Back to Home

ESO Lua File v100019

ingame/stats/zo_stats_common.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
-------------------
-- General Stats --
-------------------
STAT_TYPES =
{
    [ATTRIBUTE_HEALTH] = STAT_HEALTH_MAX,
    [ATTRIBUTE_MAGICKA] = STAT_MAGICKA_MAX,
    [ATTRIBUTE_STAMINA] = STAT_STAMINA_MAX,
}
ZO_STAT_TOOLTIP_DESCRIPTIONS = 
{
    [STAT_HEALTH_MAX] = SI_STAT_TOOLTIP_HEALTH_MAX,
    [STAT_HEALTH_REGEN_IDLE] = SI_STAT_TOOLTIP_HEALTH_REGENERATION_IDLE,
    [STAT_HEALTH_REGEN_COMBAT] = SI_STAT_TOOLTIP_HEALTH_REGENERATION_COMBAT,
    [STAT_MAGICKA_MAX] = SI_STAT_TOOLTIP_MAGICKA_MAX,
    [STAT_MAGICKA_REGEN_IDLE] = SI_STAT_TOOLTIP_MAGICKA_REGENERATION_IDLE,
    [STAT_MAGICKA_REGEN_COMBAT] = SI_STAT_TOOLTIP_MAGICKA_REGENERATION_COMBAT,
    [STAT_STAMINA_MAX] = SI_STAT_TOOLTIP_STAMINA_MAX,
    [STAT_STAMINA_REGEN_IDLE] = SI_STAT_TOOLTIP_STAMINA_REGENERATION_IDLE,
    [STAT_STAMINA_REGEN_COMBAT] = SI_STAT_TOOLTIP_STAMINA_REGENERATION_COMBAT,
    [STAT_SPELL_POWER] = SI_STAT_TOOLTIP_SPELL_POWER,
    [STAT_SPELL_PENETRATION] = SI_STAT_TOOLTIP_SPELL_PENETRATION,
    [STAT_SPELL_CRITICAL] = SI_STAT_TOOLTIP_SPELL_CRITICAL,
    [STAT_ATTACK_POWER] = SI_STAT_TOOLTIP_ATTACK_POWER,
    [STAT_PHYSICAL_PENETRATION] = SI_STAT_TOOLTIP_PHYSICAL_PENETRATION,
    [STAT_CRITICAL_STRIKE] = SI_STAT_TOOLTIP_CRITICAL_STRIKE,
    [STAT_PHYSICAL_RESIST] = SI_STAT_TOOLTIP_PHYSICAL_RESIST,
    [STAT_SPELL_RESIST] = SI_STAT_TOOLTIP_SPELL_RESIST,
    [STAT_CRITICAL_RESISTANCE] = SI_STAT_TOOLTIP_CRITICAL_RESISTANCE,
    [STAT_POWER] = SI_STAT_TOOLTIP_POWER,
    [STAT_MITIGATION] = SI_STAT_TOOLTIP_MITIGATION,
    [STAT_SPELL_MITIGATION] = SI_STAT_TOOLTIP_SPELL_MITIGATION,
    [STAT_ARMOR_RATING] = SI_STAT_TOOLTIP_ARMOR_RATING,
    [STAT_WEAPON_AND_SPELL_DAMAGE] = SI_STAT_TOOLTIP_WEAPON_POWER,
}
ZO_STATS_REFRESH_TIME_SECONDS = 2
function ZO_GetNextActiveArtificialEffectIdIter(state, lastActiveEffectId)
    return GetNextActiveArtificialEffectId(lastActiveEffectId)
end
------------------
-- 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
    self:OnSetAvailablePoints()
end
function ZO_Stats_Common:OnSetAvailablePoints()
    -- To be overridden.
