Back to Home

ESO Lua File v101042

ingame/skills/skillsdatamanager.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
------------------
-- Data Manager --
------------------
ZO_SkillsDataManager = ZO_CallbackObject:Subclass()
function ZO_SkillsDataManager:New(...)
    SKILLS_DATA_MANAGER = ZO_CallbackObject.New(self)
    SKILLS_DATA_MANAGER:Initialize(...)
    return SKILLS_DATA_MANAGER
end
function ZO_SkillsDataManager:Initialize()
    self.skillTypeObjectPool = ZO_ObjectPool:New(ZO_SkillTypeData, ZO_ObjectPool_DefaultResetObject)
    self.skillLineObjectPool = ZO_ObjectPool:New(ZO_SkillLineData, ZO_ObjectPool_DefaultResetObject)
    self.activeSkillObjectPool = ZO_ObjectPool:New(ZO_ActiveSkillData, ZO_ObjectPool_DefaultResetObject)
    self.craftedActiveSkillObjectPool = ZO_ObjectPool:New(ZO_CraftedActiveSkillData, ZO_ObjectPool_DefaultResetObject)
    self.passiveSkillObjectPool = ZO_ObjectPool:New(ZO_PassiveSkillData, ZO_ObjectPool_DefaultResetObject)
    self.activeSkillProgressionObjectPool = ZO_ObjectPool:New(ZO_ActiveSkillProgressionData, ZO_ObjectPool_DefaultResetObject)
    self.passiveSkillProgressionObjectPool = ZO_ObjectPool:New(ZO_PassiveSkillProgressionData, ZO_ObjectPool_DefaultResetObject)
    
    self.isDataReady = false
    self.skillProgressionsDirty = false
    -- In the event that we want to temporarily disable events (e.g.: until an eventual full refresh) we can turn them off with this
    self.isGatingEventUpdates = false
    self.abilityIdToProgressionDataMap = {}
    if AreSkillsInitialized() then
        self:RebuildSkillsData()
    end
end
function ZO_SkillsDataManager:RegisterForEvents()
        return function(eventId, ...)
            if not self:IsGatingEventUpdates() then
                callbackSignature(self, ...)
            end
        end
    end
    EVENT_MANAGER:RegisterForEvent("ZO_SkillsDataManager", EVENT_SKILLS_FULL_UPDATE, GenerateGatedEventCallbackFunction(ZO_SkillsDataManager.OnFullSystemUpdated))
    EVENT_MANAGER:RegisterForEvent("ZO_SkillsDataManager", EVENT_SKILL_LINE_ADDED, GenerateGatedEventCallbackFunction(ZO_SkillsDataManager.OnSkillLineAdded))
    EVENT_MANAGER:RegisterForEvent("ZO_SkillsDataManager", EVENT_SKILL_RANK_UPDATE, GenerateGatedEventCallbackFunction(ZO_SkillsDataManager.OnSkillLineRankUpdated))
    EVENT_MANAGER:RegisterForEvent("ZO_SkillsDataManager", EVENT_SKILL_XP_UPDATE, GenerateGatedEventCallbackFunction(ZO_SkillsDataManager.OnSkillLineXPUpdated))
    EVENT_MANAGER:RegisterForEvent("ZO_SkillsDataManager", EVENT_ABILITY_PROGRESSION_RANK_UPDATE, GenerateGatedEventCallbackFunction(ZO_SkillsDataManager.OnSkillProgressionUpdated))
    EVENT_MANAGER:RegisterForEvent("ZO_SkillsDataManager", EVENT_ABILITY_PROGRESSION_XP_UPDATE, GenerateGatedEventCallbackFunction(ZO_SkillsDataManager.OnSkillProgressionUpdated))
    local function OnCollectionUpdated(collectionUpdateType, collectiblesByNewUnlockState)
        if collectionUpdateType == ZO_COLLECTION_UPDATE_TYPE.UNLOCK_STATE_CHANGED then
            for unlockedState, unlockedCollectibles in pairs(collectiblesByNewUnlockState) do
                for index, collectibleData in ipairs(unlockedCollectibles) do
                    if collectibleData:IsSkillStyle() then
                        local progressionId = collectibleData:GetSkillStyleProgressionId()
                        local skillData = SKILLS_DATA_MANAGER:GetSkillDataByProgressionId(progressionId)
                        skillData:SetUpdatedStatusByType(ZO_SKILL_DATA_NEW_STATE.STYLE_COLLECTIBLE, collectibleData:IsUnlocked())
                    end
                end
            end
        end
    end
    ZO_COLLECTIBLE_DATA_MANAGER:RegisterCallback("OnCollectionUpdated", OnCollectionUpdated)
end
function ZO_SkillsDataManager:IsGatingEventUpdates()
    if IsSettingTemplate() then
        -- If class or race are changing, the indices are meaningless, so just wait until the inevitable reload of the UI
        return true
    end
    return self.isGatingEventUpdates
end
function ZO_SkillsDataManager:SetIsGatingEventUpdates(isGatingEventUpdates)
    self.isGatingEventUpdates = isGatingEventUpdates
end
function ZO_SkillsDataManager:GetSkillLineObjectPool()
    return self.skillLineObjectPool
end
