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--[[
The ActionBarAssignmentManager represents the the state of your skills on the AssignableActionBar, which is used inside the Skills UI.
The skills UI is allowed to assign new skills without applying it to your "real" action bar, so this shouldn't be taken as the "truth" as the server sees it, but a pending state for the UI.
This pending state is actually applied along with pending skill allocations inside of the SkillsAndActionBarManager.
]] --
-- These bars can be viewed inside of skills. This should be every bar used ingame.
local VIEWABLE_HOTBAR_CATEGORY_SET =
{
[ HOTBAR_CATEGORY_PRIMARY ] = true ,
[ HOTBAR_CATEGORY_BACKUP ] = true ,
[ HOTBAR_CATEGORY_OVERLOAD ] = true ,
[ HOTBAR_CATEGORY_WEREWOLF ] = true ,
[ HOTBAR_CATEGORY_TEMPORARY ] = true ,
[ HOTBAR_CATEGORY_DAEDRIC_ARTIFACT ] = true ,
[ HOTBAR_CATEGORY_COMPANION ] = true ,
}
-- These bars can be edited, and the server will persist those edits
local ASSIGNABLE_HOTBAR_CATEGORY_SET =
{
[ HOTBAR_CATEGORY_PRIMARY ] = true ,
[ HOTBAR_CATEGORY_BACKUP ] = true ,
[ HOTBAR_CATEGORY_OVERLOAD ] = true ,
[ HOTBAR_CATEGORY_WEREWOLF ] = true ,
[ HOTBAR_CATEGORY_COMPANION ] = true ,
}
-- These bars apply to the player, and hold player skills
ASSIGNABLE_PLAYER_HOTBAR_CATEGORY_SET [ HOTBAR_CATEGORY_COMPANION ] = nil
-- These bars have an associated weapon pair with them
local WEAPON_PAIR_HOTBAR_CATEGORY_SET = { }
WEAPON_PAIR_HOTBAR_CATEGORY_SET [ hotbarCategory ] = true
end
end
local HOTBAR_CYCLE_ORDER =
{
HOTBAR_CATEGORY_PRIMARY ,
HOTBAR_CATEGORY_BACKUP ,
HOTBAR_CATEGORY_COMPANION ,
HOTBAR_CATEGORY_OVERLOAD ,
HOTBAR_CATEGORY_WEREWOLF ,
HOTBAR_CATEGORY_TEMPORARY ,
HOTBAR_CATEGORY_DAEDRIC_ARTIFACT ,
}
-- these enums are 0-indexed for historical reasons, while the API that action bars actually use are 1-indexed.
-- we'll just convert them here instead of breaking addons that use the old indexes (which were already broken, anyways)
local SKILL_BAR_FIRST_NORMAL_SLOT_INDEX = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1
local SKILL_BAR_LAST_NORMAL_SLOT_INDEX = ACTION_BAR_ULTIMATE_SLOT_INDEX
local SKILL_BAR_ULTIMATE_SLOT_INDEX = ACTION_BAR_ULTIMATE_SLOT_INDEX + 1
local SKILL_BAR_START_SLOT_INDEX , SKILL_BAR_END_SLOT_INDEX = GetAssignableAbilityBarStartAndEndSlots ( )
--------------------------------
-- Slottable Action Interface --
--------------------------------
--[[
A slottable action represents any action you can put into an ActionSlot from inside the Skills UI, which include:
* the empty action (aka, this slot does nothing)
* active skills
* ultimates
* raw abilities
This does not include quickslots, which aren't shown and have their own handling someplace else.
]] --
ZO_SLOTTABLE_ACTION_TYPE_EMPTY = 1
ZO_SLOTTABLE_ACTION_TYPE_PLAYER_SKILL = 2
ZO_SLOTTABLE_ACTION_TYPE_ABILITY = 3
ZO_SLOTTABLE_ACTION_TYPE_COMPANION_SKILL = 4
end
end
end
end
end
-- This can return nil
end
end
end
end
-- This can return nil
end
end
end
end
-- can be overridden
return false
end
return nil
end
return nil
end
------------------
-- Empty Action --
------------------
--[[
The empty action has no state, it's always action ID 0. To use it, use the ZO_EMPTY_SLOTTABLE_ACTION singleton instead of the class.
