Back to Home

ESO Lua File v100034

ingame/skills/skillpointallocationmanager.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
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
local BROADCAST = true
local DONT_BROADCAST = false
-------------------------------
--Skill Point Allocator Base --
-------------------------------
ZO_SkillPointAllocator = ZO_Object:Subclass()
function ZO_SkillPointAllocator:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function ZO_SkillPointAllocator:Initialize(manager)
    self.manager = manager
end
function ZO_SkillPointAllocator:SetSkillData(skillData)
    self.skillData = skillData
    self:Revert()
end
function ZO_SkillPointAllocator:GetSkillData()
    return self.skillData
end
function ZO_SkillPointAllocator:Revert()
    self.isPurchased = self.skillData:IsPurchased()
    self.skillProgressionKey = self.skillData:GetCurrentSkillProgressionKey()
end
-- Purchased --
function ZO_SkillPointAllocator:IsPurchased()
    return self.isPurchased
end
function ZO_SkillPointAllocator:InternalSetIsPurchased(isPurchased, ignoreCallback)
    self.isPurchased = isPurchased
    if not ignoreCallback then
        self.manager:OnPurchasedChanged(self)
    end
end
-- Progression Key --
function ZO_SkillPointAllocator:GetSkillProgressionKey()
    return self.skillProgressionKey
end
function ZO_SkillPointAllocator:GetMorphSlot()
    -- Alias
    assert(not self.skillData:IsPassive(), "Passive skill, use GetRank() or GetSkillProgressionKey()")
    return self.skillProgressionKey
end
function ZO_SkillPointAllocator:GetRank()
    -- Alias
    assert(self.skillData:IsPassive(), "Active skill, use GetMorphSlot() or GetSkillProgressionKey()")
    return self.skillProgressionKey
end
function ZO_SkillPointAllocator:InternalSetSkillProgressionKey(skillProgressionKey, ignoreCallback)
    local oldSkillProgressionKey = self.skillProgressionKey
    self.skillProgressionKey = skillProgressionKey
    if not ignoreCallback then
        self.manager:OnSkillProgressionKeyChanged(self, skillProgressionKey, oldSkillProgressionKey)
    end
end
-- Delta --
function ZO_SkillPointAllocator:IsPurchasedChangePending()
    return self.isPurchased ~= self.skillData:IsPurchased()
end
function ZO_SkillPointAllocator:IsSellPending()
    return self.skillData:IsPurchased() and not self.isPurchased
end
function ZO_SkillPointAllocator:IsSkillProgressionKeyChangePending()
    return self.skillProgressionKey ~= self.skillData:GetCurrentSkillProgressionKey()
end
function ZO_SkillPointAllocator:IsSkillProgressionKeyDowngradePending()
    if self:IsSkillProgressionKeyChangePending() then
        if self.skillData:IsPassive() then
            return self.skillData:GetCurrentSkillProgressionKey() > self.skillProgressionKey
        else
            return self.skillProgressionKey == MORPH_SLOT_BASE
        end
    end
    return false
end
function ZO_SkillPointAllocator:IsSkillProgressionKeySidegradePending()
    if self.skillData:IsActive() then
        local currentProgressionKey = self.skillData:GetCurrentSkillProgressionKey()
        return currentProgressionKey ~= self.skillProgressionKey and currentProgressionKey ~= MORPH_SLOT_BASE and self.skillProgressionKey ~= MORPH_SLOT_BASE
    end
    return false
end
function ZO_SkillPointAllocator:IsAnyChangePending()
end
function ZO_SkillPointAllocator:DoPendingChangesIncurCost()
end
--Returns how many more points will be spent
function ZO_SkillPointAllocator:GetPendingPointAllocationDelta()
    if self:IsAnyChangePending() then
        return self:GetNumPointsAllocated() - self.skillData:GetNumPointsAllocated()
    end
    return 0
end
function ZO_SkillPointAllocator:GetNumPointsAllocated()
    if self:IsPurchased() then
        local autoGrantSubtraction = self.skillData:IsAutoGrant() and 1 or 0
        if self.skillData:IsPassive() then
