ESO Lua File v100010

ingame/stats/zo_stats_common.lua

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-------------------
-- General Stats --
-------------------
STAT_TYPES =
{
    [ATTRIBUTE_HEALTH] = STAT_HEALTH_MAX,
    [ATTRIBUTE_MAGICKA] = STAT_MAGICKA_MAX,
    [ATTRIBUTE_STAMINA] = STAT_STAMINA_MAX,
}
------------------
-- Stats Common --
------------------
ZO_Stats_Common = ZO_Object:Subclass()
function ZO_Stats_Common:New(...)
    local statsCommon = ZO_Object.New(self)
    statsCommon:Initialize(...)
    return statsCommon
end
function ZO_Stats_Common:Initialize()
    self.availablePoints = 0
    self.statBonuses = {}
end
function ZO_Stats_Common:GetAvailablePoints()
    return self.availablePoints
end
function ZO_Stats_Common:SetAvailablePoints(points)
    self.availablePoints = points
end
function ZO_Stats_Common:OnSetAvailablePoints()
    -- To be overridden.
end
function ZO_Stats_Common:SpendAvailablePoints(points)
end
function ZO_Stats_Common:GetTotalSpendablePoints()
    return GetAttributeUnspentPoints()
end
function ZO_Stats_Common:SetPendingStatBonuses(statType, pendingBonus)
    if(self.statBonuses[statType] == nil) then
        self.statBonuses[statType] = {}
    end
    self.statBonuses[statType].pendingBonusAmount = pendingBonus
end
function ZO_Stats_Common:UpdatePendingStatBonuses(statType, pendingBonus)
    self:SetPendingStatBonuses(statType, pendingBonus)
end
function ZO_Stats_Common:GetPendingStatBonuses(statType)
    return self.statBonuses[statType].pendingBonusAmount
end
function ZO_Stats_Common:UpdateTitleDropdownSelection(dropdown)
    local currentTitleIndex = GetCurrentTitleIndex()
    if currentTitleIndex then
        dropdown:SetSelectedItem(zo_strformat(GetTitle(currentTitleIndex), GetRawUnitName("player")))
    else
        dropdown:SetSelectedItem(GetString(SI_STATS_NO_TITLE))
    end
end
function ZO_Stats_Common:UpdateTitleDropdownTitles(dropdown)
    dropdown:ClearItems()
    dropdown:AddItem(ZO_ComboBox:CreateItemEntry(GetString(SI_STATS_NO_TITLE), function() SelectTitle(nil) end), ZO_COMBOBOX_SUPRESS_UPDATE)
    for i=1, GetNumTitles() do
        dropdown:AddItem(ZO_ComboBox:CreateItemEntry(zo_strformat(GetTitle(i), GetRawUnitName("player")) , function() SelectTitle(i) end), ZO_COMBOBOX_SUPRESS_UPDATE)
    end
    dropdown:UpdateItems()
end
function ZO_StatsRidingSkillIcon_Initialize(control, trainingType)
    control.trainingType = trainingType
    control:GetNamedChild("Icon"):SetTexture(STABLE_TRAINING_TEXTURES[trainingType])
end
-----------------------
-- Attribute Spinner --
-----------------------
ZO_AttributeSpinner_Shared = ZO_Object:Subclass()
function ZO_AttributeSpinner_Shared:New(attributeControl, attributeType, attributeManager, valueChangedCallback)
    local attributeSpinner = ZO_Object.New(self)
    attributeSpinner.attributeControl = attributeControl
    
    attributeSpinner.points = 0
    attributeSpinner.addedPoints = 0
    attributeSpinner.attributeManager = attributeManager
    
    attributeSpinner:SetAttributeType(attributeType)
    return attributeSpinner
end
function ZO_AttributeSpinner_Shared:SetSpinner(spinner)
    self.pointsSpinner = spinner
    self.pointsSpinner:RegisterCallback("OnValueChanged", function(points) self:OnValueChanged(points) end)
end
