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ESO Lua File v101049

ingame/stats/zo_stats_common.lua

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-------------------
-- General Stats --
-------------------
STAT_TYPES =
{
    [ATTRIBUTE_HEALTH] = STAT_HEALTH_MAX,
    [ATTRIBUTE_MAGICKA] = STAT_MAGICKA_MAX,
    [ATTRIBUTE_STAMINA] = STAT_STAMINA_MAX,
}
ZO_STAT_TOOLTIP_DESCRIPTIONS =
{
    [STAT_HEALTH_MAX] = SI_STAT_TOOLTIP_HEALTH_MAX,
    [STAT_HEALTH_REGEN_IDLE] = SI_STAT_TOOLTIP_HEALTH_REGENERATION_IDLE,
    [STAT_HEALTH_REGEN_COMBAT] = SI_STAT_TOOLTIP_HEALTH_REGENERATION_COMBAT,
    [STAT_MAGICKA_MAX] = SI_STAT_TOOLTIP_MAGICKA_MAX,
    [STAT_MAGICKA_REGEN_IDLE] = SI_STAT_TOOLTIP_MAGICKA_REGENERATION_IDLE,
    [STAT_MAGICKA_REGEN_COMBAT] = SI_STAT_TOOLTIP_MAGICKA_REGENERATION_COMBAT,
    [STAT_STAMINA_MAX] = SI_STAT_TOOLTIP_STAMINA_MAX,
    [STAT_STAMINA_REGEN_IDLE] = SI_STAT_TOOLTIP_STAMINA_REGENERATION_IDLE,
    [STAT_STAMINA_REGEN_COMBAT] = SI_STAT_TOOLTIP_STAMINA_REGENERATION_COMBAT,
    [STAT_SPELL_POWER] = SI_STAT_TOOLTIP_SPELL_POWER,
    [STAT_SPELL_PENETRATION] = SI_STAT_TOOLTIP_SPELL_PENETRATION,
    [STAT_SPELL_CRITICAL] = SI_STAT_TOOLTIP_SPELL_CRITICAL,
    [STAT_ATTACK_POWER] = SI_STAT_TOOLTIP_ATTACK_POWER,
    [STAT_PHYSICAL_PENETRATION] = SI_STAT_TOOLTIP_PHYSICAL_PENETRATION,
    [STAT_CRITICAL_STRIKE] = SI_STAT_TOOLTIP_CRITICAL_STRIKE,
    [STAT_PHYSICAL_RESIST] = SI_STAT_TOOLTIP_PHYSICAL_RESIST,
    [STAT_SPELL_RESIST] = SI_STAT_TOOLTIP_SPELL_RESIST,
    [STAT_CRITICAL_RESISTANCE] = SI_STAT_TOOLTIP_CRITICAL_RESISTANCE,
    [STAT_POWER] = SI_STAT_TOOLTIP_POWER,
    [STAT_MITIGATION] = SI_STAT_TOOLTIP_MITIGATION,
    [STAT_SPELL_MITIGATION] = SI_STAT_TOOLTIP_SPELL_MITIGATION,
    [STAT_ARMOR_RATING] = SI_STAT_TOOLTIP_ARMOR_RATING,
    [STAT_WEAPON_AND_SPELL_DAMAGE] = SI_STAT_TOOLTIP_WEAPON_POWER,
}
-- Numbers are the abilityId associated with each icon
ZO_STAT_MUNDUS_ICONS =
{
    [MUNDUS_STONE_INVALID] = "EsoUI/Art/Icons/mapKey/mapKey_mundus.dds",
    [MUNDUS_STONE_APPRENTICE] = "EsoUI/Art/Icons/constellation_apprentice.dds",
    [MUNDUS_STONE_ATRONACH] = "EsoUI/Art/Icons/constellation_atronach.dds",
    [MUNDUS_STONE_LADY] = "EsoUI/Art/Icons/constellation_lady.dds",
    [MUNDUS_STONE_LORD] = "EsoUI/Art/Icons/constellation_lord.dds",
    [MUNDUS_STONE_LOVER] = "EsoUI/Art/Icons/constellation_lovers.dds",
    [MUNDUS_STONE_MAGE] = "EsoUI/Art/Icons/constellation_mage.dds",
    [MUNDUS_STONE_RITUAL] = "EsoUI/Art/Icons/constellation_ritual.dds",
    [MUNDUS_STONE_SERPENT] = "EsoUI/Art/Icons/constellation_serpent.dds",
    [MUNDUS_STONE_SHADOW] = "EsoUI/Art/Icons/constellation_shadow.dds",
    [MUNDUS_STONE_STEED] = "EsoUI/Art/Icons/constellation_stead.dds",
    [MUNDUS_STONE_THIEF] = "EsoUI/Art/Icons/constellation_thief.dds",
    [MUNDUS_STONE_TOWER] = "EsoUI/Art/Icons/constellation_tower.dds",