]] --
return ZO_SLOTTABLE_ACTION_TYPE_EMPTY
end
local NO_ACTION_ID = 0
return NO_ACTION_ID
end
return ACTION_TYPE_NOTHING
end
end
return false
end
-- Empty slots have no icon
return nil
end
return false
end
return true -- It's always valid to have an empty slot
end
-- Empty out tooltips
end
-- Empty slots have no tooltip
return nil
end
-- Do nothing
end
return false -- pickup failed
end
-----------------------------
-- Slottable Player Skills --
-----------------------------
self . hotbarCategory = hotbarCategory -- used for visualization purposes, has no effect on things like equality or the resulting message
end
end
return ZO_SLOTTABLE_ACTION_TYPE_PLAYER_SKILL
end
end
return ACTION_TYPE_ABILITY
end
return otherSlottableAction ~= nil and otherSlottableAction : GetSlottableActionType ( ) == self : GetSlottableActionType ( ) and self . skillData == otherSlottableAction . skillData
end
end
else
return rootAbilityId
end
end
end
end
-- We should invalidate skills that have been refunded
end
GAMEPAD_TOOLTIPS : LayoutAbilityWithSkillProgressionData ( tooltipType , self : GetEffectiveAbilityId ( ) , self . skillData : GetPointAllocatorProgressionData ( ) )
end
return SkillTooltip
end
local DONT_SHOW_SKILL_POINT_COST = false
local DONT_SHOW_UPGRADE_TEXT = false
local DONT_SHOW_ADVISED = false
local DONT_SHOW_BAD_MORPH = false
local NO_OVERRIDE_RANK = nil
self . skillData : GetPointAllocatorProgressionData ( ) : SetKeyboardTooltip ( tooltipControl , DONT_SHOW_SKILL_POINT_COST , DONT_SHOW_UPGRADE_TEXT , DONT_SHOW_ADVISED , DONT_SHOW_BAD_MORPH , NO_OVERRIDE_RANK , self : GetEffectiveAbilityId ( ) )
end
end
end
--------------------------------
-- Slottable Companion Skills --
--------------------------------
self . hotbarCategory = hotbarCategory -- used for visualization purposes, has no effect on things like equality or the resulting message
end
end
return ZO_SLOTTABLE_ACTION_TYPE_COMPANION_SKILL
end
end
return ACTION_TYPE_ABILITY
end
return otherSlottableAction ~= nil and otherSlottableAction : GetSlottableActionType ( ) == self : GetSlottableActionType ( ) and self . skillData == otherSlottableAction . skillData
end
end
end
end
end
-- We should invalidate skills that have been refunded
end
GAMEPAD_TOOLTIPS : LayoutCompanionSkillProgression ( tooltipType , self . skillData : GetPointAllocatorProgressionData ( ) )
end
return SkillTooltip
end
end
end
-----------------------
-- Slottable Ability --
-----------------------
--[[
Slottable abilities are "loose", aka unassociated with a skill line. These should only show up on temp bars in normal play.
These are built under the assumption that they can't be edited, because you can't edit temp bars.
]] --
end
return ZO_SLOTTABLE_ACTION_TYPE_ABILITY
end
end
return ACTION_TYPE_ABILITY
end
return otherSlottableAction ~= nil and otherSlottableAction : GetSlottableActionType ( ) == ZO_SLOTTABLE_ACTION_TYPE_ABILITY and self . abilityId == otherSlottableAction : GetActionId ( )
end
return false
end
end
return true
end
return true
end
end
return AbilityTooltip
end
end
return false
end
------------
-- Hotbar --
------------
--[[
Hotbar objects model the subset of a server side hotbar that matters for the skills window: We only care about the 5 active slots and the one ultimate slot, and we only store SlottableActions.
]] --
for actionSlotIndex = SKILL_BAR_START_SLOT_INDEX , SKILL_BAR_END_SLOT_INDEX do
local progressionId = GetSkillProgressionIdForHotbarSlotOverrideRule ( actionSlotIndex , hotbarCategory )
if progressionId ~= 0 then
self . overrideSlotSkillDatas [ actionSlotIndex ] = SKILLS_DATA_MANAGER : GetSkillDataByProgressionId ( progressionId )
end
end
end
end
for actionSlotIndex = SKILL_BAR_START_SLOT_INDEX , SKILL_BAR_END_SLOT_INDEX do
end
end
if actionSlotIndex < SKILL_BAR_START_SLOT_INDEX or actionSlotIndex > SKILL_BAR_END_SLOT_INDEX then
-- We can't assign skills to this actionSlotIndex
return
end
if overrideSkillData then
return
end
if actionType == ACTION_TYPE_ABILITY then
if companionSkillData then
self . slots [ actionSlotIndex ] = ZO_SlottableCompanionSkill : New ( companionSkillData , self . hotbarCategory )
return
else
internalassert ( false , string . format ( "Attempted to place non-companion ability %d on companion bar; does the companion skill manager know about this ability?" , abilityId ) )
end
end
if playerSkillProgressionData then
self . slots [ actionSlotIndex ] = ZO_SlottablePlayerSkill : New ( playerSkillProgressionData : GetSkillData ( ) , self . hotbarCategory )
return
end
return
end
end
end
end
end
return overrideSkillData
end
return nil