function ZO_AttributeSpinner_Shared:Reinitialize(attributeType, addedPoints, valueChangedCallback)
    self:SetAttributeType(attributeType)
    self.points = GetAttributeSpentPoints(self.attributeType)
    self:SetAddedPoints(addedPoints, true)
    self.pointsSpinner:SetValue(self.points + addedPoints)
end
function ZO_AttributeSpinner_Shared:SetValueChangedCallback(fn)
end
function ZO_AttributeSpinner_Shared:SetAttributeType(attributeType)
    self.attributeType = attributeType
    self.perPoint = GetAttributeDerivedStatPerPointValue(attributeType, STAT_TYPES[attributeType])
end
function ZO_AttributeSpinner_Shared:OnValueChanged(points)
    
    if(self.valueChangedCallback ~= nil) then
        self.valueChangedCallback(self.points, self.addedPoints)
    end
end
function ZO_AttributeSpinner_Shared:RefreshSpinnerMax()
    self.pointsSpinner:SetMinMax(self.points, self.points + self.addedPoints + self.attributeManager:GetAvailablePoints())
end
function ZO_AttributeSpinner_Shared:RefreshPoints()
    self.points = GetAttributeSpentPoints(self.attributeType)
     self:RefreshSpinnerMax()
    self.pointsSpinner:SetValue(self.points)
end
function ZO_AttributeSpinner_Shared:ResetAddedPoints()
    self.addedPoints = 0    
    self:RefreshPoints()
end
function ZO_AttributeSpinner_Shared:GetPoints()
    return self.points
end
function ZO_AttributeSpinner_Shared:GetAllocatedPoints()
    return self.addedPoints
end
function ZO_AttributeSpinner_Shared:SetAddedPointsByTotalPoints(totalPoints)
    self:SetAddedPoints(totalPoints - self.points)
end
function ZO_AttributeSpinner_Shared:SetAddedPoints(points, force)
    points = zo_max(points, 0)
    
    local diff = points - self.addedPoints
    local availablePoints = self.attributeManager:GetAvailablePoints()
    if(force) then
        diff = 0
    elseif diff > availablePoints then
        diff = availablePoints
        points = diff + self.addedPoints
    end
    self.addedPoints = points
    if(diff ~= 0) then
        self.attributeManager:SpendAvailablePoints(diff)
    end
    self.attributeManager:UpdatePendingStatBonuses(STAT_TYPES[self.attributeType], self.perPoint * self.addedPoints)
end
function ZO_AttributeSpinner_Shared:SetButtonsHidden(hidden)
    self.pointsSpinner:SetButtonsHidden(hidden)
end
--------------------
-- Bounty Display --
--------------------
local INFAMY_METER_UPDATE_DELAY_SECONDS = 1
local GAMEPAD_GOLD_ICON_SIZE = 28
ZO_BountyDisplay = ZO_Object:Subclass()
function ZO_BountyDisplay:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function ZO_BountyDisplay:Initialize(control, isGamepad)
    -- Initialize state
    self.nextUpdateTime = 0
    self.currencyOptions = 
    {
        showTooltips = true,
        customTooltip = SI_STATS_BOUNTY_LABEL,
        font = isGamepad and "ZoFontGamepad34" or "ZoFontGameLargeBold",
        overrideTexture = isGamepad and "EsoUI/Art/currency/gamepad/gp_gold.dds" or nil,
        iconSize = isGamepad and GAMEPAD_GOLD_ICON_SIZE or nil,
        iconSide = RIGHT,
    }   
    self.playerOwesGold = true  -- This controls the color of the currency label. When Enforcers get implemented, this variable will reflect
                                -- whether the player is owed gold (reward) or owes gold (bounty). But for now, only the latter is possible.
