Back to Home

ESO Lua File v101038

internalingame/scrying/scryinghexanimations.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
ZO_ScryingGoal = ZO_Object:Subclass()
function ZO_ScryingGoal:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function ZO_ScryingGoal:Initialize(pool)
    self.control = ZO_ObjectPool_CreateControl("ZO_ScryingGoal", pool, GuiRoot)
    self.unownedLoop = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_ScryingGoal_UnownedFlipbook", self.control)
    self.ownedLoop = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_ScryingGoal_OwnedFlipbook", self.control)
    self.activateAnim = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_ScryingGoal_ActivateFlipbook", self.control)
    self.activateAnim:SetHandler("OnPlay", function()
        SCRYING_HEX_ANIMATION_PROVIDER:AddBlockingGoal()
    end)
    self.activateAnim:SetHandler("OnStop", function(_, completedPlaying)
        if completedPlaying then
            self:SetState(ZO_SCRYING_GOAL_STATE_OWNED)
        end
        SCRYING_HEX_ANIMATION_PROVIDER:RemoveBlockingGoal()
    end)
    self:SetState(ZO_SCRYING_GOAL_STATE_NONE)
end
ZO_SCRYING_GOAL_TEXTURE_WIDTH = 512
ZO_SCRYING_GOAL_TEXTURE_HEIGHT = 512
function ZO_ScryingGoal:SetHex(hex)
    local hexControl = hex:GetControl()
    self.control:SetParent(hexControl)
    self.control:SetAnchor(CENTER, hexControl, CENTER, 0, 0)
    local hexWidth, hexHeight = hex:GetParentBoard():GetHexDimensions()
    local goalWidth = hexWidth * (ZO_SCRYING_GOAL_TEXTURE_WIDTH / ZO_SCRYING_HEX_TEXTURE_WIDTH)
    local goalHeight = hexHeight * (ZO_SCRYING_GOAL_TEXTURE_HEIGHT / ZO_SCRYING_HEX_TEXTURE_HEIGHT)
    self.control:SetDimensions(goalWidth, goalHeight)
    self.control:SetHidden(false)
end
ZO_SCRYING_GOAL_STATE_NONE = 0
ZO_SCRYING_GOAL_STATE_UNOWNED = 1
ZO_SCRYING_GOAL_STATE_PREVIOUSLY_OWNED = 2
ZO_SCRYING_GOAL_STATE_OWNING = 3
ZO_SCRYING_GOAL_STATE_OWNED = 4
function ZO_ScryingGoal:SetState(state)
    if state ~= self.state then
        self.state = state
        if self.currentAnimation then
            self.currentAnimation:Stop()
        end
        if state == ZO_SCRYING_GOAL_STATE_NONE then
            self.currentAnimation = nil
        elseif state == ZO_SCRYING_GOAL_STATE_UNOWNED or state == ZO_SCRYING_GOAL_STATE_PREVIOUSLY_OWNED then
            self.control:SetTexture("EsoUI/Art/Scrying/goal_idle_flipbook.dds")
            self.currentAnimation = self.unownedLoop
            self.currentAnimation:PlayFromStart()
        elseif state == SO_SCRYING_GOAL_STATE_OWNING then
            self.control:SetTexture("EsoUI/Art/Scrying/goal_activate_flipbook.dds")
            self.currentAnimation = self.activateAnim
            self.currentAnimation:PlayFromStart()
            PlaySound(SOUNDS.SCRYING_CAPTURE_GOAL)
        elseif state == ZO_SCRYING_GOAL_STATE_OWNED then
            self.control:SetTexture("EsoUI/Art/Scrying/goal_owned_flipbook.dds")
            self.currentAnimation = self.ownedLoop
            self.currentAnimation:PlayFromStart()
        end
    end
end
function ZO_ScryingGoal:Reset()
    self:SetState(ZO_SCRYING_GOAL_STATE_NONE)
end
--[[
A Scrying island represents a contiguous block of hexes.