            return self:GetRank() - autoGrantSubtraction
        else
            local rawPointsAllocated = self:GetMorphSlot() == MORPH_SLOT_BASE and 1 or 2
            return rawPointsAllocated - autoGrantSubtraction
        end
    end
    return 0
end
function ZO_SkillPointAllocator:HasValidChangesForMode(allocationMode)
    if self:DoPendingChangesIncurCost() then
        if allocationMode == SKILL_POINT_ALLOCATION_MODE_PURCHASE_ONLY then
            return false
        elseif allocationMode == SKILL_POINT_ALLOCATION_MODE_MORPHS_ONLY then
            if self:IsSellPending() then
                return false
            elseif self:IsSkillProgressionKeyDowngradePending() then
                return self.skillData:IsActive()
            end
        end
    end
    return true
end
-- Modify --
function ZO_SkillPointAllocator:HasAvailableSkillPoints()
    return self.manager:GetAvailableSkillPoints() > 0
end
function ZO_SkillPointAllocator:CanPurchase()
    return not self.isPurchased and self.skillData:MeetsLinePurchaseRequirement() and self:HasAvailableSkillPoints()
end
function ZO_SkillPointAllocator:Purchase(ignoreCallbacks)
    if self:CanPurchase() then
        self:InternalSetIsPurchased(true, ignoreCallbacks)
        return true
    end
    return false
end
function ZO_SkillPointAllocator:CanSell()
    if self.isPurchased and not self.skillData:IsAutoGrant() then
        local isPassive = self.skillData:IsPassive()
        if isPassive and self.skillProgressionKey == 1 then
            return true
        elseif not isPassive and self.skillProgressionKey == MORPH_SLOT_BASE then
            return true
        end
    end
    return false
end
-- Once a skill is at it's lowest (MORPH_SLOT_BASE for active, rank 1 for passive) you can sell the skill to get a point back
-- You cannot sell a progressed skill
function ZO_SkillPointAllocator:Sell(ignoreCallbacks)
    if self:CanSell() then
        -- Debug: Trying to track down data in a bad state
        internalassert(not self.skillData:IsPurchased() or SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode() == SKILL_POINT_ALLOCATION_MODE_FULL, "Attempting to sell skill when not in full allocation mode")
        self:InternalSetIsPurchased(false, ignoreCallbacks)
        return true
    end
    return false
end
function ZO_SkillPointAllocator:CanIncreaseRank()
    if self.skillData:IsPassive() and self.isPurchased and self:HasAvailableSkillPoints() then
        local nextSkillProgressionData = self:GetProgressionData():GetNextRankData()
        if nextSkillProgressionData then
            return nextSkillProgressionData:MeetsLineRankUnlockRequirement()
        end
    end
    return false
end
function ZO_SkillPointAllocator:IncreaseRank(ignoreCallbacks)
    if self:CanIncreaseRank() then
        self:InternalSetSkillProgressionKey(self.skillProgressionKey + 1, ignoreCallbacks)
        return true
    end
    return false
end
function ZO_SkillPointAllocator:CanDecreaseRank()
    return self.skillData:IsPassive() and self.isPurchased and self.skillProgressionKey > self:GetLowestAllowedRank()
end
function ZO_SkillPointAllocator:GetLowestAllowedRank()
    return 1
end
function ZO_SkillPointAllocator:DecreaseRank(ignoreCallbacks)
    if self:CanDecreaseRank() then
        -- Debug: Trying to track down data in a bad state
        internalassert(self.skillData:GetCurrentRank() < self.skillProgressionKey or SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode() == SKILL_POINT_ALLOCATION_MODE_FULL, "Attempting to decrease skill rank when not in full allocation mode")
        self:InternalSetSkillProgressionKey(self.skillProgressionKey - 1, ignoreCallbacks)
        return true
    end
end
function ZO_SkillPointAllocator:CanMorph()
    if not self.skillData:IsPassive() and self.isPurchased and self.skillData:IsAtMorph() then