function ZO_SkillsDataManager:GetSkillObjectPool(isPassive, isCrafted)
    if isPassive then
        return self.passiveSkillObjectPool
    elseif isCrafted then
        return self.craftedActiveSkillObjectPool
    else
        return self.activeSkillObjectPool
    end
end
function ZO_SkillsDataManager:GetSkillProgressionObjectPool(isPassive)
    if isPassive then
        return self.passiveSkillProgressionObjectPool
    else
        return self.activeSkillProgressionObjectPool
    end
end
function ZO_SkillsDataManager:RebuildSkillsData()
    self.skillTypeObjectPool:ReleaseAllObjects()
    self.skillLineObjectPool:ReleaseAllObjects()
    ZO_ClearTable(self.abilityIdToProgressionDataMap)
    for skillType = SKILL_TYPE_ITERATION_BEGIN, SKILL_TYPE_ITERATION_END do
        local skillTypeData = self.skillTypeObjectPool:AcquireObject(skillType)
        skillTypeData:BuildData(skillType)
    end
    for _, skillTypeData in self:SkillTypeIterator() do
        for skillLineIndex = 1, GetNumSkillLines(skillTypeData:GetSkillType()) do
            local skillLineData, key = self.skillLineObjectPool:AcquireObject()
            skillLineData:BuildData(skillTypeData, skillLineIndex)
            skillTypeData:AddOrderedSkillLineData(skillLineData)
        end
    end
    self.isDataReady = true
    self:FireCallbacks("FullSystemUpdated")
end
function ZO_SkillsDataManager:MapAbilityIdToProgression(abilityId, progressionData)
    -- Only make a map if we have a valid ID and we haven't already mapped a progression to this abilityId.
    -- This protects against the fact that we have duplicate passive abilities in the racial skill lines:
    -- The current active race is always processed first, so the skill that's actually matches the player's race will be the one mapped, and not other ones.
    if abilityId ~= 0 and self.abilityIdToProgressionDataMap[abilityId] == nil then
        self.abilityIdToProgressionDataMap[abilityId] = progressionData
    end
end
-- Begin Event Handlers --
do
    local REFRESH_CHILDREN = true
    function ZO_SkillsDataManager:OnFullSystemUpdated()
        if self.isDataReady then
            for skillType = SKILL_TYPE_ITERATION_BEGIN, SKILL_TYPE_ITERATION_END do
                local skillTypeData = self:GetSkillTypeData(skillType)
                skillTypeData:RefreshDynamicData(REFRESH_CHILDREN)
            end
            self:FireCallbacks("FullSystemUpdated")
        else
            self:RebuildSkillsData()
        end
    end
    function ZO_SkillsDataManager:OnSkillLineAdded(skillType, skillLineIndex)
        local skillLineData = self:GetSkillLineDataByIndices(skillType, skillLineIndex)
        if skillLineData then
            skillLineData:RefreshDynamicData(REFRESH_CHILDREN)
            self:FireCallbacks("SkillLineAdded", skillLineData)
        else
            local errorString = string.format("OnSkillLineAdded fired with invalid indices - skillType: %d; skillLineIndex: %d", skillType, skillLineIndex)
            internalassert(false, errorString)
        end
    end
    function ZO_SkillsDataManager:OnSkillLineUpdated(skillType, skillLineIndex)
        local skillLineData = self:GetSkillLineDataByIndices(skillType, skillLineIndex)
        if skillLineData then
            skillLineData:RefreshDynamicData(REFRESH_CHILDREN)
            self:FireCallbacks("SkillLineUpdated", skillLineData)
        else
            local errorString = string.format("OnSkillLineUpdated fired with invalid indices - skillType: %d; skillLineIndex: %d", skillType, skillLineIndex)
            internalassert(false, errorString)
        end
    end
    function ZO_SkillsDataManager:OnSkillLineRankUpdated(skillType, skillLineIndex)
        self:OnSkillLineUpdated(skillType, skillLineIndex)
        local skillLineData = self:GetSkillLineDataByIndices(skillType, skillLineIndex)
        if skillLineData then
            self:FireCallbacks("SkillLineRankUpdated", skillLineData)
        end
    end
    function ZO_SkillsDataManager:OnSkillLineXPUpdated(skillType, skillLineIndex)
        self:OnSkillLineUpdated(skillType, skillLineIndex)
        local skillLineData = self:GetSkillLineDataByIndices(skillType, skillLineIndex)
        if skillLineData then