]]
--
ZO_ScryingIsland = ZO_Object:Subclass()
function ZO_ScryingIsland:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function ZO_ScryingIsland:Initialize(board, control, areHexesEdgePredicate)
    self.board = board
    self.control = control
    self.points = {}
    self.control.islandObject = self
end
function ZO_ScryingIsland:GetControl()
    return self.control
end
do
    -- Angle indexes go from 0-5 inclusive, to make the math operations they're used in simpler
    local CLOCKWISE_NEIGHBORS =
    {
        [0] = {-2, 0},
        {-1, 1},
        {1, 1},
        {2, 0},
        {1, -1},
        {-1, -1},
    }
    local EDGE_POINT_ANGLE_FOR_NEIGHBOR =
    {
        [0] = 240,
        300,
        0,
        60,
        120,
        180,
    }
    local function InvertAngleIndex(angleIndex)
        return (angleIndex - 3) % 6
    end
    local function WrapAngleIndex(angleIndex)
        return angleIndex % 6
    end
    local function GetClockwiseNeighborOffsets(angleIndex)
        return unpack(CLOCKWISE_NEIGHBORS[angleIndex % 6])
    end
    local function AngleIndexToAngleDegrees(angleIndex)
        return EDGE_POINT_ANGLE_FOR_NEIGHBOR[angleIndex % 6]
    end
    function ZO_ScryingIsland:FindEdge(startHex, lastAngleIndex)
        local startRow, startColumn = startHex:GetCoordinates()
        local startAngleIndex = InvertAngleIndex(lastAngleIndex)
        for angleIndex = startAngleIndex + 2, startAngleIndex + 6 do
            local lastOffsetRow, lastOffsetColumn = GetClockwiseNeighborOffsets(angleIndex - 1)
            local lastRow, lastColumn = startRow + lastOffsetRow, startColumn + lastOffsetColumn
            local lastHex = self.board:GetHex(lastRow, lastColumn)
            local testOffsetRow, testOffsetColumn = GetClockwiseNeighborOffsets(angleIndex)
            local testRow, testColumn = startRow + testOffsetRow, startColumn + testOffsetColumn
            local testHex = self.board:GetHex(testRow, testColumn)
            if self.areHexesEdgePredicate(lastHex, testHex) then
                -- Edge found: report out the node it connects to and its angle from the current node
                return testHex, WrapAngleIndex(angleIndex)
            end
        end
        -- if we are here we found no edge continuations (probably island with only one tile)
        return nil, nil
    end
    function ZO_ScryingIsland:GeneratePolygonFromIsland()
        self.control:ClearPoints()
        local hexWidth, hexHeight = self.board:GetHexDimensions()
        local boardWidth, boardHeight = self.control:GetDimensions()
        for _, point in ipairs(self.points) do
            local hex, angleIndex = unpack(point)
            -- step one, get point for angle
            local normalizedX, normalizedY = ZO_Scrying_CalculateHexPoint(AngleIndexToAngleDegrees(angleIndex))
            -- step two, scale/offset to position relative to board
            local boardPositionX, boardPositionY = self.board:ConvertHexCoordinateToOffset(hex:GetCoordinates())
            boardPositionX = boardPositionX + (normalizedX - 0.5) * hexWidth
            boardPositionY = boardPositionY + (normalizedY - 0.5) * hexHeight
            -- step three, normalize to boardsize
            local normalizedBoardX, normalizedBoardY = boardPositionX / boardWidth, boardPositionY / boardHeight
            -- step four, reanchor to bottom center of board
            normalizedBoardX = normalizedBoardX + 0.5
            normalizedBoardY = normalizedBoardY + 1.0
            self.control:AddPoint(normalizedBoardX, normalizedBoardY)
        end
    end
    function ZO_ScryingIsland:GenerateIslandPoints(startHex)
        ZO_ClearNumericallyIndexedTable(self.points)
        -- initial angle index, so we always test the tile just above us first
        -- For this to generate an outer edge, the initial tile should _always_ be at the top of our given island.
