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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 ,
}
-- 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 ,
}
-- 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_OVERLOAD ,
HOTBAR_CATEGORY_WEREWOLF ,
HOTBAR_CATEGORY_TEMPORARY ,
HOTBAR_CATEGORY_DAEDRIC_ARTIFACT ,
}
--------------------------------
-- 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_SKILL = 2
ZO_SLOTTABLE_ACTION_TYPE_ABILITY = 3
return object
end
-- Can be overriden
end
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
------------------
-- 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.
]] --
end
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 Skills --
----------------------
end
self . hotbarCategory = hotbarCategory -- used for visualization purposes, has no effect on things like equality or the resulting message
end
return ZO_SLOTTABLE_ACTION_TYPE_SKILL
end
end
return ACTION_TYPE_ABILITY
end
return otherSlottableAction ~= nil and otherSlottableAction : GetSlottableActionType ( ) == ZO_SLOTTABLE_ACTION_TYPE_SKILL 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
return true
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
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.
]] --
return object
end
local SKILL_BAR_SLOTS_START = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1
local SKILL_BAR_SLOTS_STOP = ACTION_BAR_ULTIMATE_SLOT_INDEX + 1
for actionSlotIndex = SKILL_BAR_SLOTS_START , SKILL_BAR_SLOTS_STOP do
local progressionId = GetSkillProgressionIdForHotbarSlotOverrideRule ( actionSlotIndex , hotbarCategory )
if progressionId ~= 0 then
self . overrideSlotSkillDatas [ actionSlotIndex ] = SKILLS_DATA_MANAGER : GetSkillDataByProgressionId ( progressionId )
end
end
end
for actionSlotIndex = SKILL_BAR_SLOTS_START , SKILL_BAR_SLOTS_STOP do
end
end
if actionSlotIndex < SKILL_BAR_SLOTS_START or actionSlotIndex > SKILL_BAR_SLOTS_STOP then
-- We can't assign skills to this actionSlotIndex
return
end
if overrideSkillData then
return
end
if actionType == ACTION_TYPE_ABILITY then
if progressionData then
self . slots [ actionSlotIndex ] = ZO_SlottableSkill : New ( progressionData : GetSkillData ( ) , self . hotbarCategory )
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
return HOT_BAR_RESULT_CANNOT_EDIT_HOTBAR
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 isWerewolfBar and not isWerewolfSkill then
return HOT_BAR_RESULT_CANNOT_USE_WHILE_WEREWOLF
end
return HOT_BAR_RESULT_CANNOT_EDIT_HOTBAR
end
return HOT_BAR_RESULT_CANNOT_EDIT_SLOT
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_ABILITY_NOT_KNOWN
end
return HOT_BAR_RESULT_NO_COMBAT_SWAP
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
ACTION_BAR_ASSIGNMENT_MANAGER : FireCallbacks ( "SlotUpdated" , self . hotbarCategory , actionSlotIndex , IS_CHANGED_BY_PLAYER )
return true
end
end
-- Can't slot passives
return nil
end
-- This is an ultimate, it can only be slotted in one place
local ULTIMATE_SLOT_ID = ACTION_BAR_ULTIMATE_SLOT_INDEX + 1
return ULTIMATE_SLOT_ID
end
else
-- This is a normal active, slot it in the first empty slot
local NORMAL_BAR_SLOTS_START = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1
local NORMAL_BAR_SLOTS_STOP = ACTION_BAR_ULTIMATE_SLOT_INDEX
for actionSlotIndex = NORMAL_BAR_SLOTS_START , NORMAL_BAR_SLOTS_STOP 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
-----------------------------------
-- Action Bar Assignment Manager --
-----------------------------------
return ACTION_BAR_ASSIGNMENT_MANAGER
end
end
end
-- Action slot events
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_ACTION_SLOT_UPDATED , OnActionSlotUpdated )
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 )
-- Current morph may have changed, refresh visuals
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_WEAPON_PAIR_LOCK_CHANGED , UpdateWeaponSwapState )
if abilityId == 0 then
end
else
if progressionData and hotbar : AssignSkillToSlot ( actionSlotIndex , progressionData : GetSkillData ( ) ) then
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
if unitTag == "player" then
end
end
if unitTag == "player" then
end
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_ActionBarAssignmentManager" , EVENT_PLAYER_ACTIVATED , OnPlayerActivated )
end
if VIEWABLE_HOTBAR_CATEGORY_SET [ playerActiveHotbarCategory ] then
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
-- category is stale, switch to the active hotbar
end
end
else
end
end
local ultimateSlotData = self : GetHotbar ( hotbarCategory ) : GetSlotData ( ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 )
return true
end
end
return false
end
end
else
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 == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1
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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