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ESO Lua File v101044

ingame/skills/skillsdata_base.lua

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-- Helper object for object pool data --
ZO_PooledSkillDataObject = ZO_InitializingObject:Subclass()
function ZO_PooledSkillDataObject:Reset()
    -- Can be overridden
end
function ZO_PooledSkillDataObject:BuildData(...)
    self:BuildStaticData(...)
end
ZO_PooledSkillDataObject:MUST_IMPLEMENT("BuildStaticData", ...)
function ZO_PooledSkillDataObject:RefreshDynamicData(...)
    -- Can be overridden
end
--[[
A ZO_SkillProgressionData_Base is an entry in a ZO_SkillData_Base. Each one describes a step in the progression for upgrading the skill.
--]]
-----------------------
-- Skill Progression --
-----------------------
ZO_SkillProgressionData_Base = ZO_PooledSkillDataObject:Subclass()
function ZO_SkillProgressionData_Base:New(...)
    return ZO_PooledSkillDataObject.New(self, ...)
end
function ZO_SkillProgressionData_Base:Reset()
    self.abilityId = nil
end
function ZO_SkillProgressionData_Base:BuildStaticData(skillData, skillProgressionKey)
    self.skillData, self.skillProgressionKey = skillData, skillProgressionKey
end
function ZO_SkillProgressionData_Base:GetIndices()
    local skillType, skillLineIndex, skillIndex = self.skillData:GetIndices()
    return skillType, skillLineIndex, skillIndex, self.skillProgressionKey
end
-- Actives and passives progress differently.
-- In actives, progression key corresponds to morph slots.
-- In passives, progression key corresponds to rank.
-- Crafted/Companion abilities don't progress at all, so the key is nil
function ZO_SkillProgressionData_Base:GetSkillProgressionKey()
    return self.skillProgressionKey
end
function ZO_SkillProgressionData_Base:GetSkillData()
    return self.skillData
end
function ZO_SkillProgressionData_Base:GetAbilityId()
    return self.abilityId
end
function ZO_SkillProgressionData_Base:SetAbilityId(abilityId)
    self.abilityId = abilityId
    self.name = GetAbilityName(abilityId)
    self.icon = GetAbilityIcon(abilityId)
end
function ZO_SkillProgressionData_Base:GetName()
    return self.name
end
function ZO_SkillProgressionData_Base:GetFormattedName(formatter)
    return ZO_CachedStrFormat(formatter or SI_ABILITY_NAME, self:GetName())
end
function ZO_SkillProgressionData_Base:GetDetailedName()
    return self:GetFormattedName()
end
function ZO_SkillProgressionData_Base:GetDetailedGamepadName()
    return self:GetDetailedName() -- can be overridden to change how the name is formatted in the gamepad UI
end
function ZO_SkillProgressionData_Base:GetIcon()
    return self.icon
end
function ZO_SkillProgressionData_Base:IsPassive()
    return self:GetSkillData():IsPassive()
end
function ZO_SkillProgressionData_Base:IsActive()
    return not self:IsPassive()
end
function ZO_SkillProgressionData_Base:IsUltimate()
    return self:GetSkillData():IsUltimate()
end
function ZO_SkillProgressionData_Base:IsUnlocked()
    return self.skillData:MeetsLinePurchaseRequirement()
end
function ZO_SkillProgressionData_Base:IsLocked()
    return not self:IsUnlocked()
end
-- abstract methods (must be overridden)
ZO_SkillProgressionData_Base:MUST_IMPLEMENT("IsAdvised")
ZO_SkillProgressionData_Base:MUST_IMPLEMENT("SetKeyboardTooltip")
-- Optional overrides
function ZO_SkillProgressionData_Base:HasRankData()
    return false
end
function ZO_SkillProgressionData_Base:TryPickup()
    -- returns true if the skill is picked up
    return false
end
--[[
A ZO_SkillData_Base is an entry in a ZO_SkillLineData. A skill can be upgraded to various levels, denoted by ZO_SkillProgressionData objects.