        return self:GetSkillProgressionKey() ~= MORPH_SLOT_BASE or self:HasAvailableSkillPoints()
    end
    return false
end
function ZO_SkillPointAllocator:Morph(morphSlot, ignoreCallbacks)
    internalassert(morphSlot ~= MORPH_SLOT_BASE, "Use Unmorph function to go to base")
    if self:CanMorph() then
        -- Debug: Trying to track down data in a bad state
        internalassert(self.skillProgressionKey == MORPH_SLOT_BASE or SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode() ~= SKILL_POINT_ALLOCATION_MODE_PURCHASE_ONLY, "Attempting to change skill morph when in purchase-only allocation mode")
        self:InternalSetSkillProgressionKey(morphSlot, ignoreCallbacks)
        return true
    end
    return false
end
function ZO_SkillPointAllocator:CanUnmorph()
    return not self.skillData:IsPassive() and self.skillProgressionKey ~= MORPH_SLOT_BASE
end
function ZO_SkillPointAllocator:Unmorph(ignoreCallbacks)
    if self:CanUnmorph() then
        -- Debug: Trying to track down data in a bad state
        internalassert(SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode() ~= SKILL_POINT_ALLOCATION_MODE_PURCHASE_ONLY, "Attempting to unmorph skill when in purchase-only allocation mode")
        self:InternalSetSkillProgressionKey(MORPH_SLOT_BASE, ignoreCallbacks)
        return true
    end
    return false
end
function ZO_SkillPointAllocator:CanClear()
    return self:CanUnmorph() or self:CanDecreaseRank() or self:CanSell()
end
function ZO_SkillPointAllocator:Clear(ignoreCallbacks)
    if self:CanClear() then
        -- Debug: Trying to track down data in a bad state
        local allocationMode = SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode()
        internalassert(allocationMode ~= SKILL_POINT_ALLOCATION_MODE_PURCHASE_ONLY, "Attempting to clear skill in purchase-only allocation mode")
        local oldSkillProgressionKey = self.skillProgressionKey
        local IGNORE_CALLBACKS_UNTIL_LAST_STEP = true
        if self.skillData:IsPassive() then
            local lowestDecreaseRank = self:GetLowestAllowedRank()
            -- Debug: Trying to track down data in a bad state
            internalassert(lowestDecreaseRank == self.skillData:GetCurrentRank() or allocationMode == SKILL_POINT_ALLOCATION_MODE_FULL, "Attempting to decrease skill rank when not in full allocation mode")
            self:InternalSetSkillProgressionKey(lowestDecreaseRank, IGNORE_CALLBACKS_UNTIL_LAST_STEP)
        else
            self:InternalSetSkillProgressionKey(MORPH_SLOT_BASE, IGNORE_CALLBACKS_UNTIL_LAST_STEP)
        end
        self:Sell(IGNORE_CALLBACKS_UNTIL_LAST_STEP)
        -- Fire off the appropriate callback unless instructed not to
        if not ignoreCallbacks then
            if self.isPurchased then
                -- We didn't sell, only cleared progression key
                self.manager:OnSkillProgressionKeyChanged(self, self.skillProgressionKey, oldSkillProgressionKey)
            else
                self.manager:OnPurchasedChanged(self)
            end
        end
        return true
    end
    return false
end
function ZO_SkillPointAllocator:CanMaxout()
    return self:CanPurchase() or self:CanIncreaseRank()
end
function ZO_SkillPointAllocator:Maxout(ignoreCallbacks)
    if self:CanMaxout() then
        if self.skillData:IsActive() then
            -- Maxout for active is really just a purchase, because we can't choose a morph for the player
            self:Purchase(ignoreCallbacks)
        else
            local manager = self.manager
            availableSkillPoints = manager:GetAvailableSkillPoints()
            local oldSkillProgressionKey = self.skillProgressionKey
            local IGNORE_CALLBACKS_UNTIL_LAST_STEP = true
            if self:Purchase(IGNORE_CALLBACKS_UNTIL_LAST_STEP) then
                manager:ChangeAvailableSkillPoints(-1, DONT_BROADCAST)
            end
