Back to Home

ESO Lua File v100035

ingame/skills/companionskillsdata.lua

[◄ back to folders ]
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
--[[
This file mirrors PlayerSkillsData.lua in many ways, before editing or
removing methods please ensure there is a stable interface between the two.
]]
--
local COMPANION_PROGRESSION_KEY = nil -- should we consider using a sentinel value instead?
-----------------------
-- Skill Progression --
-----------------------
ZO_CompanionSkillProgressionData = ZO_SkillProgressionData_Base:Subclass()
function ZO_CompanionSkillProgressionData:BuildStaticData(skillData)
    ZO_SkillProgressionData_Base.BuildStaticData(self, skillData, COMPANION_PROGRESSION_KEY)
    self:SetAbilityId(self.skillData:GetAbilityId())
end
function ZO_CompanionSkillProgressionData:GetDetailedName()
    return self:GetFormattedName()
end
function ZO_CompanionSkillProgressionData:IsUnlocked()
    -- unlocked and purchased are synonymous with companion skills
    return self.skillData:IsPurchased()
end
function ZO_CompanionSkillProgressionData:IsAdvised()
    return false
end
function ZO_CompanionSkillProgressionData:HasRankData()
    return false
end
function ZO_CompanionSkillProgressionData:SetKeyboardTooltip(tooltipControl, unusedShowSkillPointCost, unusedShowUpgradeText, unusedShowAdvised, unusedShowBadMorph)
    tooltipControl:SetCompanionSkill(self:GetAbilityId())
end
function ZO_CompanionSkillProgressionData:TryPickup()
end
-----------------------
-- Skill Progression --
-----------------------
-- TODO: add to SKILL_POINT_ALLOCATION_MANAGER and subclass a normal point allocator
ZO_CompanionReadOnlyPointAllocator = ZO_InitializingObject:Subclass()
function ZO_CompanionReadOnlyPointAllocator:Initialize(skillData)
    self.skillData = skillData
end
function ZO_CompanionReadOnlyPointAllocator:GetProgressionData()
    return self.skillData:GetCurrentProgressionData()
end
function ZO_CompanionReadOnlyPointAllocator:IsPurchased()
    return self.skillData:IsPurchased()
end
function ZO_CompanionReadOnlyPointAllocator:CanSell()
    return false
end
function ZO_CompanionReadOnlyPointAllocator:CanPurchase()
    return false
end
function ZO_CompanionReadOnlyPointAllocator:CanIncreaseRank()
    return false
end
function ZO_CompanionReadOnlyPointAllocator:CanDecreaseRank()
    return false
end
function ZO_CompanionReadOnlyPointAllocator:CanMorph()
    return false
end
function ZO_CompanionReadOnlyPointAllocator:CanMaxout()
    return false
end
function ZO_CompanionReadOnlyPointAllocator:GetIncreaseSkillAction()
    return ZO_SKILL_POINT_ACTION.NONE
end
function ZO_CompanionReadOnlyPointAllocator:GetDecreaseSkillAction()
    return ZO_SKILL_POINT_ACTION.NONE
end
--[[
A ZO_CompanionSkillData is an entry in a ZO_SkillLineData. A skill can be upgraded to various levels, denoted by ZO_CompanionSkillProgressionData objects.
--]]
-----------
-- Skill --
-----------
ZO_CompanionSkillData = ZO_SkillData_Base:Subclass()
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:Reset()
    self.skillProgressionData = nil
end
function ZO_CompanionSkillData:GetAbilityId()
    return self.abilityId
end
function ZO_CompanionSkillData:GetCompanionIndices()
    return self.skillLineData:GetId(), self:GetAbilityId()
end
function ZO_CompanionSkillData:BuildStaticData(skillLineData, skillIndex)
    self.skillLineData, self.skillIndex = skillLineData, skillIndex
    local skillLineId = self.skillLineData:GetId()
    self.abilityId = GetCompanionAbilityId(skillLineId, skillIndex)
    self.noActionsPointAllocator = ZO_CompanionReadOnlyPointAllocator:New(self)
    self.skillProgressionData = ZO_CompanionSkillProgressionData:New()
    self.skillProgressionData:BuildStaticData(self)
    -- Don't mark a skill new during init
    self.canBeMarkedAsUpdated = false
    self:SetHasUpdatedStatus(false)
end
function ZO_CompanionSkillData:RefreshDynamicData(refreshChildren)
    local wasPurchased = self.isPurchased
    self.isPurchased = IsCompanionAbilityUnlocked(self.abilityId)
    if self.canBeMarkedAsUpdated then
        if wasPurchased ~= self.isPurchased then
            self:SetHasUpdatedStatus(true)
        end
    end
    self.canBeMarkedAsUpdated = true
    if refreshChildren then
        self.skillProgressionData:RefreshDynamicData(refreshChildren)
    end
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:GetSkillLineData()
    return self.skillLineData
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:IsPassive()
    return IsAbilityPassive(self.abilityId)
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:IsActive()
    return not self:IsPassive()
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:IsUltimate()
    return IsAbilityUltimate(self.abilityId)
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:IsPurchased()
    return self.isPurchased
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:IsAdvised()
    return false
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:GetProgressionData(skillProgressionKey)
    -- there's only one progression, so key is ignored
    return self.skillProgressionData
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:GetHeaderText()
    if self:IsUltimate() then
        return GetString(SI_SKILLS_ULTIMATE_ABILITIES)
    elseif self:IsPassive() then
        return GetString(SI_SKILLS_PASSIVE_ABILITIES)
    else
        return GetString(SI_SKILLS_ACTIVE_ABILITIES)