ZO_SkillData_Base, unlike some other skill data objects, is implemented as
a pure interface. avoid putting any logic in here, if you can avoid it.
--]]
-----------
-- Skill --
-----------
ZO_SkillData_Base = ZO_PooledSkillDataObject:Subclass()
-- abstract methods (must be overridden)
ZO_SkillData_Base:MUST_IMPLEMENT("Reset")
ZO_SkillData_Base:MUST_IMPLEMENT("BuildStaticData", skillLineData, skillIndex)
ZO_SkillData_Base:MUST_IMPLEMENT("RefreshDynamicData", refreshChildren)
ZO_SkillData_Base:MUST_IMPLEMENT("GetSkillLineData")
ZO_SkillData_Base:MUST_IMPLEMENT("IsPassive")
ZO_SkillData_Base:MUST_IMPLEMENT("IsActive")
ZO_SkillData_Base:MUST_IMPLEMENT("IsUltimate")
ZO_SkillData_Base:MUST_IMPLEMENT("MeetsLinePurchaseRequirement")
ZO_SkillData_Base:MUST_IMPLEMENT("IsPurchased")
ZO_SkillData_Base:MUST_IMPLEMENT("IsAdvised")
ZO_SkillData_Base:MUST_IMPLEMENT("HasPointsToClear", clearMorphsOnly)
ZO_SkillData_Base:MUST_IMPLEMENT("GetProgressionData", skillProgressionKey)
ZO_SkillData_Base:MUST_IMPLEMENT("GetHeaderText")
ZO_SkillData_Base:MUST_IMPLEMENT("GetNumPointsAllocated")
ZO_SkillData_Base:MUST_IMPLEMENT("GetCurrentSkillProgressionKey")
ZO_SkillData_Base:MUST_IMPLEMENT("GetCurrentProgressionData")
ZO_SkillData_Base:MUST_IMPLEMENT("GetPointAllocator")
ZO_SkillData_Base:MUST_IMPLEMENT("GetPointAllocatorProgressionData")
ZO_SkillData_Base:MUST_IMPLEMENT("HasUpdatedStatus")
ZO_SkillData_Base:MUST_IMPLEMENT("SetHasUpdatedStatus", hasUpdatedStatus)
ZO_SkillData_Base:MUST_IMPLEMENT("ClearUpdate")
ZO_SkillData_Base:MUST_IMPLEMENT("CanPointAllocationsBeAltered", isFullRespec)
ZO_SkillData_Base:STUB("GetLineRankNeededToPurchase") -- Only used for purchaseable skills
ZO_SkillData_Base:STUB("IsAutoGrant") -- Only matters for point allocation checks, not always needed
-- Optional overrides
function ZO_SkillData_Base:IsPlayerSkill()
    return false
end
function ZO_SkillData_Base:IsCompanionSkill()
    return false
end
function ZO_SkillData_Base:IsCraftedAbility()
    return false
end
function ZO_SkillData_Base:IsHidden()
    return false
end
-- convenience methods
function ZO_SkillData_Base:GetSlotOnCurrentHotbar()
    return ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar():FindSlotMatchingSkill(self)
end
function ZO_SkillData_Base:GetCurrentProgressionLink()
    if self:IsCraftedAbility() then
        local craftedAbilityId = self:GetCraftedAbilityId()
        local craftedAbilityData = SCRIBING_DATA_MANAGER:GetCraftedAbilityData(craftedAbilityId)
        return craftedAbilityData:GetActiveConfigurationLink()
    end
end
--[[
A ZO_SkillLineData_Base is an entry in ZO_SkillTypeData. A skill line has multiple skills to purchase and upgrade, denoted by ZO_SkillData objects.