    -- Set up controls
    self.control = control
    local function UpdateBounty()
        self:OnBountyUpdated()
    end
    control:RegisterForEvent(EVENT_JUSTICE_BOUNTY_PAYOFF_AMOUNT_UPDATED, UpdateBounty)
    control:SetHandler("OnUpdate", function(_, time) self:Update(time) end)
    if IsJusticeEnabled() then
        self.control:SetHidden(false)
        self:OnBountyUpdated()
    else
        self.control:SetHidden(true)
    end
end
function ZO_BountyDisplay:Update(time)
    if self.nextUpdateTime <= time then
        self.nextUpdateTime = time + INFAMY_METER_UPDATE_DELAY_SECONDS
        self:OnBountyUpdated()
    end
end
function ZO_BountyDisplay:OnBountyUpdated()
    if IsJusticeEnabled() then
        ZO_CurrencyControl_SetSimpleCurrency(self.control, CURRENCY_TYPE_MONEY, GetFullBountyPayoffAmount(), self.currencyOptions, CURRENCY_SHOW_ALL, self.playerOwesGold) 
    end
end
----------------------
-- HUD Infamy Meter --
----------------------
INFAMY_METER_KEYBOARD_WIDTH = 352
INFAMY_METER_KEYBOARD_HEIGHT = 88
INFAMY_METER_KEYBOARD_KOSICON_SIDE = INFAMY_METER_KEYBOARD_HEIGHT / 2
INFAMY_METER_KEYBOARD_KOSICON_OFFSET = INFAMY_METER_KEYBOARD_HEIGHT + INFAMY_METER_KEYBOARD_KOSICON_SIDE 
INFAMY_METER_GAMEPAD_WIDTH = 400
INFAMY_METER_GAMEPAD_HEIGHT = 100
INFAMY_METER_GAMEPAD_KOSICON_SIDE = INFAMY_METER_GAMEPAD_HEIGHT / 2
INFAMY_METER_GAMEPAD_HORIZ_PADDING = ZO_GAMEPAD_SCREEN_PADDING + ZO_GAMEPAD_DEFAULT_HORIZ_PADDING
INFAMY_METER_GAMEPAD_VERTICAL_PADDING = -54
 -- Forces the bar to be at least 3% full, in order to make it visible even at one or two bounty
local MIN_BAR_PERCENTAGE = 0.03 
local UPDATE_TYPE_TICK = 0
local UPDATE_TYPE_EVENT = 1
local INFAMY_METER_SLOW_FADE_TIME = 1400 -- in milliseconds
local INFAMY_METER_SLOW_FADE_DELAY = 600 -- in milliseconds
local INFAMY_METER_FADE_TIME = 200 -- in milliseconds
local ZO_HUDInfamyMeter = ZO_Object:Subclass()
function ZO_HUDInfamyMeter:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function ZO_HUDInfamyMeter:Initialize(control) 
    -- Initialize state
    self.nextUpdateTime = 0
    self.hiddenExternalRequest = false
    self.meterTotal = GetInfamyMeterSize()
    self.wasKOS = IsKillOnSight()
    self.infamy = GetInfamy()
    self.bounty = GetBounty()
    self.playerOwesGold = true  -- This controls the color of the currency label. When Enforcers get implemented, this variable will reflect
                                -- whether the player is owed gold (reward) or owes gold (bounty). But for now, only the latter is possible.
    self.isInGamepadMode = IsInGamepadPreferredMode()
    self.currencyOptions = 
    {
        showTooltips = true,
        customTooltip = SI_STATS_BOUNTY_LABEL,
        font = self.isInGamepadMode and "ZoFontGamepad34" or "ZoFontGameLargeBold",
        overrideTexture = self.isInGamepadMode and "EsoUI/Art/currency/gamepad/gp_gold.dds" or nil,
        iconSize = self.isInGamepadMode and GAMEPAD_GOLD_ICON_SIZE or nil,
        iconSide = RIGHT,
    }   
    -- Set up controls
    ApplyTemplateToControl(control, self.isInGamepadMode and "ZO_HUDInfamyMeter_GamepadTemplate" or "ZO_HUDInfamyMeter_KeyboardTemplate")
    self.control = control
    self.meterFrame = control:GetNamedChild("Frame")
    self.infamyBar = control:GetNamedChild("InfamyBar")
    self.bountyBar = control:GetNamedChild("BountyBar")
    self.kosIcon = control:GetNamedChild("KOSIcon")
    self.bountyLabel = control:GetNamedChild("BountyDisplay")
    -- Set up fade in/out animations
    self.fadeAnim = ZO_AlphaAnimation:New(control)
    self.fadeAnim:SetMinMaxAlpha(0.0, 1.0)
    -- Initialize bar states and animations
    self.infamyBar.easeAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_HUDInfamyMeterEasing")
    self.infamyBar.startPct = 0
    self.infamyBar.endPct = self.infamy / self.meterTotal