    end
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:GetCurrentSkillProgressionKey()
    return COMPANION_PROGRESSION_KEY
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:GetCurrentProgressionData()
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:GetPointAllocator()
    return self.noActionsPointAllocator
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:GetPointAllocatorProgressionData()
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:HasUpdatedStatus()
    return self.hasUpdatedStatus
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:SetHasUpdatedStatus(hasUpdatedStatus)
    if hasUpdatedStatus then
        -- we only use updated status for a single CSA, so we don't really need
        -- to keep this state around. we'll keep the flag to match the base skills
        -- API but we'll reset it immediately after triggering the callbacks we
        -- want.
        self.hasUpdatedStatus = true
        COMPANION_SKILLS_DATA_MANAGER:OnCompanionSkillUpdateStatusChanged(self)
        self.hasUpdatedStatus = false
    end
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:ClearUpdate()
    self:SetHasUpdatedStatus(false)
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:CanPointAllocationsBeAltered(isFullRespec)
    return false
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:IsCompanionSkill()
    return true
end
function ZO_CompanionSkillData:GetSkillLineRankRequired()
    return GetCompanionAbilityRankRequired(self.abilityId)
end
----------------
-- Skill Line --
----------------
--[[
A ZO_CompanionSkillLineData is an entry in ZO_SkillTypeData. A skill line has multiple skills to purchase and upgrade, denoted by ZO_CompanionSkillData objects.
--]]
----------------
-- Skill Line --
----------------
ZO_CompanionSkillLineData = ZO_SkillLineData_Base:Subclass()
function ZO_CompanionSkillLineData:Initialize()
    ZO_SkillLineData_Base.Initialize(self, COMPANION_SKILLS_DATA_MANAGER)
    self.orderedSkills = {}
    self.skillMetaPool = ZO_MetaPool:New(COMPANION_SKILLS_DATA_MANAGER:GetSkillObjectPool())
end
function ZO_CompanionSkillLineData:Reset()
    ZO_SkillLineData_Base.Reset(self)
    ZO_ClearNumericallyIndexedTable(self.orderedSkills)
    self.skillMetaPool:ReleaseAllObjects()
end
function ZO_CompanionSkillLineData:BuildStaticData(skillTypeData, skillLineIndex)
    self.skillTypeData, self.skillLineIndex = skillTypeData, skillLineIndex
    self.id = GetCompanionSkillLineId(skillTypeData:GetSkillType(), skillLineIndex)
    self.unlockText = GetSkillLineUnlockTextById(self.id)
    for skillIndex = 1, GetNumAbilitiesInCompanionSkillLine(self.id) do
        local skillData = self.skillMetaPool:AcquireObject()
        skillData:BuildStaticData(self, skillIndex)
        self.dataManager:MapAbilityIdToSkill(skillData:GetAbilityId(), skillData)
        table.insert(self.orderedSkills, skillData)
    end
end
function ZO_CompanionSkillLineData:RefreshDynamicData(refreshChildren)
    local wasAvailable = self:IsAvailable()
    self.currentRank, self.isActive, self.isDiscovered = GetCompanionSkillLineDynamicInfo(self.id)
    self.lastRankXP, self.nextRankXP, self.currentXP = GetCompanionSkillLineXPInfo(self.id)
    local isAvailable = self:IsAvailable()
    if wasAvailable ~= isAvailable then
        self:TryMarkNew(isAvailable)
    end
    if refreshChildren then
        for _, skillData in ipairs(self.orderedSkills) do
            skillData:RefreshDynamicData(refreshChildren)
        end
    end
end
function ZO_CompanionSkillLineData:GetSkillTypeData()
    return self.skillTypeData
end
function ZO_CompanionSkillLineData:GetSkillLineIndex()
    return self.skillLineIndex
end
function ZO_CompanionSkillLineData:GetIndices()
    return self.skillTypeData:GetSkillType(), self.skillLineIndex
end
function ZO_CompanionSkillLineData:GetNumSkills()
    return #self.orderedSkills
end
function ZO_CompanionSkillLineData:GetSkillDataByIndex(skillIndex)
    return self.orderedSkills[skillIndex]
end
function ZO_CompanionSkillLineData:SkillIterator(skillFilterFunctions)
    return ZO_FilteredNumericallyIndexedTableIterator(self.orderedSkills, skillFilterFunctions)
end
function ZO_CompanionSkillLineData:GetName()
    return self.name
end
function ZO_CompanionSkillLineData:GetUnlockText()
    return self.unlockText
end
function ZO_CompanionSkillLineData:GetOrderingIndex()
    return 0
end
function ZO_CompanionSkillLineData:IsDiscovered()
    return self.isDiscovered
end
function ZO_CompanionSkillLineData:IsAdvised()
    -- all companion skill lines should either be available, (in which case they are visible as unlocked in the UI) or advised (so they're still in the UI, just with an unlock hint)
    -- some shared code assumes these are mutually exclusive so we'll only mark things as advised if they're not available
    return not self:IsAvailable()
end
function ZO_CompanionSkillLineData:IsActive()
    return self.isActive
end
function ZO_CompanionSkillLineData:GetCurrentRank()
    return self.currentRank
end
function ZO_CompanionSkillLineData:GetLastRankXP()
    return self.lastRankXP
end
function ZO_CompanionSkillLineData:GetNextRankXP()
    return self.nextRankXP
end
function ZO_CompanionSkillLineData:GetCurrentRankXP()
    return self.currentXP
end
-- unique to Companion skill lines
function ZO_CompanionSkillLineData:IsCompanionSkillLine()
    return true
end