        -- We can also set our initial tile to just below an interior hole to generate an inner edge around the hole: not currently used, but interesting
        local START_ANGLE = 2
        --[[
Store the first edge so we can detect cycles.
This must be an edge and not just the tile we started on to
handle the situation where the same tile provides multiple
edges.
Imagine a blob that looks like so
_ _
_/ \_/ \_
/ \_/X\_/ \
\_/ \_/ \_/
\_/ \_/
the only thing connecting left and right halves is the one tile
bridge marked with X. To complete the loop, this tile would need to
be traversed twice: once to provide an edge going right, and once to
provide an edge going left. We can only say the loop is repeating
when we try to go right on the tile twice, or left on that tile
twice.
]]
--
        local hex, angleIndex = self:FindEdge(startHex, START_ANGLE)
        local firstEdgeHex, firstAngleIndex = hex, angleIndex
        if hex == nil then
            -- we are an island of a single tile
            for pointAngleIndex = 0, 5 do
                table.insert(self.points, {startHex, pointAngleIndex})
            end
            return
        end
        local iterations = 0
        -- repeat until we've looped around to where we started
        repeat
            local lastHex, lastAngleIndex = hex, angleIndex
            hex, angleIndex = self:FindEdge(hex, angleIndex)
            if not internalassert(hex, "Edge not found") then
                ZO_ClearNumericallyIndexedTable(self.points)
                return
            end
            -- go clockwise from:
            -- the point where lastHex and the hex before it met
            -- The point where lastHex and currentHex meet
            local startAngleIndex = InvertAngleIndex(lastAngleIndex)
            local endAngleIndex = angleIndex
            if endAngleIndex <= startAngleIndex then
                -- denormalize, The start angle must before the angle to ensure a clockwise order
                startAngleIndex = startAngleIndex - 6
            end
            for pointAngleIndex = startAngleIndex + 2, endAngleIndex do
                table.insert(self.points, {lastHex, pointAngleIndex})
            end
            iterations = iterations + 1
            if iterations > 1000 then
                internalassert(false, "too many iterations: potential loop")
                ZO_ClearNumericallyIndexedTable(self.points)
                return
            end
        until hex == firstEdgeHex and angleIndex == firstAngleIndex
    end
    function ZO_ScryingIsland:GenerateIsland(startHex)
        self:GenerateIslandPoints(startHex)
        self:GeneratePolygonFromIsland()
    end
end
--[[
Utility object for constructing outlines around affected/selected hexes
]]
--
ZO_ScryingBorderIsland = ZO_ScryingIsland:Subclass()
function ZO_ScryingBorderIsland:New(...)
    return ZO_ScryingIsland.New(self, ...)
end
function ZO_ScryingBorderIsland:Initialize(pool)
    local board = internalassert(SCRYING:GetScryingBoard(), "Missing scrying board object: maybe initializing an island too early?")