end
function ZO_Stats_Common:SpendAvailablePoints(points)
    self:SetAvailablePoints(self:GetAvailablePoints() - points)
end
function ZO_Stats_Common:GetTotalSpendablePoints()
    return GetAttributeUnspentPoints()
end
function ZO_Stats_Common:SetPendingStatBonuses(statType, pendingBonus)
    self.statBonuses[statType] = pendingBonus
end
function ZO_Stats_Common:UpdatePendingStatBonuses(statType, pendingBonus)
    self:SetPendingStatBonuses(statType, pendingBonus)
end
function ZO_Stats_Common:GetPendingStatBonuses(statType)
    return self.statBonuses[statType]
end
function ZO_Stats_Common:UpdateTitleDropdownSelection(dropdown)
    local currentTitleIndex = GetCurrentTitleIndex()
    if currentTitleIndex then
        dropdown:SetSelectedItemText(zo_strformat(GetTitle(currentTitleIndex), GetRawUnitName("player")))
    else
        dropdown:SetSelectedItemText(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()
    self:UpdateTitleDropdownSelection(dropdown)
end
function ZO_Stats_Common:IsPlayerBattleLeveled()
    return IsUnitChampionBattleLeveled("player") or IsUnitBattleLeveled("player")
end
function ZO_Stats_Common:GetEquipmentBonusInfo()
    return self.equipmentBonus.value, self.equipmentBonus.lowestEquipSlot
end
do
    --to break ties for the player's lowest scoring piece of equipment and show the most important piece
    local COMBAT_EQUIP_SLOT_IMPORTANCE =
    {
        [EQUIP_SLOT_MAIN_HAND]      = 12,
        [EQUIP_SLOT_BACKUP_MAIN]    = 12,
        [EQUIP_SLOT_OFF_HAND]       = 11,
        [EQUIP_SLOT_BACKUP_OFF]     = 11,
        [EQUIP_SLOT_CHEST]          = 10,
        [EQUIP_SLOT_LEGS]           = 9,
        [EQUIP_SLOT_HEAD]           = 8,
        [EQUIP_SLOT_SHOULDERS]      = 7,
        [EQUIP_SLOT_FEET]           = 6,
        [EQUIP_SLOT_HAND]           = 5,
        [EQUIP_SLOT_WAIST]          = 4,
        [EQUIP_SLOT_NECK]           = 3,
        [EQUIP_SLOT_RING1]          = 2,
        [EQUIP_SLOT_RING2]          = 1,
    }
    local EQUIPMENT_BONUS_FILLED_TEXTURE = "EsoUI/Art/CharacterWindow/equipmentBonusIcon_full.dds"
    local EQUIPMENT_BONUS_EMPTY_TEXTURE = "EsoUI/Art/CharacterWindow/equipmentBonusIcon_empty.dds"
    local EQUIPMENT_BONUS_GOLD_TEXTURE = "EsoUI/Art/CharacterWindow/equipmentBonusIcon_full_gold.dds"
    function ZO_Stats_Common:RefreshEquipmentBonus()
        --calculate total combat equipment bonus rating
        local totalEquipmentBonusRating = 0
        local lowestEquipmentBonusRating
        local lowestEquipSlot
        
        --check if our active weapon is two-handed (for special consideration in weighting weapon equipment bonus value and showing lowest piece in tooltips)
        local activeWeaponPair = GetActiveWeaponPairInfo()
        local mainHandSlot = activeWeaponPair == ACTIVE_WEAPON_PAIR_MAIN and EQUIP_SLOT_MAIN_HAND or EQUIP_SLOT_BACKUP_MAIN
        local equipType = select(6, GetItemInfo(BAG_WORN, mainHandSlot))
        local isUsingTwoHanded = equipType == EQUIP_TYPE_TWO_HAND
        for equipSlot = EQUIP_SLOT_MIN_VALUE, EQUIP_SLOT_MAX_VALUE do
            -- filter out an "non-combat" slots as well as the inactive weapon pair
            if IsActiveCombatRelatedEquipmentSlot(equipSlot) then
                local considerSlotForOverallRating = true
                --don't consider off hand weapon slots if player is wielding a two-handed weapon
                if equipSlot == EQUIP_SLOT_OFF_HAND or equipSlot == EQUIP_SLOT_BACKUP_OFF then
                    if isUsingTwoHanded then
                        considerSlotForOverallRating = false
                    end
                end
                if considerSlotForOverallRating then
                    local equipmentBonusRating = GetEquipmentBonusRating(BAG_WORN, equipSlot)
                    if not lowestEquipmentBonusRating or equipmentBonusRating < lowestEquipmentBonusRating then
                        lowestEquipmentBonusRating = equipmentBonusRating
                        lowestEquipSlot = equipSlot