end
end
if pendingAction == nil then
return false
end
return pendingActionType ~= actionType or pendingActionId ~= actionId
end
end
end
end
return HOT_BAR_RESULT_CANNOT_EDIT_HOTBAR
end
return HOT_BAR_RESULT_SLOT_LOCKED
end
return HOT_BAR_RESULT_CANNOT_EDIT_SLOT
end
return HOT_BAR_RESULT_NO_COMBAT_SWAP
end
return HOT_BAR_RESULT_SUCCESS
end
function ZO_ActionBarAssignmentManager_Hotbar : GetExpectedSkillSlotResult ( actionSlotIndex , skillData )
if editResult ~= HOT_BAR_RESULT_SUCCESS then
return editResult
end
if isPlayerSkill then
if isWerewolfBar and not isWerewolfSkill then
return HOT_BAR_RESULT_CANNOT_USE_WHILE_WEREWOLF
end
end
if isUltimateSlot then
return HOT_BAR_RESULT_IS_NOT_ULTIMATE
else
return HOT_BAR_RESULT_IS_NOT_NORMAL
end
end
return HOT_BAR_RESULT_SUCCESS
end
do
local IS_CHANGED_BY_PLAYER = true
return
end
if expectedResult ~= HOT_BAR_RESULT_SUCCESS then
return false
end
ACTION_BAR_ASSIGNMENT_MANAGER : FireCallbacks ( "SlotUpdated" , self . hotbarCategory , actionSlotIndex , IS_CHANGED_BY_PLAYER )
end
-- this slot already has this skill, skip
return false
end
-- you can't slot this specific skill here
if expectedResult ~= HOT_BAR_RESULT_SUCCESS then
return false
end
-- the skill is already slotted on this bar, clear that instance out
if oldactionSlotIndex then
end
else
end
ACTION_BAR_ASSIGNMENT_MANAGER : FireCallbacks ( "SlotUpdated" , self . hotbarCategory , actionSlotIndex , IS_CHANGED_BY_PLAYER )
return true
end
function ZO_ActionBarAssignmentManager_Hotbar : AssignSkillToSlotByAbilityId ( actionSlotIndex , abilityId )
if playerSkillProgressionData then
end
if companionSkillData then
end
return false
end
end
-- Can't slot passives
return nil
end
-- This is an ultimate, it can only be slotted in one place
if self : GetSlotData ( SKILL_BAR_ULTIMATE_SLOT_INDEX ) : IsEmpty ( ) and not self : IsSlotLocked ( SKILL_BAR_ULTIMATE_SLOT_INDEX ) then
return SKILL_BAR_ULTIMATE_SLOT_INDEX
end
else
-- This is a normal active, slot it in the first empty slot
for actionSlotIndex = SKILL_BAR_FIRST_NORMAL_SLOT_INDEX , SKILL_BAR_LAST_NORMAL_SLOT_INDEX do
return actionSlotIndex
end
end
end
return nil
end
return actionSlotIndex
end
end
end
end
-- NumHotbarsInCycle is kept in sync by these two methods: if you manipulate isInCycle someplace else, you'll have a bad time
end
end
end
end
end
local IS_CHANGED_BY_PLAYER = true
end
end
end
end
-----------------------------------
-- Action Bar Assignment Manager --
-----------------------------------
end
end
-- Action slot events
if VIEWABLE_HOTBAR_CATEGORY_SET [ hotbarCategory ] then
if justUnlocked then
end
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_HOTBAR_SLOT_UPDATED , OnHotbarSlotUpdated )
if shouldUpdateSlotAssignments then
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_ACTION_SLOTS_ACTIVE_HOTBAR_UPDATED , OnActiveHotbarUpdated )
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_ACTION_SLOTS_ALL_HOTBARS_UPDATED , ResetAllHotbars )
end
SKILLS_AND_ACTION_BAR_MANAGER : RegisterCallback ( "SkillPointAllocationModeChanged" , ResetPlayerHotbars )
-- Current morph may have changed, refresh visuals
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_WEAPON_PAIR_LOCK_CHANGED , UpdateWeaponSwapState )
if VIEWABLE_HOTBAR_CATEGORY_SET [ hotbarCategory ] then
if abilityId == 0 then
end
else
if progressionData and hotbar : AssignSkillToSlot ( actionSlotIndex , progressionData : GetSkillData ( ) ) then
end
end
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_HOTBAR_SLOT_CHANGE_REQUESTED , HandleSlotChangeRequested )
-- Skill point Allocation events
return
end
else
end
end
return
end
end
end
end
end
SKILL_POINT_ALLOCATION_MANAGER : RegisterCallback ( "SkillProgressionKeyChanged" , OnSkillProgressionStateChanged )
else
end
end
end
end
-- weapon swapping unlocked state events
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_UNIT_CREATED , OnPlayerUnitCreated )
EVENT_MANAGER : AddFilterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_UNIT_CREATED , REGISTER_FILTER_UNIT_TAG , "player" )
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_LEVEL_UPDATE , OnPlayerLevelUpdate )
EVENT_MANAGER : AddFilterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_LEVEL_UPDATE , REGISTER_FILTER_UNIT_TAG , "player" )
else
-- We do not have companion skills data at this time, let's skip the companion bar until we do
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_PLAYER_ACTIVATED , OnPlayerActivated )
-- the companion may or may not be resummoned after a jump or load
-- screen, let's clear out the data so we can refill it afterward.