    [MUNDUS_STONE_WARRIOR] = "EsoUI/Art/Icons/constellation_warrior.dds",
}
ZO_STATS_REFRESH_TIME_SECONDS = 2
function ZO_GetNextActiveArtificialEffectIdIter(state, lastActiveEffectId)
    return GetNextActiveArtificialEffectId(lastActiveEffectId)
end
-- respec attribute interaction info
ZO_ATTRIBUTE_RESPEC_INTERACT_INFO =
{
    type = "Attribute Respec Shrine",
    OnInteractSwitch = function()
        internalassert(false, "OnInteractSwitch is being called.")
        SCENE_MANAGER:ShowBaseScene()
    end,
    interactTypes = { INTERACTION_ATTRIBUTE_RESPEC },
}
------------------
-- Stats Common --
------------------
ZO_Stats_Common = ZO_InitializingCallbackObject:Subclass()
function ZO_Stats_Common:Initialize(control)
    self.control = control
    self.availablePoints = 0
    self.statBonuses = {}
    self.attributePointAllocationMode = ATTRIBUTE_POINT_ALLOCATION_MODE_PURCHASE_ONLY
    self.attributeRespecPaymentType = RESPEC_PAYMENT_TYPE_GOLD
    self.control:RegisterForEvent(EVENT_START_ATTRIBUTE_RESPEC, function(_, ...) self:OnStartAttributeRespec(...) end)
end
function ZO_Stats_Common:GetAttributePointAllocationMode()
    return self.attributePointAllocationMode
end
function ZO_Stats_Common:SetAttributePointAllocationMode(attributePointAllocationMode)
    if attributePointAllocationMode ~= self.attributePointAllocationMode then
        local oldAttributePointAllocationMode = self.attributePointAllocationMode
        self.attributePointAllocationMode = attributePointAllocationMode
            PlaySound(SOUNDS.STATS_ENTER_RESPEC_MODE)
        end
        self:FireCallbacks("AttributePointAllocationModeChanged", attributePointAllocationMode, oldAttributePointAllocationMode)
    end
end
function ZO_Stats_Common:GetAttributeRespecPaymentType()
    return self.attributeRespecPaymentType
end
function ZO_Stats_Common:SetAttributeRespecPaymentType(attributeRespecPaymentType)
    if attributeRespecPaymentType ~= self.attributeRespecPaymentType then
        local oldAttributeRespecPaymentType = self.attributeRespecPaymentType
        self.attributeRespecPaymentType = attributeRespecPaymentType
        self:FireCallbacks("AttributeRespecPaymentTypeChanged", attributeRespecPaymentType, oldAttributeRespecPaymentType)
    end
end
    return self.attributePointAllocationMode ~= ATTRIBUTE_POINT_ALLOCATION_MODE_PURCHASE_ONLY
end
function ZO_Stats_Common:DoesAttributePointAllocationModeBatchSave()
    return self.attributePointAllocationMode ~= ATTRIBUTE_POINT_ALLOCATION_MODE_PURCHASE_ONLY
end
function ZO_Stats_Common:IsPaymentTypeScroll()
    return self.attributeRespecPaymentType == RESPEC_PAYMENT_TYPE_RESPEC_SCROLL
end
function ZO_Stats_Common:GetAvailablePoints()
    return self.availablePoints
end
function ZO_Stats_Common:SetAvailablePoints(points)
    self.availablePoints = points
end
function ZO_Stats_Common:OnSetAvailablePoints()
    -- To be overridden.