--]]
----------------
-- Skill Line --
----------------
ZO_SkillLineData_Base = ZO_PooledSkillDataObject:Subclass()
function ZO_SkillLineData_Base:Initialize(dataManager)
    self.dataManager = dataManager
    self.skillsWithUpdatesCache = {}
end
-- abstract methods (must be overridden)
ZO_SkillLineData_Base:MUST_IMPLEMENT("BuildStaticData", skillTypeData, skillLineIndex)
ZO_SkillLineData_Base:MUST_IMPLEMENT("RefreshDynamicData", refreshChildren)
ZO_SkillLineData_Base:MUST_IMPLEMENT("GetName")
ZO_SkillLineData_Base:MUST_IMPLEMENT("GetUnlockText")
ZO_SkillLineData_Base:MUST_IMPLEMENT("GetOrderingIndex")
ZO_SkillLineData_Base:MUST_IMPLEMENT("IsDiscovered")
ZO_SkillLineData_Base:MUST_IMPLEMENT("IsActive")
ZO_SkillLineData_Base:MUST_IMPLEMENT("GetCurrentRank")
ZO_SkillLineData_Base:MUST_IMPLEMENT("GetLastRankXP")
ZO_SkillLineData_Base:MUST_IMPLEMENT("GetNextRankXP")
ZO_SkillLineData_Base:MUST_IMPLEMENT("GetCurrentRankXP")
ZO_SkillLineData_Base:MUST_IMPLEMENT("GetNumSkills")
ZO_SkillLineData_Base:MUST_IMPLEMENT("GetSkillDataByIndex", skillIndex)
ZO_SkillLineData_Base:MUST_IMPLEMENT("SkillIterator", skillFilterFunctions)
-- optional methods (can be overidden)
function ZO_SkillLineData_Base:IsPlayerSkillLine()
    return false
end
function ZO_SkillLineData_Base:IsCompanionSkillLine()
    return false
end
function ZO_SkillLineData_Base:IsAdvised()
    return false
end
-- additional state
function ZO_SkillLineData_Base:Reset()
    ZO_ClearTable(self.skillsWithUpdatesCache)
end
function ZO_SkillLineData_Base:InitializeNewState()
    self.isNew = false
    self.canMarkNew = false -- prevent the first refresh from marking a skill line as "new"
end
function ZO_SkillLineData_Base:IsNew()
    return self.isNew
end
function ZO_SkillLineData_Base:SetNew(isNew)
    if self.isNew ~= isNew then
        self.isNew = isNew
        self.dataManager:OnSkillLineNewStatusChanged(self)
    end
end
function ZO_SkillLineData_Base:TryMarkNew(isNew)
    if self.canMarkNew then
        self:SetNew(isNew)
    end
end
function ZO_SkillLineData_Base:AllowMarkingNew()
    self.canMarkNew = true
end
function ZO_SkillLineData_Base:ClearNew()
    self:SetNew(false)
end
function ZO_SkillLineData_Base:OnSkillDataUpdateStatusChanged(skillData)
    local hasUpdatedStatus = skillData:HasUpdatedStatus()
    self.skillsWithUpdatesCache[skillData] = hasUpdatedStatus or nil
    self.dataManager:OnSkillLineNewStatusChanged(self)
end
function ZO_SkillLineData_Base:AnySkillHasUpdatedStatus()
    return not ZO_IsTableEmpty(self.skillsWithUpdatesCache)
end
-- helpers
function ZO_SkillLineData_Base:GetId()
    return self.id
end
function ZO_SkillLineData_Base:GetAnnounceIcon()
end
function ZO_SkillLineData_Base:GetDetailedIcon()
    return GetSkillLineDetailedIconById(self.id)
end
function ZO_SkillLineData_Base:GetFormattedName()
    return ZO_CachedStrFormat(SI_SKILLS_ENTRY_LINE_NAME_FORMAT, self:GetName())
end
function ZO_SkillLineData_Base:IsAvailable()
    return self:IsDiscovered() and self:IsActive()
end
function ZO_SkillLineData_Base:IsAvailableOrAdvised()
    return self:IsAvailable() or self:IsAdvised()
end
function ZO_SkillLineData_Base:GetRankXPValues()
end
function ZO_SkillLineData_Base:IsSkillLineOrAbilitiesNew()
    return self:IsNew() or self:AnySkillHasUpdatedStatus()
end
--[[
A ZO_SkillTypeData is the overarching categorization of skill lines. A skill type can be subcategorized down into multiple skill lines, denoted by ZO_SkillLineData_Base objects.