                    elseif equipmentBonusRating == lowestEquipmentBonusRating and COMBAT_EQUIP_SLOT_IMPORTANCE[equipSlot] > COMBAT_EQUIP_SLOT_IMPORTANCE[lowestEquipSlot] then
                        lowestEquipSlot = equipSlot
                    end
                    --weight two-handed weapons twice so that they count double in the total
                    --this is to compensate for their empty off hand weapon slot, so they aren't penalized for 2H weapons in the total
                    if equipSlot == EQUIP_SLOT_MAIN_HAND or equipSlot == EQUIP_SLOT_BACKUP_MAIN then
                        if isUsingTwoHanded then
                            equipmentBonusRating = equipmentBonusRating * 2
                        end
                    end
                    totalEquipmentBonusRating = totalEquipmentBonusRating + equipmentBonusRating
                end
                -- else don't add the bonus rating to the total because we aren't considering it
            end
        end
        --set equipment bonus
        local averageEquipmentBonusRating = totalEquipmentBonusRating / NUM_COMBAT_RELATED_EQUIP_SLOTS
        local playerLevel = GetUnitLevel("player")
        local playerChampionPoints = GetUnitChampionPoints("player")
        local averageRelativeEquipmentBonusRating = GetUnitEquipmentBonusRatingRelativeToLevel("player", averageEquipmentBonusRating)
        local equipmentBonus = EQUIPMENT_BONUS_MIN_VALUE
        for thresholdNumber = EQUIPMENT_BONUS_MAX_VALUE, EQUIPMENT_BONUS_MIN_VALUE, -1 do
            local thresholdValue = GetEquipmentBonusThreshold(playerLevel, playerChampionPoints, thresholdNumber)
            if averageRelativeEquipmentBonusRating >= thresholdValue then
                equipmentBonus = thresholdNumber
                break
            end
        end
        self.equipmentBonus.value = equipmentBonus
        self.equipmentBonus.lowestEquipSlot = lowestEquipSlot
        --setup icons
        self.equipmentBonus.iconPool:ReleaseAllObjects()
        local lastIcon
        --we setup 2 fewer icons than the number of EQUIPMENT_BONUS levels: the lowest equipment bonus level is all empty icons, and the highest adds a bonus icon separately
        for iconNumber = EQUIPMENT_BONUS_MIN_VALUE, EQUIPMENT_BONUS_MAX_VALUE - 2 do 
            local equipmentBonusIconControl = self.equipmentBonus.iconPool:AcquireObject()
            local equipmentBonusIconTexture
            if iconNumber < self.equipmentBonus.value then
                equipmentBonusIconTexture = self.equipmentBonus.value == EQUIPMENT_BONUS_EXTRAORDINARY and EQUIPMENT_BONUS_GOLD_TEXTURE or EQUIPMENT_BONUS_FILLED_TEXTURE
            else
                equipmentBonusIconTexture = EQUIPMENT_BONUS_EMPTY_TEXTURE
            end
            equipmentBonusIconControl:SetTexture(equipmentBonusIconTexture)
            if lastIcon then
                equipmentBonusIconControl:SetAnchor(BOTTOMLEFT, lastIcon, BOTTOMRIGHT, 4, 0)
            else
                 equipmentBonusIconControl:SetAnchor(BOTTOMLEFT)
            end
            lastIcon = equipmentBonusIconControl
        end
        --add bonus icon if at the highest level
        if self.equipmentBonus.value == EQUIPMENT_BONUS_MAX_VALUE then
            local equipmentBonusIconControl = self.equipmentBonus.iconPool:AcquireObject()
            equipmentBonusIconControl:SetTexture(EQUIPMENT_BONUS_GOLD_TEXTURE)
            equipmentBonusIconControl:SetAnchor(BOTTOMLEFT, lastIcon, BOTTOMRIGHT, 4, 0)
        end
    end
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:RefreshSpinnerMax()
    self.pointsSpinner:SetValue(self.points + addedPoints)
end
function ZO_AttributeSpinner_Shared:SetValueChangedCallback(fn)
    self.valueChangedCallback = 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)
    self:SetAddedPointsByTotalPoints(points)
    
    if(self.valueChangedCallback ~= nil) then
        self.valueChangedCallback(self.points, self.addedPoints)
    end
    self:RefreshSpinnerMax()
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