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 |
--
--[[ SkillsAdvisor Singleton ]] --
--
ZO_SKILLS_ADVISOR_SINGLETON : Initialize ( ... ) -- ZO_CallbackObject does not have an initialize function
return ZO_SKILLS_ADVISOR_SINGLETON
end
{
isTank = false ,
isHealer = false ,
isDPS = false ,
skillAbilities = { } ,
}
end
local BROADCAST = true
end
SKILL_POINT_ALLOCATION_MANAGER : RegisterCallback ( "SkillProgressionKeyChanged" , RefreshVisibleAbilityLists )
SKILLS_AND_ACTION_BAR_MANAGER : RegisterCallback ( "SkillPointAllocationModeChanged" , RefreshVisibleAbilityLists )
EVENT_MANAGER : RegisterForEvent ( "SkillsAdvisor_Manager" , EVENT_SKILL_BUILD_SELECTION_UPDATED , function ( eventId , ... ) self : OnBuildSelectionUpdated ( ... ) end )
--TODO: Support def changes
end
--If we don't have skills data, the rest of this is pretty useless, so wait until the data becomes ready
return
end
selectedSkillBuildId = nil
end
-- Builds don't change, so we only need to load when IDs are different
if oldSkillBuild == nil or oldSkillBuild . id ~= skillBuildId then
{
id = skillBuildId ,
index = skillBuildIndex ,
isTank = isTank ,
isHealer = isHealer ,
isDPS = isDPS ,
skillAbilities = { } ,
}
end
if skillBuildId == selectedSkillBuildId then
end
end
-- Remove remaining stale entries, if any
end
-- Only get SkillBuild Data for currently selected SkillBuild
local skillProgressionData = self : GetSkillProgressionData ( selectedSkillBuildId , skillBuildAbilityIndex )
if skillProgressionData then
end
end
end
local DONT_BROADCAST = false
end
local skillType , skillLineIndex , skillIndex , _ , skillBuildMorphChoice , skillBuildRank = GetSkillBuildEntryInfo ( skillBuildId , skillBuildAbilityIndex )
if not skillData then
-- ESO-566272 / ESO-581396: We added logging but it didn't really help us narrow down why this can happen.
-- Best guess is a timing issue between getting the skills info and the actual C++ progression data populated.
-- Removed the logging that was here because it was flooding our reports for no real benefit.
-- TODO: A refactor to separate progression from static data would probably solve this, but that's not going to be something we'll do anytime soon
return nil
end
local skillProgressionData = skillData : IsPassive ( ) and skillData : GetRankData ( skillBuildRank ) or skillData : GetMorphData ( skillBuildMorphChoice )
return skillProgressionData
end
do
local ADVANCED_MODE_SELECTED = true
local SKILL_BUILD_SELECTED = false
else
end
end
end
end
end
end
end
end
if skillBuildId or getAdvancedIfNoId then
end
end
end
return nil
end
end
local selectedSkillBuild = self : GetAvailableSkillBuildById ( self . selectedSkillBuildId , self : IsAdvancedModeSelected ( ) )
if selectedSkillBuild then
return selectedSkillBuild . index
else
return nil
end
end
local results = { }
if skillBuild then
local selectedRoles = { }
if skillBuild . isDPS then
end
if skillBuild . isHealer then
end
if skillBuild . isTank then
end
if # selectedRoles == 1 then
local text = zo_strformat ( SI_TOOLTIP_ITEM_ROLE , GetString ( "SI_LFGROLE" , selectedRoles [ 1 ] ) , zo_iconFormat ( ZO_GetRoleIcon ( selectedRoles [ 1 ] ) , "100%" , "100%" ) )
elseif # selectedRoles > 1 then
local text = zo_strformat ( SI_TOOLTIP_ITEM_ROLE , GetString ( "SI_LFGROLE" , role ) , zo_iconFormat ( ZO_GetRoleIcon ( role ) , "100%" , "100%" ) )
end
end
end
return results
end
end
end
if skillBuild ~= nil then
local firstLockedAbilityAtLimit
if allocatedRank >= entryRank then
elseif allocatedRank + 1 == entryRank then
-- This data is the next rank to purchased
elseif firstLockedAbilityAtLimit == nil then
firstLockedAbilityAtLimit = skillProgressionData
end
end
end
else
if allocatedMorphSlot == MORPH_SLOT_BASE then
-- If we're currently at base, any advised morph is acceptable to display
elseif firstLockedAbilityAtLimit == nil then
firstLockedAbilityAtLimit = skillProgressionData
end
else
-- If we've already morphed, only continue to show this morph as advised if the other morph is NOT advised
elseif firstLockedAbilityAtLimit == nil then
firstLockedAbilityAtLimit = skillProgressionData
end
end
end
end
end
end
else
end
end
elseif firstLockedAbilityAtLimit == nil then
firstLockedAbilityAtLimit = skillProgressionData
end
end
end
end
end
end
if broadcast then
end
end
local skillProgressionData
else
end
end
if skillBuildProgressionData == skillProgressionData then
return true
end
end
end
return false
end
if not rankIndex or rankIndex == 0 then
return 1
else
return rankIndex
end
end
end
GameTooltip : AddLine ( GetString ( SI_SKILLS_ADVISOR_SKILL_BUILD_NEW_PLAYER ) , "" , ZO_SUCCEEDED_TEXT : UnpackRGBA ( ) )
end
end
end
|