    local control = ZO_ObjectPool_CreateControl("ZO_ScryingBorderOutline", pool, board:GetControl())
    local function IsBorderEdge(lastHex, testHex)
        local lastBorder = lastHex and lastHex:GetBorderType()
        local testBorder = testHex and testHex:GetBorderType()
        return lastBorder ~= testBorder and testBorder == self.targetBorderType
    end
    ZO_ScryingIsland.Initialize(self, board, control, IsBorderEdge)
end
-- Override
function ZO_ScryingBorderIsland:GenerateIsland(startHex)
    self.control:SetHidden(false)
    ZO_ScryingIsland.GenerateIsland(self, startHex)
end
ZO_AFFECTED_HEX_BORDER_PIXELS = "10px"
ZO_TARGETED_HEX_BORDER_PIXELS = "4px"
ZO_NOT_SELECTED_HEX_BORDER_PIXELS = "2px"
function ZO_ScryingBorderIsland:SetTargetBorderType(borderType)
    self.targetBorderType = borderType
    if borderType == ZO_SCRYING_HEX_BORDER_AFFECTED then
        self.control:SetBorderThickness(ZO_AFFECTED_HEX_BORDER_PIXELS, ZO_AFFECTED_HEX_BORDER_PIXELS, 0)
    elseif borderType == ZO_SCRYING_HEX_BORDER_TARGETED then
        self.control:SetBorderThickness(ZO_TARGETED_HEX_BORDER_PIXELS, ZO_TARGETED_HEX_BORDER_PIXELS, 0)
    end
end
function ZO_ScryingBorderIsland:Reset()
end
--[[
A global singleton object used for holding scrying visual resources
]]
--
ZO_ScryingHexAnimationProvider = ZO_CallbackObject:Subclass()
function ZO_ScryingHexAnimationProvider:New(...)
    local object = ZO_CallbackObject.New(self)
    object:Initialize(...)
    return object
end
function ZO_ScryingHexAnimationProvider:Initialize()
    self.idleAnimationPool = ZO_AnimationPool:New("ZO_ScryingHex_Idle")
    self.flashAnimationPool = ZO_AnimationPool:New("ZO_ScryingHex_Flash")
    self.goalPool = ZO_ObjectPool:New(ZO_ScryingGoal, ZO_ObjectPool_DefaultResetObject)
    self.numBlockingGoals = 0
    self.borderIslandPool = ZO_ObjectPool:New(ZO_ScryingBorderIsland, ZO_ObjectPool_DefaultResetObject)
end
function ZO_ScryingHexAnimationProvider:ReleaseAllAnimations()
    self.idleAnimationPool:ReleaseAllObjects()
    self.flashAnimationPool:ReleaseAllObjects()
    self.goalPool:ReleaseAllObjects()
end
function ZO_ScryingHexAnimationProvider:AcquireIdleAnimation(hex)
    local timeline, timelineKey = self.idleAnimationPool:AcquireObject()
    timeline:ApplyAllAnimationsToControl(hex:GetControl())
    return timeline, timelineKey
end
ZO_SCROLLING_BACKGROUND_TEXTURE_WIDTH = 512
ZO_SCROLLING_BACKGROUND_TEXTURE_HEIGHT = 512
-- NOTE: to loop correctly, texture deltas should be whole numbers. This means that each parameter should be read as "this texture will scroll N times over this period"
local HEX_IDLE_ANIMATIONS =
{
    -- TODO: fill this out
    [SCRYING_HEX_TYPE_ONE]   = { slideDeltas = {{5, 0}, {5, 2}}, periodMS = 500000 },
    [SCRYING_HEX_TYPE_TWO]   = { slideDeltas = {{0, -5}, {-5, -2}}, periodMS = 500000 },
    [SCRYING_HEX_TYPE_THREE] = { slideDeltas = {{-5, 0}, {-5, -2}}, periodMS = 500000 },
    [SCRYING_HEX_TYPE_FOUR]  = { slideDeltas = {{-5, 0}, {5, -2}}, periodMS = 500000 },
    [SCRYING_HEX_TYPE_FIVE]  = { slideDeltas = {{5, 0}, {-5, 2}}, periodMS = 500000 },
    [SCRYING_HEX_TYPE_SIX]   = { slideDeltas = {{-5, 0}, {-5, 2}}, periodMS = 500000 },
    [SCRYING_HEX_TYPE_SEVEN] = { slideDeltas = {{0, 5}, {5, -2}}, periodMS = 500000 },
    [SCRYING_HEX_TYPE_EIGHT] = { slideDeltas = {{0, 5}, {5, 2}}, periodMS = 500000 },