            while self:IncreaseRank(IGNORE_CALLBACKS_UNTIL_LAST_STEP) do
                manager:ChangeAvailableSkillPoints(-1, DONT_BROADCAST)
            end
            -- Fire off the appropriate callback unless instructed not to
            if not ignoreCallbacks then
                if self.skillProgressionKey > oldSkillProgressionKey then
                    manager:OnSkillProgressionKeyChanged(self, self.skillProgressionKey, oldSkillProgressionKey)
                else
                    manager:OnPurchasedChanged(self)
                end
                manager:BroadcastSkillPointsChanged()
            end
        end
        return true
    end
    return false
end
-- Utility --
function ZO_SkillPointAllocator:IsProgressedToKey(skillProgressionKey)
    if self.isPurchased then
        if self.skillData:IsPassive() then
            return self.skillProgressionKey >= skillProgressionKey
        else
            return skillProgressionKey == MORPH_SLOT_BASE or skillProgressionKey == self.skillProgressionKey
        end
    end
    return false
end
function ZO_SkillPointAllocator:GetProgressionData()
    return self.skillData:GetProgressionData(self.skillProgressionKey)
end
function ZO_SkillPointAllocator:AddChangesToMessage()
    if self:IsAnyChangePending() then
        local skillData = self.skillData
        local skillLineId = skillData:GetSkillLineData():GetId()
        if skillData:IsPassive() then
            local relevantRankData = nil
            local isRemoval = not self:IsPurchased()
            if isRemoval then
                relevantRankData = skillData:GetRankData(skillData:GetCurrentRank())
            else
                relevantRankData = self:GetProgressionData()
            end
            local abilityId = relevantRankData:GetAbilityId()
            AddPassiveChangeToAllocationRequest(skillLineId, abilityId, isRemoval)
        else
            AddActiveChangeToAllocationRequest(skillLineId, skillData:GetProgressionId(), self.skillProgressionKey, self:IsPurchased())
        end
    end
end
function ZO_SkillPointAllocator.GetPurchaseSound()
    return SOUNDS.SKILL_PURCHASED
end
function ZO_SkillPointAllocator.GetSellSound()
    return SOUNDS.SKILL_SOLD
end
function ZO_SkillPointAllocator.GetIncreaseRankSound()
    return SOUNDS.PASSIVE_SKILL_RANK_INCREASED
end
function ZO_SkillPointAllocator.GetDecreaseRankSound()
    return SOUNDS.PASSIVE_SKILL_RANK_DECREASED
end
function ZO_SkillPointAllocator.GetMorphChosenSound()
    return SOUNDS.ACTIVE_SKILL_MORPH_CHOSEN
end
function ZO_SkillPointAllocator.GetUnmorphedSound()
    return SOUNDS.ACTIVE_SKILL_UNMORPHED
end
----------------------------------------
--Purchase-Only Skill Point Allocator --
----------------------------------------
-- Purchase-only interaction fire their changes immediately, they don't accumulate into a giant delta.
ZO_PurchaseOnlySkillPointAllocator = ZO_SkillPointAllocator:Subclass()
function ZO_PurchaseOnlySkillPointAllocator:New(...)
    return ZO_SkillPointAllocator.New(self, ...)
end
function ZO_PurchaseOnlySkillPointAllocator:CanSell()
    return false
end
function ZO_PurchaseOnlySkillPointAllocator:CanDecreaseRank()
    return false
end
function ZO_PurchaseOnlySkillPointAllocator:CanMorph()
    if ZO_SkillPointAllocator.CanMorph(self) then
        -- Can only go forward in purchase-only mode. No swapping morphs.
        return self:GetSkillProgressionKey() == MORPH_SLOT_BASE
    end
end
function ZO_PurchaseOnlySkillPointAllocator:CanUnmorph()
    return false
end
function ZO_PurchaseOnlySkillPointAllocator:CanClear()
    return false
end
-------------------------------------
--Morphs-Only Skill Point Allocator --
--------------------------------------
ZO_MorphsOnlySkillPointAllocator = ZO_SkillPointAllocator:Subclass()
function ZO_MorphsOnlySkillPointAllocator:New(...)
    return ZO_SkillPointAllocator.New(self, ...)