end
function ZO_Stats_Common:SpendAvailablePoints(points)
end
function ZO_Stats_Common:GetTotalSpendablePoints()
    return GetAttributeUnspentPoints()
end
function ZO_Stats_Common:SetPendingStatBonuses(statType, pendingBonus)
    self.statBonuses[statType] = pendingBonus
end
function ZO_Stats_Common:UpdatePendingStatBonuses(statType, pendingBonus)
    self:SetPendingStatBonuses(statType, pendingBonus)
end
function ZO_Stats_Common:GetPendingStatBonuses(statType)
    return self.statBonuses[statType]
end
function ZO_Stats_Common:GetDropdownTitleIndex(dropdown)
    local currentTitleIndex = GetCurrentTitleIndex()
    if currentTitleIndex == nil then
        return 1
    end
    local function IsItemCurrentTitle(item)
        return item.titleInfo and item.titleInfo.index == currentTitleIndex
    end
end
function ZO_Stats_Common:UpdateTitleDropdownSelection(dropdown)
    local dropdownTitleIndex = self:GetDropdownTitleIndex(dropdown)
    if dropdownTitleIndex then
        dropdown:SelectItemByIndex(dropdownTitleIndex, ZO_COMBOBOX_SUPPRESS_UPDATE)
    else
        dropdown:SelectItemByIndex(1, ZO_COMBOBOX_SUPPRESS_UPDATE)
    end
end
function ZO_Stats_Common:UpdateTitleDropdownTitles(dropdown)
     -- First add the none item into the start of the dropdown list
    dropdown:AddItem(dropdown:CreateItemEntry(GetString(SI_STATS_NO_TITLE), function() SelectTitle(nil) end), ZO_COMBOBOX_SUPPRESS_UPDATE)
    local sortedTitles = TITLE_MANAGER:GetSortedTitles(dropdown.m_sortType, dropdown.m_sortOrder)
    for _, titleInfo in ipairs(sortedTitles) do
        local titleName = titleInfo.name
        if titleInfo.isNew then
            titleName = zo_iconTextFormat("EsoUI/Art/Inventory/newItem_icon.dds", "100%", "100%", titleName)
        end
        local titleListItem = dropdown:CreateItemEntry(zo_strformat(titleName, GetRawUnitName("player")), function() SelectTitle(titleInfo.index) end)
        titleListItem.titleInfo = titleInfo
        dropdown:AddItem(titleListItem, ZO_COMBOBOX_SUPPRESS_UPDATE)
    end 
end
function ZO_Stats_Common:GetDropdownGuildIndex(dropdown)
    local currentGuildId = GetRepresentedGuildId()
    if currentGuildId == 0 then
        return 1
    end
    local function IsItemCurrentGuild(item)
        return item.guildId and item.guildId == currentGuildId
    end
end
function ZO_Stats_Common:UpdateGuildDropdownSelection(dropdown)
    local dropdownGuildIndex = self:GetDropdownGuildIndex(dropdown)
    if dropdownGuildIndex then
        dropdown:SelectItemByIndex(dropdownGuildIndex, ZO_COMBOBOX_SUPPRESS_UPDATE)
    else
        dropdown:SelectItemByIndex(1, ZO_COMBOBOX_SUPPRESS_UPDATE)
    end
end
function ZO_Stats_Common:UpdateGuildDropdownGuilds(dropdown)
     -- First add the none item into the start of the dropdown list
    dropdown:AddItem(dropdown:CreateItemEntry(GetString(SI_STATS_NO_GUILD), function() SetRepresentedGuildId(0) end), ZO_COMBOBOX_SUPPRESS_UPDATE)
    for i = 1, GetNumGuilds() do
        local guildId = GetGuildId(i)
        local guildName = GetGuildName(guildId)
        local guildListItem = dropdown:CreateItemEntry(guildName, function() SetRepresentedGuildId(guildId) end)
        guildListItem.guildId = guildId
        dropdown:AddItem(guildListItem, ZO_COMBOBOX_SUPPRESS_UPDATE)
    end 
end
function ZO_Stats_Common:IsPlayerBattleLeveled()
    return IsUnitChampionBattleLeveled("player") or IsUnitBattleLeveled("player")
end
ZO_Stats_Common.OnStartAttributeRespec = ZO_Stats_Common:MUST_IMPLEMENT()