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_PLAYER_DEACTIVATED , OnPlayerDeactivated )
end
if VIEWABLE_HOTBAR_CATEGORY_SET [ playerActiveHotbarCategory ] and self . overrideHotbarCategory == nil then
end
end
end
end
end
end
end
end
-- Don't perform werewolf changes if the werewolf line isn't unlocked
-- this solves an issue where characters that have refunded werewolf still try to place their auto-grant ultimate on the werewolf bar
if hotbarCategory == HOTBAR_CATEGORY_WEREWOLF then
end
return true -- most hotbars are cool
end
return true
end
end
end
end
return false
end
local anyChangesAdded = false
anyChangesAdded = true
AddHotbarSlotChangeToAllocationRequest ( actionSlotIndex , hotbarCategory , action : GetActionType ( ) , action : GetActionId ( ) )
end
end
end
end
return anyChangesAdded
end
end
end
end
return hotbar
end
return
end
if not weaponSwapDisabled then
end
end
end
end
end
end
end
end
end
end
else
end
end
return true
end
end
return false
end
end
else
end
end
if overrideHotbarCategory then
else
end
end
end
end
return false
end
-- Normally you can only hotbar cycle from your weapon bars, so preserve that behavior here
end
local oldCycleIndex = ZO_IndexOfElementInNumericallyIndexedTable ( HOTBAR_CYCLE_ORDER , self . currentHotbarCategory )
local newCycleIndex = oldCycleIndex
local cycleLength = # HOTBAR_CYCLE_ORDER
repeat
newCycleIndex = ( newCycleIndex % cycleLength ) + 1
until newCycleIndex == oldCycleIndex or self : GetHotbar ( HOTBAR_CYCLE_ORDER [ newCycleIndex ] ) : IsInCycle ( )
internalassert ( newCycleIndex ~= oldCycleIndex , "no other hotbar found in cycle, cycling requires at least 2 hotbars" )
end
end
end
function ZO_ActionBarAssignmentManager : SetIsHotbarSwapAnimationPlaying ( isHotbarSwapAnimationPlaying )
end
end
return
end
end
return actionSlotIndex == SKILL_BAR_ULTIMATE_SLOT_INDEX
end
function ZO_ActionBarAssignmentManager : GetActionNameForSlot ( actionSlotIndex , hotbarCategory , isGamepadPreferred )
local keyboardActionName , gamepadActionName = self : GetKeyboardAndGamepadActionNameForSlot ( actionSlotIndex , hotbarCategory )
if isGamepadPreferred then
return gamepadActionName
else
return keyboardActionName
end
end
function ZO_ActionBarAssignmentManager : GetKeyboardAndGamepadActionNameForSlot ( actionSlotIndex , hotbarCategory )
local isCompanionBar = hotbarCategory == HOTBAR_CATEGORY_COMPANION
if isCompanionBar then
return "COMMAND_PET" , "COMMAND_PET"
end
-- use Automatic Cast priority instead
return nil , nil
end
return keyboardActionName , gamepadActionName
end
function ZO_ActionBarAssignmentManager : GetAutomaticCastPriorityForSlot ( actionSlotIndex , hotbarCategory )
-- Normal companion skills are automatically cast by their companion, from left to right
local isCompanionBar = hotbarCategory == HOTBAR_CATEGORY_COMPANION
-- first slot is 1, continuing from left to right
return actionSlotIndex - SKILL_BAR_FIRST_NORMAL_SLOT_INDEX + 1
end
return nil
end
-- We check if GetExpectedSkillSlotResult() here is valid ahead of time to supress the alert the Assign() would otherwise trigger for an invalid result. If we would fail, fail silently instead.
-- There is also an encoded assumption here that any empty slot is as good as any other slot for the GetExpectedSkillSlotResult(), so we only need to check one before bailing out.
if actionSlotIndex and hotbar : GetExpectedSkillSlotResult ( actionSlotIndex , skillData ) == HOT_BAR_RESULT_SUCCESS then
return true
end
return false
end
if actionSlotIndex then
end
end
end
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