--]]
----------------
-- Skill Type --
----------------
ZO_SkillTypeData = ZO_PooledSkillDataObject:Subclass()
function ZO_SkillTypeData:Initialize()
    self.orderedSkillLines = {}
end
function ZO_SkillTypeData:Reset()
    ZO_ClearNumericallyIndexedTable(self.orderedSkillLines)
    -- skill line datas should be released on the data manager level
end
do
    assert(SKILL_TYPE_MAX_VALUE == 9, "Update this table")
    local SKILL_TYPE_TO_ICON_PATH_QUALIFIER = 
    {
        [SKILL_TYPE_CLASS] = "class",
        [SKILL_TYPE_WEAPON] = "weapons",
        [SKILL_TYPE_ARMOR] = "armor",
        [SKILL_TYPE_WORLD] = "world",
        [SKILL_TYPE_GUILD] = "guilds",
        [SKILL_TYPE_AVA] = "ava",
        [SKILL_TYPE_RACIAL] = "race",
        [SKILL_TYPE_TRADESKILL] = "tradeskills",
    }
    function ZO_SkillTypeData:BuildStaticData(skillType)
        self.skillType = skillType
        self.name = GetString("SI_SKILLTYPE", skillType)
        local QUALIFIER = SKILL_TYPE_TO_ICON_PATH_QUALIFIER[skillType]
        if QUALIFIER then
            self.keyboardNormalIcon = string.format("EsoUI/Art/Progression/progression_indexIcon_%s_up.dds", QUALIFIER)
            self.keyboardPressedIcon = string.format("EsoUI/Art/Progression/progression_indexIcon_%s_down.dds", QUALIFIER)
            self.keyboardMousedOverIcon = string.format("EsoUI/Art/Progression/progression_indexIcon_%s_over.dds", QUALIFIER)
            self.announceIcon = string.format("EsoUI/Art/Progression/skills_announce_%s.dds", QUALIFIER)
        end
    end
end
function ZO_SkillTypeData:AddOrderedSkillLineData(skillLineData)
    table.insert(self.orderedSkillLines, skillLineData)
end
function ZO_SkillTypeData:RefreshDynamicData(refreshChildren)
    if refreshChildren then
        for _, skillLineData in ipairs(self.orderedSkillLines) do
            skillLineData:RefreshDynamicData(refreshChildren)
        end
    end
end
function ZO_SkillTypeData:GetSkillType()
    return self.skillType
end
function ZO_SkillTypeData:GetName()
    return self.name
end
function ZO_SkillTypeData:GetKeyboardIcons()
    return self.keyboardNormalIcon, self.keyboardPressedIcon, self.keyboardMousedOverIcon
end
function ZO_SkillTypeData:GetAnnounceIcon()
    return self.announceIcon
end
function ZO_SkillTypeData:GetSkillLineDataByIndex(skillLineIndex)
    return self.orderedSkillLines[skillLineIndex]
end
function ZO_SkillTypeData:SkillLineIterator(skillLineFilterFunctions)
    return ZO_FilteredNumericallyIndexedTableIterator(self.orderedSkillLines, skillLineFilterFunctions)
end
function ZO_SkillTypeData:AreAnySkillLinesNew()
    for _, skillLineData in self:SkillLineIterator({ ZO_SkillLineData_Base.IsNew }) do
        return true
    end
    return false
end
function ZO_SkillTypeData:AreAnySkillLinesOrAbilitiesNew()
    for _, skillLineData in self:SkillLineIterator({ ZO_SkillLineData_Base.IsSkillLineOrAbilitiesNew } ) do
        return true
    end
    return false
end