    self.bountyBar.easeAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_HUDInfamyMeterEasing")
    self.bountyBar.startPct = 0
    self.bountyBar.endPct = self.bounty / self.meterTotal
    -- Initialize KOS Icon
    self.kosIcon.bounceAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_HUDInfamyMeterKOSIconBounce", self.kosIcon)
    -- Register for events
    control:RegisterForEvent(EVENT_JUSTICE_INFAMY_UPDATED, function()
        local infamy = GetInfamy()
        if not self.hiddenExternalRequest and infamy ~= 0 and infamy > self.oldInfamy then self:OnInfamyUpdated(UPDATE_TYPE_EVENT) end
    end)
    control:RegisterForEvent(EVENT_PLAYER_ACTIVATED, function() 
        local infamy = GetInfamy()
        if IsJusticeEnabledForZone() then
            self.control:SetHidden(false)
            if infamy ~= 0 then
                self:OnInfamyUpdated(UPDATE_TYPE_EVENT) 
            end
        else
            self.control:SetHidden(true)
        end
    end)
end
function ZO_HUDInfamyMeter:Update(time)
    if self.nextUpdateTime <= time and not self.hiddenExternalRequest then
        self.nextUpdateTime = time + INFAMY_METER_UPDATE_DELAY_SECONDS
        self:OnInfamyUpdated(UPDATE_TYPE_TICK)
    end
end
function ZO_HUDInfamyMeter:OnInfamyUpdated(updateType)
    local isKOS = IsKillOnSight()
    self.infamy = GetInfamy()
    self.bounty = GetBounty()
    if self.infamy ~= self.oldInfamy or updateType == UPDATE_TYPE_EVENT then
        -- Update frame and bars if we're switching between PC and console mode
        if IsInGamepadPreferredMode() and not self.isInGamepadMode then
            self.currencyOptions.font = "ZoFontGamepad34"
            self.currencyOptions.overrideTexture = "EsoUI/Art/currency/gamepad/gp_gold.dds"
            self.currencyOptions.iconSize = GAMEPAD_GOLD_ICON_SIZE
            ApplyTemplateToControl(self.control, "ZO_HUDInfamyMeter_GamepadTemplate")
            self.isInGamepadMode = true
        elseif not IsInGamepadPreferredMode() and self.isInGamepadMode then
            self.currencyOptions.font = "ZoFontGameLargeBold"
            self.currencyOptions.overrideTexture = nil
            self.currencyOptions.iconSize = nil
            ApplyTemplateToControl(self.control, "ZO_HUDInfamyMeter_KeyboardTemplate")
            self.isInGamepadMode = false
        end
        -- Hide or show meter
        if self.infamy == 0 then
            self.fadeAnim:FadeOut(INFAMY_METER_SLOW_FADE_DELAY, INFAMY_METER_SLOW_FADE_TIME, ZO_ALPHA_ANIMATION_OPTION_FORCE_ALPHA)
        else
            self.fadeAnim:FadeIn(0, INFAMY_METER_FADE_TIME, ZO_ALPHA_ANIMATION_OPTION_USE_CURRENT_ALPHA)
        end
        -- Update bars
        self:UpdateBar(self.infamyBar, self.infamy, updateType)
        self:UpdateBar(self.bountyBar, self.bounty, updateType)
        -- Update KoS icon
        if isKOS then
            if self.wasKOS then
                self.kosIcon:SetAlpha(1)
            else
                self.kosIcon.bounceAnimation:PlayFromStart()
            end
        else
            if self.wasKOS then
                self.kosIcon.bounceAnimation:PlayFromEnd()
            else
                self.kosIcon:SetAlpha(0)
            end
        end
        -- Update label
        ZO_CurrencyControl_SetSimpleCurrency(self.bountyLabel, CURRENCY_TYPE_MONEY, GetFullBountyPayoffAmount(), self.currencyOptions, CURRENCY_SHOW_ALL, self.playerOwesGold) 
        -- Fire center-screen announcement if we updated below a threshold
        local infamyLevel = GetInfamyLevel(self.infamy)
        local oldInfamyLevel = GetInfamyLevel(self.oldInfamy or 0)
        if infamyLevel ~= oldInfamyLevel then 
            -- Fire CSA
            local sound, primaryMessage, secondaryMessage, icon
