClassesPrimalist.png"}
30 changes: 30 additions & 0 deletions src/Modules/Build.lua.rej
Original file line number Diff line number Diff line change
@@ -0,0 +1,30 @@
diff a/src/Modules/Build.lua b/src/Modules/Build.lua (rejected hunks)
@@ -1752,7 +1752,12 @@ function buildMode:FormatStat(statData, statVal, overCapStatVal, colorOverride)
end

-- lazily index the calcs tab sections so that we can look up the matching
--- sections by breakdown name
+-- sections by breakdown name. this function works by iterating through calc
+-- sections. it will link every breakdown key to the first found calc section
+-- column (basically, a box). the result will contain references to this column
+-- data and will also contain a set of mod names referred to by cells of said
+-- box. if a cell shouldn't be picked, the field `skipSideBarIndex` can be set
+-- on the cell.
function buildMode:BuildBreakdownIndex()
if self.breakdownIndex then
return self.breakdownIndex
@@ -1765,10 +1770,12 @@ function buildMode:BuildBreakdownIndex()
-- cells for each mod name
local modSectionsByName = {}
local breakdownCells = {}
- for _, row in ipairs(subSection.data) do
+ ---@type CalcSectionData
+ local subSectionData = subSection.data
+ for _, row in ipairs(subSectionData) do
for _, colData in ipairs(row) do
for _, cell in ipairs(colData) do
- if cell.breakdown and not breakdownCells[cell.breakdown] then
+ if not cell.skipSideBarIndex and cell.breakdown and not breakdownCells[cell.breakdown] then
breakdownCells[cell.breakdown] = colData
end
if cell.modName then
10 changes: 10 additions & 0 deletions src/Modules/BuildDisplayStats.lua.rej
Original file line number Diff line number Diff line change
@@ -0,0 +1,10 @@
diff a/src/Modules/BuildDisplayStats.lua b/src/Modules/BuildDisplayStats.lua (rejected hunks)
@@ -273,7 +273,7 @@ local minionDisplayStats = {
{ stat = "Life", label = "Total Life", fmt = ".1f", compactValue = true, color = colorCodes.LIFE, compPercent = true, modNames = { "Life" }, ignoredSections = { "Base from Gear", "Inc. from Tree" } },
{ stat = "LifeRegenRecovery", label = "Life Recovery", fmt = ".1f", color = colorCodes.LIFE },
{ stat = "LifeLeechGainRate", label = "Life Leech/On Hit Rate", fmt = ".1f", color = colorCodes.LIFE, compPercent = true },
- { stat = "EnergyShield", label = "Energy Shield", fmt = "d", compactValue = true, color = colorCodes.ES, compPercent = true, modNames = { "EnergyShield", "Defences" } },
+ { stat = "EnergyShield", label = "Energy Shield", fmt = "d", compactValue = true, color = colorCodes.ES, compPercent = true, modNames = { "EnergyShield", "Defences" }, ignoredSections = defenseIgnoredSections },
{ stat = "EnergyShieldRegenRecovery", label = "ES Recovery", fmt = ".1f", color = colorCodes.ES },
{ stat = "EnergyShieldLeechGainRate", label = "ES Leech/On Hit Rate", fmt = ".1f", color = colorCodes.ES, compPercent = true },
}
45 changes: 45 additions & 0 deletions src/Modules/CalcSections.lua.rej
Original file line number Diff line number Diff line change
@@ -0,0 +1,45 @@
diff a/src/Modules/CalcSections.lua b/src/Modules/CalcSections.lua (rejected hunks)
@@ -64,6 +64,7 @@ local rageCost = {
---@field label? string Heading shown above the resulting table
---@field control? table Injected by calcs for e.g. the skill details
---@field controlName? string
+---@field skipSideBarIndex boolean? Set to true if this cell should be ignored while indexing the side bar breakdowns, and a later breakdown source should be preferred.