end
function ZO_MorphsOnlySkillPointAllocator:CanSell()
    if ZO_SkillPointAllocator.CanSell(self) then
        -- You can only sell this skill if it hasn't been purchased on the server yet
        return not self:GetSkillData():IsPurchased()
    end
    return false
end
function ZO_MorphsOnlySkillPointAllocator:GetLowestAllowedRank()
    -- You can only decrease rank if it's not lower than the rank saved on the server
    return self:GetSkillData():GetCurrentRank()
end
function ZO_MorphsOnlySkillPointAllocator.GetPurchaseSound()
    return SOUNDS.SKILL_RESPEC_PURCHASED
end
function ZO_MorphsOnlySkillPointAllocator.GetIncreaseRankSound()
    return SOUNDS.PASSIVE_SKILL_RESPEC_RANK_INCREASED
end
function ZO_MorphsOnlySkillPointAllocator.GetMorphChosenSound()
    return SOUNDS.ACTIVE_SKILL_RESPEC_MORPH_CHOSEN
end
-------------------------------
--Full Skill Point Allocator --
-------------------------------
-- No limitations
ZO_FullSkillPointAllocator = ZO_SkillPointAllocator:Subclass()
function ZO_FullSkillPointAllocator:New(...)
    return ZO_SkillPointAllocator.New(self, ...)
end
function ZO_FullSkillPointAllocator.GetPurchaseSound()
    return SOUNDS.SKILL_RESPEC_PURCHASED
end
function ZO_FullSkillPointAllocator.GetIncreaseRankSound()
    return SOUNDS.PASSIVE_SKILL_RESPEC_RANK_INCREASED
end
function ZO_FullSkillPointAllocator.GetMorphChosenSound()
    return SOUNDS.ACTIVE_SKILL_RESPEC_MORPH_CHOSEN
end
-----------------------------------
--Skill Point Allocation Manager --
-----------------------------------
ZO_SkillPointAllocationManager = ZO_CallbackObject:Subclass()
function ZO_SkillPointAllocationManager:New(...)
    SKILL_POINT_ALLOCATION_MANAGER = ZO_CallbackObject.New(self)
    SKILL_POINT_ALLOCATION_MANAGER:Initialize(...)
    return SKILL_POINT_ALLOCATION_MANAGER
end
function ZO_SkillPointAllocationManager:Initialize()
    local function PurchaseOnlyFactory()
        return ZO_PurchaseOnlySkillPointAllocator:New(self)
    end
    local function MorphsOnlyFactory()
        return ZO_MorphsOnlySkillPointAllocator:New(self)
    end
    local function FullFactory()
        return ZO_FullSkillPointAllocator:New(self)
    end
    local function Reset(allocator)
        allocator:GetSkillData().allocatorKey = nil
    end
    self.allocatorPools =
    {
        [SKILL_POINT_ALLOCATION_MODE_PURCHASE_ONLY] = ZO_ObjectPool:New(PurchaseOnlyFactory, Reset),
        [SKILL_POINT_ALLOCATION_MODE_MORPHS_ONLY] = ZO_ObjectPool:New(MorphsOnlyFactory, Reset),
        [SKILL_POINT_ALLOCATION_MODE_FULL] = ZO_ObjectPool:New(FullFactory, Reset),
    }
    SKILLS_DATA_MANAGER:RegisterCallback("FullSystemUpdated", function() self:OnFullSystemUpdated() end)
    SKILLS_AND_ACTION_BAR_MANAGER:RegisterCallback("SkillPointAllocationModeChanged", function(...) self:OnSkillPointAllocationModeChanged(...) end)
    SKILLS_AND_ACTION_BAR_MANAGER:RegisterCallback("RespecStateReset", function(...) self:OnFullSystemUpdated(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_SkillPointAllocationManager", EVENT_SKILL_POINTS_CHANGED, function(eventId, ...) self:OnSkillPointsChanged(...) end)
    SKILLS_AND_ACTION_BAR_MANAGER:OnSkillPointAllocationManagerReady(self)
end
function ZO_SkillPointAllocationManager:GetAllocatorPool()
    return self.allocatorPools[SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode()]
end
function ZO_SkillPointAllocationManager:GetSkillPointAllocatorForSkillData(skillData)
    local allocatorPool = self:GetAllocatorPool()
    local allocator = nil
    local allocatorKey = skillData.allocatorKey
    if allocatorKey then
        allocator = allocatorPool:GetActiveObject(allocatorKey)
    end
    if not allocator then
        allocator, allocatorKey = allocatorPool:AcquireObject()
        skillData.allocatorKey = allocatorKey
        allocator:SetSkillData(skillData)
    end
    return allocator
end
function ZO_SkillPointAllocationManager:ReleaseAllocators()
end
function ZO_SkillPointAllocationManager:OnFullSystemUpdated()
    self:ReleaseAllocators()
end