            if oldInfamyLevel == INFAMY_THRESHOLD_FUGITIVE then
                sound = SOUNDS.JUSTICE_NO_LONGER_KOS
                primaryMessage = zo_strformat(SI_JUSTICE_INFAMY_LEVEL_CHANGED, GetString("SI_INFAMYTHRESHOLDSTYPE", infamyLevel))
                secondaryMessage = GetString(SI_JUSTICE_NO_LONGER_KOS)
                icon = "EsoUI/Art/Stats/infamy_KOS_icon-Notification.dds"
            elseif infamyLevel == INFAMY_THRESHOLD_FUGITIVE then
                TriggerTutorial(TUTORIAL_TRIGGER_FUGITIVE_REACHED)
                sound = SOUNDS.JUSTICE_NOW_KOS
                primaryMessage = GetString(SI_JUSTICE_NOW_FUGITIVE)
                secondaryMessage = GetString(SI_JUSTICE_NOW_KOS)
                icon = "EsoUI/Art/Stats/infamy_KOS_icon-Notification.dds"
            else
                if infamyLevel == INFAMY_THRESHOLD_DISREPUTABLE then
                    TriggerTutorial(TUTORIAL_TRIGGER_DISREPUTABLE_REACHED)
                elseif infamyLevel == INFAMY_THRESHOLD_NOTORIOUS then
                    TriggerTutorial(TUTORIAL_TRIGGER_NOTORIOUS_REACHED)
                end
                primaryMessage = zo_strformat(SI_JUSTICE_INFAMY_LEVEL_CHANGED, GetString("SI_INFAMYTHRESHOLDSTYPE", infamyLevel))
                sound = SOUNDS.JUSTICE_STATE_CHANGED
            end
            CENTER_SCREEN_ANNOUNCE:AddMessage(
                EVENT_JUSTICE_INFAMY_UPDATED, 
                CSA_EVENT_COMBINED_TEXT, 
                sound, 
                primaryMessage, 
                secondaryMessage,
                icon,
                nil, nil, nil, nil, -- Use defaults for these
                CSA_OPTION_SUPPRESS_ICON_FRAME
            )
        end
    end
    self.wasKOS = isKOS
    self.oldInfamy = self.infamy
end
function ZO_HUDInfamyMeter:UpdateBar(bar, newValue, updateType)
    if not bar.easeAnimation:IsPlaying() or updateType == UPDATE_TYPE_EVENT then 
        -- Update Values
        bar.startPct = bar.endPct
        bar.endPct = newValue / self.meterTotal
        -- Manually set bar to its start percentage
        -- (we do this in case the bar has become out-of-date since it was last animated, for example by being hidden or paused)
        self:SetBarValue(bar, bar.startPct)
        -- Start the animation
        bar.easeAnimation:PlayFromStart() 
    end
end
function ZO_HUDInfamyMeter:AnimateMeter(progress)
    local infamyFillPercentage = zo_min((progress * (self.infamyBar.endPct - self.infamyBar.startPct)) + self.infamyBar.startPct, 1)
    local bountyFillPercentage = zo_min((progress * (self.bountyBar.endPct - self.bountyBar.startPct)) + self.bountyBar.startPct, 1)
    local minPercentage = self.infamy ~= 0 and MIN_BAR_PERCENTAGE or 0
    self:SetBarValue(self.infamyBar, zo_max(infamyFillPercentage, minPercentage))
    self:SetBarValue(self.bountyBar, zo_max(bountyFillPercentage, minPercentage))
end
function ZO_HUDInfamyMeter:SetBarValue(bar, percentFilled)
    bar:StartFixedCooldown(percentFilled, CD_TYPE_RADIAL, CD_TIME_TYPE_TIME_REMAINING, NO_LEADING_EDGE) -- CD_TIME_TYPE_TIME_REMAINING causes clockwise scroll
end
function ZO_HUDInfamyMeter:RequestHidden(hidden)    
    if hidden ~= self.hiddenExternalRequest then
        if hidden then
            self.fadeAnim:FadeOut(0, INFAMY_METER_FADE_TIME, ZO_ALPHA_ANIMATION_OPTION_USE_CURRENT_ALPHA)
        elseif self.infamy ~= 0 or self.oldInfamy ~= 0 then
            self.fadeAnim:FadeIn(0, INFAMY_METER_FADE_TIME, ZO_ALPHA_ANIMATION_OPTION_USE_CURRENT_ALPHA)
        end
    end
    self.hiddenExternalRequest = hidden
end
    HUD_INFAMY_METER = ZO_HUDInfamyMeter:New(control)
end
function ZO_HUDInfamyMeter_Update(time)
    HUD_INFAMY_METER:Update(time)
end
function ZO_HUDInfamyMeter_AnimateMeter(progress)
    if HUD_INFAMY_METER then 
        HUD_INFAMY_METER:AnimateMeter(progress)
    end
end