>if skill == cleave and support == wide_sweep: make cleave radius bigger
if skill == cleave and support == focused_edge: make cleave smaller but stronger
if skill == cleave and support == twin_cleave and rule == guarded_arc: quietly move to the woods
>That can work for a demo. It gets rough once the game has lots of skills, supports, items, statuses, and encounter rules.
Laughs in path of building : https://github.com/PathOfBuildingCommunity/PathOfBuilding-Po...
Path of Exile has deeper mechanics than pretty much every other ARPGs out there, PoB covers the vast majority of them, in a beautiful mess of about 20k lines of calculations in various files.
Making it a "Compiler problem" makes it an unsolvable one in acceptable time.
Fun fact: it directly parses mods from their ingame description into a mod database that is basically a stringly typed list of whatever increases also. : https://github.com/PathOfBuildingCommunity/PathOfBuilding-Po...
Second fun fact: that's the one for Path of Exile 2, that has different mechanics. The PoE1 version is the same thing, except even larger.
So yeah, don't bother about making a compiler. Your compiler will figure out micro upgrades and die in three months when the game adds incompatible mechanics. Stay agile and on your feet.
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> Making it a "Compiler problem" makes it an unsolvable one in acceptable time.
If I understand correctly, "compilation" is needed only on equipment change. I remember some FPS drop in PoE when changing the gear too.
>in a beautiful mess of about 20k lines of calculations in various files.
And is it actually suitable for realtime? PoB is not a realtime application.