function ZO_SkillPointAllocationManager:OnSkillPointAllocationModeChanged(newSkillPointAllocationMode, oldSkillPointAllocationMode)
    local oldAllocatorPool = self.allocatorPools[oldSkillPointAllocationMode]
    oldAllocatorPool:ReleaseAllObjects()
    self:UpdateAvailableSkillPoints(BROADCAST)
end
function ZO_SkillPointAllocationManager:SetRawAvailableSkillPoints(rawAvailableSkillPoints)
    self.rawAvailableSkillPoints = rawAvailableSkillPoints
    self:UpdateAvailableSkillPoints(DONT_BROADCAST)
end
function ZO_SkillPointAllocationManager:OnSkillPointsChanged(_, newPoints)
    self:SetRawAvailableSkillPoints(newPoints)
end
function ZO_SkillPointAllocationManager:OnPurchasedChanged(skillPointAllocator)
    if skillPointAllocator:IsPurchased() then
        PlaySound(skillPointAllocator:GetPurchaseSound())
    else
        PlaySound(skillPointAllocator:GetSellSound())
    end
    self:FireCallbacks("PurchasedChanged", skillPointAllocator)
    self:UpdateAvailableSkillPoints(BROADCAST)
end
function ZO_SkillPointAllocationManager:OnSkillProgressionKeyChanged(skillPointAllocator, skillProgressionKey, oldSkillProgressionKey)
    if skillPointAllocator:GetSkillData():IsPassive() then
        if skillProgressionKey > oldSkillProgressionKey then
            PlaySound(skillPointAllocator:GetIncreaseRankSound())
        else
            PlaySound(skillPointAllocator:GetDecreaseRankSound())
        end
    else
        if skillProgressionKey == MORPH_SLOT_BASE then
            PlaySound(skillPointAllocator:GetUnmorphedSound())
        else
            PlaySound(skillPointAllocator:GetMorphChosenSound())
        end
    end
    self:FireCallbacks("SkillProgressionKeyChanged", skillPointAllocator, skillProgressionKey, oldSkillProgressionKey)
    self:UpdateAvailableSkillPoints(BROADCAST)
end
function ZO_SkillPointAllocationManager:UpdateAvailableSkillPoints(broadcast)
    local oldAvailableSkillPoints = self.availableSkillPoints
    local availableSkillPoints = self.rawAvailableSkillPoints
    for _, allocator in self:AllocatorIterator() do
        availableSkillPoints = availableSkillPoints - allocator:GetPendingPointAllocationDelta()
    end
    self.availableSkillPoints = availableSkillPoints
    if broadcast and oldAvailableSkillPoints ~= availableSkillPoints then
        self:BroadcastSkillPointsChanged()
    end
end
function ZO_SkillPointAllocationManager:ChangeAvailableSkillPoints(delta, broadcast)
    if delta ~= 0 then
        local availableSkillPoints = self.availableSkillPoints + delta
        assert(availableSkillPoints >= 0)
        self.availableSkillPoints = availableSkillPoints
        if broadcast then
            self:BroadcastSkillPointsChanged()
        end
    end
end
function ZO_SkillPointAllocationManager:BroadcastSkillPointsChanged()
    self:FireCallbacks("SkillPointsChanged", self.availableSkillPoints)
end
function ZO_SkillPointAllocationManager:GetAvailableSkillPoints()
    return self.availableSkillPoints
end
function ZO_SkillPointAllocationManager:IsAnyChangePending()
    for _, allocator in self:AllocatorIterator({ ZO_SkillPointAllocator.IsAnyChangePending }) do
        return true
    end
    return false
end
function ZO_SkillPointAllocationManager:DoPendingChangesIncurCost()
    for _, allocator in self:AllocatorIterator({ ZO_SkillPointAllocator.DoPendingChangesIncurCost }) do
        return true
    end
    return false
end
function ZO_SkillPointAllocationManager:AllocatorIterator(allocatorFilterFunctions)
    return ZO_FilteredNonContiguousTableIterator(self:GetAllocatorPool():GetActiveObjects(), allocatorFilterFunctions)
end
function ZO_SkillPointAllocationManager:AddChangesToMessage()
    local anyChangesAdded = false
    local allValidChanges = true
    local allocationMode = SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode()
    for _, allocator in self:AllocatorIterator({ ZO_SkillPointAllocator.IsAnyChangePending }) do
        if allocator:HasValidChangesForMode(allocationMode) then
            allocator:AddChangesToMessage()
            anyChangesAdded = true
        else
            allValidChanges = false