    control.trainingType = trainingType
    control:GetNamedChild("Icon"):SetTexture(STABLE_TRAINING_TEXTURES[trainingType])
end
-----------------------
-- Attribute Spinner --
-----------------------
ZO_AttributeSpinner_Shared = ZO_Object:Subclass()
function ZO_AttributeSpinner_Shared:New(attributeControl, attributeType, attributeManager, valueChangedCallback)
    local attributeSpinner = ZO_Object.New(self)
    attributeSpinner.attributeControl = attributeControl
    
    attributeSpinner.points = 0
    attributeSpinner.addedPoints = 0
    attributeSpinner.attributeManager = attributeManager
    attributeSpinner:SetAttributeType(attributeType)
    return attributeSpinner
end
function ZO_AttributeSpinner_Shared:SetSpinner(spinner)
    self.pointsSpinner = spinner
    self.pointsSpinner:RegisterCallback("OnValueChanged", function(points) self:OnValueChanged(points) end)
end
function ZO_AttributeSpinner_Shared:Reinitialize(attributeType, addedPoints, valueChangedCallback)
    self:SetAttributeType(attributeType)
    self.points = GetAttributeSpentPoints(self.attributeType)
    self:SetAddedPoints(addedPoints, true)
    self.pointsSpinner:SetValue(self.points + addedPoints)
end
function ZO_AttributeSpinner_Shared:SetValueChangedCallback(fn)
end
function ZO_AttributeSpinner_Shared:SetAttributeType(attributeType)
    self.attributeType = attributeType
    self.perPoint = GetAttributeDerivedStatPerPointValue(attributeType, STAT_TYPES[attributeType])
end
function ZO_AttributeSpinner_Shared:OnValueChanged(points)
    if self.valueChangedCallback ~= nil then
        self.valueChangedCallback(self.points, self.addedPoints)
    end
end
function ZO_AttributeSpinner_Shared:RefreshSpinnerMax()
    local minPoints = self.points
    if self.attributeManager.DoesAttributePointAllocationModeBatchSave and self.attributeManager:DoesAttributePointAllocationModeBatchSave() then
        minPoints = 0
    end
    self.pointsSpinner:SetMinMax(minPoints, self.points + self.addedPoints + self.attributeManager:GetAvailablePoints())
end
function ZO_AttributeSpinner_Shared:RefreshPoints()
    self.points = GetAttributeSpentPoints(self.attributeType)
    self.pointsSpinner:SetValue(self.points)
end
function ZO_AttributeSpinner_Shared:ResetAddedPoints()
    self.addedPoints = 0
end
function ZO_AttributeSpinner_Shared:GetPoints()
    return self.points
end
function ZO_AttributeSpinner_Shared:GetAllocatedPoints()
    return self.addedPoints
end
function ZO_AttributeSpinner_Shared:SetAddedPointsByTotalPoints(totalPoints)
    self:SetAddedPoints(totalPoints - self.points)
end
function ZO_AttributeSpinner_Shared:SetAddedPoints(points, force)
    if not self.attributeManager.DoesAttributePointAllocationModeBatchSave or not self.attributeManager:DoesAttributePointAllocationModeBatchSave() then
        points = zo_max(points, 0)
    end
    local diff = points - self.addedPoints
    local availablePoints = self.attributeManager:GetAvailablePoints()
    if force then
        diff = 0
    elseif diff > availablePoints then
        diff = availablePoints
        points = diff + self.addedPoints
    end
    self.addedPoints = points
    if diff ~= 0 then
        self.attributeManager:SpendAvailablePoints(diff)
    end
    self.attributeManager:UpdatePendingStatBonuses(STAT_TYPES[self.attributeType], self.perPoint * self.addedPoints)
end
function ZO_AttributeSpinner_Shared:SetButtonsHidden(hidden)
    self.pointsSpinner:SetButtonsHidden(hidden)
end