    [SCRYING_HEX_TYPE_OWNED] = { slideDeltas = {{0, -5}, {-5, -2}}, periodMS = 500000 },
    [SCRYING_HEX_TYPE_GOAL]  = { slideDeltas = {{0, -5}, {-5, 2}}, periodMS = 500000 },
}
function ZO_ScryingHexAnimationProvider:UpdateIdleAnimationParams(timeline, hex)
    local left, right, top, bottom = hex:GetGridRect()
    left = left / ZO_SCROLLING_BACKGROUND_TEXTURE_WIDTH
    right = right / ZO_SCROLLING_BACKGROUND_TEXTURE_WIDTH
    top = top / ZO_SCROLLING_BACKGROUND_TEXTURE_HEIGHT
    bottom = bottom / ZO_SCROLLING_BACKGROUND_TEXTURE_HEIGHT
    local animationData = HEX_IDLE_ANIMATIONS[hex:GetHexType()]
    for animationIndex, slideDelta in ipairs(animationData.slideDeltas) do
        local animation = timeline:GetAnimation(animationIndex)
        -- apply some texture offset so there's never a point where the two textures have the same coordinates
        local offsetU, offsetV = (animationIndex - 1) * .3, (animationIndex - 1) * .2
        local distanceU, distanceV = unpack(slideDelta)
        animation:SetBaseTextureCoords(left + offsetU, right + offsetU, top + offsetV, bottom + offsetV)
        animation:SetSlideDistances(distanceU, distanceV)
        animation:SetDuration(animationData.periodMS)
    end
end
function ZO_ScryingHexAnimationProvider:PlayFlashAnimation(hex, initialDelayMS)
    local flashAnimation, flashAnimationKey = self.flashAnimationPool:AcquireObject()
    flashAnimation:ApplyAllAnimationsToControl(hex:GetControl())
    flashAnimation:GetFirstAnimation():SetHandler("OnStop", hex:GetRefreshTypeCallback())
    flashAnimation:SetHandler("OnStop", function()
        self.flashAnimationPool:ReleaseObject(flashAnimationKey)
        self:OnBlockingAnimationStopped()
    end)
    -- Play all animations in sequence, with delay
    local timelineDuration = initialDelayMS
    for i = 1, flashAnimation:GetNumAnimations() do
        local animation = flashAnimation:GetAnimation(i)
        local animationDuration = animation:GetDuration()
        flashAnimation:SetAnimationOffset(animation, timelineDuration)
        timelineDuration = timelineDuration + animationDuration
    end
    flashAnimation:PlayFromStart()
end
function ZO_ScryingHexAnimationProvider:AcquireGoal()
    return self.goalPool:AcquireObject()
end
function ZO_ScryingHexAnimationProvider:ReleaseBorderHexIslands()
    self.borderIslandPool:ReleaseAllObjects()
end
function ZO_ScryingHexAnimationProvider:TraceBorderHexIsland(topBorderHex)
    local island = self.borderIslandPool:AcquireObject()
    island:GenerateIsland(topBorderHex)
end
function ZO_ScryingHexAnimationProvider:AddBlockingGoal()
    self.numBlockingGoals = self.numBlockingGoals + 1
end
function ZO_ScryingHexAnimationProvider:RemoveBlockingGoal()
    -- delay end to give the idle animation a bit of time to play
    local DELAY_MS = 500
    zo_callLater(function()
        self.numBlockingGoals = self.numBlockingGoals - 1
        self:OnBlockingAnimationStopped()
    end, DELAY_MS)
end
function ZO_ScryingHexAnimationProvider:AreBlockingAnimationsPlaying()
    return self.numBlockingGoals > 0 or self.flashAnimationPool:HasActiveObjects()
end
function ZO_ScryingHexAnimationProvider:OnBlockingAnimationStopped()
    if not self:AreBlockingAnimationsPlaying() then
        self:FireCallbacks("BlockingAnimationsCompleted")
    end
end
SCRYING_HEX_ANIMATION_PROVIDER = ZO_ScryingHexAnimationProvider:New()