        end
    end
    -- Debug: Trying to track down data in a bad state
    internalassert(allValidChanges, "Has pending skill changes incompatible with current mode")
    return anyChangesAdded
end
function ZO_SkillPointAllocationManager:HasValidChangesForMode()
    local allocationMode = SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode()
    for _, allocator in self:AllocatorIterator({ ZO_SkillPointAllocator.IsAnyChangePending }) do
        if not allocator:HasValidChangesForMode(allocationMode) then
            return false
        end
    end
    return true
end
function ZO_SkillPointAllocationManager:GetNumPointsAllocatedInSkillLine(skillLineData)
    local numPointsAllocated = 0
    for _, skillData in skillLineData:SkillIterator() do
        local allocatorPool = self:GetAllocatorPool()
        local allocatorKey = skillData.allocatorKey
        local allocator = allocatorKey and allocatorPool:GetActiveObject(allocatorKey)
        if allocator then
            numPointsAllocated = numPointsAllocated + allocator:GetNumPointsAllocated()
        else
            numPointsAllocated = numPointsAllocated + skillData:GetNumPointsAllocated()
        end
    end
    return numPointsAllocated
end
function ZO_SkillPointAllocationManager:ClearPointsOnSkillLine(skillLineData, ignoreCallbacks)
    local allocationMode = SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode()
    if allocationMode ~= SKILL_POINT_ALLOCATION_MODE_PURCHASE_ONLY and skillLineData:IsAvailable() then
        
        local anyCleared = false
        local IGNORE_CALLBACKS = true
        local function CanClearPoints(skillData)
            -- We don't want to make allocators if they don't already exist and we don't need them
            local allocatorPool = self:GetAllocatorPool()
            local allocatorKey = skillData.allocatorKey
            local allocator = allocatorKey and allocatorPool:GetActiveObject(allocatorKey)
            if allocator then
                return allocator:CanClear()
            else
                local clearMorphsOnly = allocationMode == SKILL_POINT_ALLOCATION_MODE_MORPHS_ONLY
                return skillData:HasPointsToClear(clearMorphsOnly)
            end
        end
        for _, skillData in skillLineData:SkillIterator({ CanClearPoints }) do
            local allocator = self:GetSkillPointAllocatorForSkillData(skillData)
            if allocator:Clear(IGNORE_CALLBACKS) then
                anyCleared = true
            end
        end
        if anyCleared then
            if not ignoreCallbacks then
                self:FireCallbacks("OnSkillsCleared", skillLineData)
                self:UpdateAvailableSkillPoints(BROADCAST)
            end
            return true
        end
    end
    return false
end
function ZO_SkillPointAllocationManager:ClearPointsOnSkillType(skillTypeData, ignoreCallbacks)
    if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then
        local anyCleared = false
        for _, skillLineData in skillTypeData:SkillLineIterator({ ZO_SkillLineData.IsAvailable }) do
            if self:ClearPointsOnSkillLine(skillLineData, ignoreCallbacks) then
                anyCleared = true
            end
        end
        if anyCleared then
            if not ignoreCallbacks then
                self:FireCallbacks("OnSkillsCleared")
                self:UpdateAvailableSkillPoints(BROADCAST)
            end
            return true
        end
    end
    return false
end
function ZO_SkillPointAllocationManager:ClearPointsOnAllSkillLines()
    local anyCleared = false
    if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then
        local IGNORE_CALLBACKS = true
        for _, skillTypeData in SKILLS_DATA_MANAGER:SkillTypeIterator() do
            if self:ClearPointsOnSkillType(skillTypeData, IGNORE_CALLBACKS) then
                anyCleared = true
            end
        end
    end
    if anyCleared then
        self:FireCallbacks("OnSkillsCleared")
        self:UpdateAvailableSkillPoints(BROADCAST)
    end
end
ZO_SkillPointAllocationManager:New()