            self:FireCallbacks("SkillLineXPUpdated", skillLineData)
        end
    end
    function ZO_SkillsDataManager:OnSkillProgressionUpdated(progressionIndex)
        local skillType, skillLineIndex, skillIndex = GetSkillAbilityIndicesFromProgressionIndex(progressionIndex)
        local skillData = self:GetSkillDataByIndices(skillType, skillLineIndex, skillIndex)
        if skillData then
            skillData:RefreshDynamicData(REFRESH_CHILDREN)
            self:FireCallbacks("SkillProgressionUpdated", skillData)
        end
        --There are progressions set up on dummy skill lines that can come through here, so just ignore them
    end
    function ZO_SkillsDataManager:OnCraftedAbilityUpdated(craftedAbilityId)
        local skillType, skillLineIndex, skillIndex = GetSkillAbilityIndicesFromCraftedAbilityId(craftedAbilityId)
        local skillData = self:GetSkillDataByIndices(skillType, skillLineIndex, skillIndex)
        if skillData then
            skillData:RefreshDynamicData(REFRESH_CHILDREN)
            self:FireCallbacks("CraftedAbilityUpdated", skillData)
        end
    end
    function ZO_SkillsDataManager:OnSkillLineNewStatusChanged(skillLineData)
        self:FireCallbacks("SkillLineNewStatusChanged", skillLineData)
    end
end
-- End Event Handlers --
function ZO_SkillsDataManager:IsDataReady()
    return self.isDataReady
end
function ZO_SkillsDataManager:GetSkillTypeData(skillType)
    return self.skillTypeObjectPool:GetActiveObject(skillType)
end
function ZO_SkillsDataManager:GetSkillLineDataByIndices(skillType, skillLineIndex)
    local skillTypeData = self:GetSkillTypeData(skillType)
    if skillTypeData then
        return skillTypeData:GetSkillLineDataByIndex(skillLineIndex)
    end
end
function ZO_SkillsDataManager:GetSkillLineDataById(skillLineId)
    for _, skillLineData in self.skillLineObjectPool:ActiveObjectIterator() do
        if skillLineData:GetId() == skillLineId then
            return skillLineData
        end
    end
end
function ZO_SkillsDataManager:GetSkillDataByIndices(skillType, skillLineIndex, skillIndex)
    local skillLineData = self:GetSkillLineDataByIndices(skillType, skillLineIndex)
    if skillLineData then
        return skillLineData:GetSkillDataByIndex(skillIndex)
    end
end
function ZO_SkillsDataManager:GetProgressionDataByAbilityId(abilityId)
    return self.abilityIdToProgressionDataMap[abilityId]
end
function ZO_SkillsDataManager:GetSkillDataByProgressionId(progressionId)
    local abilityId = GetProgressionSkillMorphSlotAbilityId(progressionId, MORPH_SLOT_BASE)
    local progressionData = self:GetProgressionDataByAbilityId(abilityId)
    if progressionData then
        return progressionData:GetSkillData()
    end
    return nil
end
function ZO_SkillsDataManager:AreAnyPlayerSkillLinesNew()
    for _, skillTypeData in self:SkillTypeIterator({ ZO_SkillTypeData.AreAnySkillLinesNew } ) do
        return true
    end
    return false
end
function ZO_SkillsDataManager:AreAnyPlayerSkillLinesOrAbilitiesNew()
    for _, skillTypeData in self:SkillTypeIterator({ ZO_SkillTypeData.AreAnySkillLinesOrAbilitiesNew } ) do
        return true
    end
    return false
end
function ZO_SkillsDataManager:GetCraftingSkillLineData(craftingSkillType)
    local skillTypeData = self:GetSkillTypeData(SKILL_TYPE_TRADESKILL)
    if skillTypeData then
        for _, skillLineData in skillTypeData:SkillLineIterator() do
            if skillLineData:GetCraftingGrowthType() == craftingSkillType then
                return skillLineData
            end
        end
    end
    return nil
end
function ZO_SkillsDataManager:GetWerewolfSkillLineData()
    local skillTypeData = self:GetSkillTypeData(SKILL_TYPE_WORLD)
    if skillTypeData then
        for _, skillLineData in skillTypeData:SkillLineIterator() do
            if skillLineData:IsWerewolf() then
                return skillLineData
            end
        end
    end
    return nil
end
function ZO_SkillsDataManager:SkillTypeIterator(skillTypeFilterFunctions)
    -- This only works because we use the skillTypeObjectPool like a numerically indexed table
    return ZO_FilteredNumericallyIndexedTableIterator(self.skillTypeObjectPool:GetActiveObjects(), skillTypeFilterFunctions)
end
ZO_SkillsDataManager:New()