Item tooltip comparison and unique "Sort by" ignore skills granted by the candidate item

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評価

難易度
4/5
見積もり時間
3〜5日
初心者へのやさしさ
55/100
issue の種類
バグ
明瞭さ
明確に書かれている
活発さ
活発
技術スタック
lua
領域
game-dev

調査の方向性

Start with the granted-skill handling in src/Modules/CalcSetup.lua, especially the sections around lines 846, 1465–1520, and 1566–1578; then trace the CALCULATOR-mode comparison paths in Calcs.lua, ItemDBControl.lua, and ItemsTab.lua. Check how candidate item skills and removed item groups are represented in non-MAIN calculations. Done means item comparison tooltips and unique-item sorting include skills granted by the candidate, while replacement comparisons also handle the prior granted skill correctly.

索引モデルが issue の本文から書いたものです。

説明

What happens

Comparisons for an item that is not equipped (the unique/rare database "Sort by" stat sort and the item hover tooltip "Equipping this item will give you") never include a skill that the candidate item itself grants. The skill only starts to count after the item is actually equipped.

Example (derived from the code, not yet checked in the UI):

  1. Make a build whose main skill deals chaos damage with spells or attacks, and equip any one-handed sword.
  2. Items tab > Uniques, filter to One Handed Swords, hover United in Dream (Grants Level 25 Envy Skill). Or sort the list by Combined DPS.
  3. Equip United in Dream.

Expected: the tooltip/sort value predicts the DPS you get after equipping, including the added chaos damage from Envy.
Actual: the tooltip/sort value is computed without Envy. After equipping, DPS is higher than predicted, and items that grant skills (auras, buffs, triggered skills) sort lower than they should.

This is the other half of #8093 (that issue is about an equipped item's granted skill still being counted when the candidate replaces it). Both come from the same code path.

Cause

Socket groups for item- and tree-granted skills are only created or removed when env.mode == "MAIN":

The item comparisons run in "CALCULATOR" mode with a repSlotName/repItem override:

In that mode env.grantedSkills does include the candidate's skill (CalcSetup.lua#L846, #L1465), but no socket group is made for it. Skill building only walks build.skillsTab.socketGroupList, so the candidate's skill never becomes an active skill in the comparison.

Possible fix

Work out the granted-skill groups for the env being calculated in every mode. In non-MAIN modes, build them into a per-env list instead of skipping them, and skip existing granted groups whose source item is not in env.player.itemList. MAIN mode keeps writing them to socketGroupList as it does now. That would also fix #8093.

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