---@class CalcSectionColumn : CalcSectionEntry One column cell: a format and descriptions for the popup
---@field [integer] CalcSectionEntry
@@ -1575,7 +1576,7 @@ return {
} },
{ 1, "EnergyShield", 2, colorCodes.ES, {{ defaultCollapsed = false, label = "Energy Shield", data = {
extra = "{0:output:EnergyShield}",
- { label = "Base from Armours", { format = "{0:mod:1}", { modName = "EnergyShield", modType = "BASE", modSource = "Item" }, }, },
+ { label = "Base from Armours", { format = "{0:output:Gear:EnergyShield}", { breakdown = "EnergyShield", gearOnly = true, skipSideBarIndex = true }, }, },
{ label = "Global Base", { format = "{0:mod:1}", { modName = "EnergyShield", modType = "BASE" }, }, },
{ label = "Inc. from Tree", { format = "{0:mod:1}%", { modName = "EnergyShield", modType = "INC", modSource = "Tree" }, }, },
{ label = "Total Increased", { format = "{0:mod:1}%", { modName = { "EnergyShield", "Defences" }, modType = "INC" }, }, },
@@ -1637,7 +1638,7 @@ return {
} },
{ 1, "Ward", 2, colorCodes.WARD, {{ defaultCollapsed = false, label = "Ward", data = {
extra = "{0:output:Ward}",
- { label = "Base from Armours", { format = "{0:mod:1}", { modName = "Ward", modType = "BASE", modSource = "Item" }, }, },
+ { label = "Base from Armours", { format = "{0:output:Gear:Ward}", { breakdown = "Ward", gearOnly = true }, }, },
{ label = "Global Base", { format = "{0:mod:1}", { modName = "Ward", modType = "BASE" }, }, },
{ label = "Inc. from Tree", { format = "{0:mod:1}%", { modName = "Ward", modType = "INC", modSource = "Tree" }, }, },
{ label = "Total Increased", { format = "{0:mod:1}%", { modName = { "Ward", "Defences" }, modType = "INC" }, }, },
@@ -1672,7 +1673,7 @@ return {
} },
{ 1, "Armour", 3, colorCodes.ARMOUR, {{ defaultCollapsed = false, label = "Armour", data = {
extra = "{0:output:Armour}",
- { label = "Base from Armours", { format = "{0:mod:1}", { modName = {"Armour", "ArmourAndEvasion"}, modType = "BASE", modSource = "Item" }, }, },
+ { label = "Base from Armours", { format = "{0:output:Gear:Armour}", { breakdown = "Armour", gearOnly = true, skipSideBarIndex = true, }, }, },
{ label = "Global Base", { format = "{0:mod:1}", { modName = { "Armour", "ArmourAndEvasion" }, modType = "BASE" }, }, },
{ label = "Inc. from Tree", { format = "{0:mod:1}%", { modName = { "Armour", "ArmourAndEvasion" }, modType = "INC", modSource = "Tree", }, }, },
{ label = "Total Increased", { format = "{0:mod:1}%", { modName = { "Armour", "ArmourAndEvasion", "Defences" }, modType = "INC" }, }, },
@@ -1703,7 +1704,7 @@ return {
} },
{ 1, "Evasion", 3, colorCodes.EVASION, {{ defaultCollapsed = false, label = "Evasion", data = {
extra = "{0:output:Evasion}",
- { label = "Base from Armours", { format = "{0:mod:1}", { modName = { "Evasion", "ArmourAndEvasion" }, modType = "BASE", modSource = "Item" }, }, },
+ { label = "Base from Armours", { format = "{0:output:Gear:Evasion}", { breakdown = "Evasion", gearOnly = true, skipSideBarIndex = true }, }, },
{ label = "Global Base", { format = "{0:mod:1}", { modName = { "Evasion", "ArmourAndEvasion" }, modType = "BASE" }, }, },
{ label = "Inc. from Tree", { format = "{0:mod:1}%", { modName = { "Evasion", "ArmourAndEvasion" }, modType = "INC", modSource = "Tree" }, }, },
{ label = "Total Increased", { format = "{0:mod:1}%", { modName = { "Evasion", "ArmourAndEvasion", "Defences" }, modType = "INC" }, }, },