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ESO Lua File v101041

ingame/skills/companionskillsdata.lua

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--[[
This file mirrors PlayerSkillsData.lua in many ways, before editing or
removing methods please ensure there is a stable interface between the two.
]]
--
local COMPANION_PROGRESSION_KEY = nil -- should we consider using a sentinel value instead?
-----------------------
-- Skill Progression --
-----------------------
ZO_CompanionSkillProgressionData = ZO_SkillProgressionData_Base:Subclass()
function ZO_CompanionSkillProgressionData:BuildStaticData(skillData)
    ZO_SkillProgressionData_Base.BuildStaticData(self, skillData, COMPANION_PROGRESSION_KEY)
    self:SetAbilityId(self.skillData:GetAbilityId())
end
function ZO_CompanionSkillProgressionData:GetDetailedName()
    return self:GetFormattedName()
end
function ZO_CompanionSkillProgressionData:IsUnlocked()
    -- unlocked and purchased are synonymous with companion skills
    return self.skillData:IsPurchased()
end
function ZO_CompanionSkillProgressionData:IsAdvised()
    return false
end
function ZO_CompanionSkillProgressionData:HasRankData()
    return false
end
function ZO_CompanionSkillProgressionData:SetKeyboardTooltip(tooltipControl, unusedShowSkillPointCost, unusedShowUpgradeText, unusedShowAdvised, unusedShowBadMorph)
    tooltipControl:SetCompanionSkill(self:GetAbilityId())
end
function ZO_CompanionSkillProgressionData:TryPickup()
end
-----------------------
-- Skill Progression --
-----------------------
-- TODO: add to SKILL_POINT_ALLOCATION_MANAGER and subclass a normal point allocator
ZO_CompanionReadOnlyPointAllocator = ZO_InitializingObject:Subclass()
function ZO_CompanionReadOnlyPointAllocator:Initialize(skillData)
    self.skillData = skillData
end
function ZO_CompanionReadOnlyPointAllocator:GetProgressionData()
    return self.skillData:GetCurrentProgressionData()
end
function ZO_CompanionReadOnlyPointAllocator:IsPurchased()
    return self.skillData:IsPurchased()
end
function ZO_CompanionReadOnlyPointAllocator:CanSell()
    return false
end
function ZO_CompanionReadOnlyPointAllocator:CanPurchase()
    return false
end
function ZO_CompanionReadOnlyPointAllocator:CanIncreaseRank()
    return false
end
function ZO_CompanionReadOnlyPointAllocator:CanDecreaseRank()
    return false
end
function ZO_CompanionReadOnlyPointAllocator:CanMorph()
    return false
end
function ZO_CompanionReadOnlyPointAllocator:CanMaxout()
    return false
end
function ZO_CompanionReadOnlyPointAllocator:GetIncreaseSkillAction()
    return ZO_SKILL_POINT_ACTION.NONE
end
function ZO_CompanionReadOnlyPointAllocator:GetDecreaseSkillAction()
    return ZO_SKILL_POINT_ACTION.NONE
end
--[[
A ZO_CompanionSkillData is an entry in a ZO_SkillLineData. A skill can be upgraded to various levels, denoted by ZO_CompanionSkillProgressionData objects.
--]]
-----------
-- Skill --
-----------
ZO_CompanionSkillData = ZO_SkillData_Base:Subclass()
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:Reset()
    self.skillProgressionData = nil
end
function ZO_CompanionSkillData:GetAbilityId()
    return self.abilityId
end
function ZO_CompanionSkillData:GetCompanionIndices()
    return self.skillLineData:GetId(), self:GetAbilityId()
end
function ZO_CompanionSkillData:BuildStaticData(skillLineData, skillIndex)
    self.skillLineData, self.skillIndex = skillLineData, skillIndex
    local skillLineId = self.skillLineData:GetId()
    self.abilityId = GetCompanionAbilityId(skillLineId, skillIndex)
    self.noActionsPointAllocator = ZO_CompanionReadOnlyPointAllocator:New(self)
    self.skillProgressionData = ZO_CompanionSkillProgressionData:New()
    self.skillProgressionData:BuildStaticData(self)
    -- Don't mark a skill new during init
    self.canBeMarkedAsUpdated = false
    self:SetHasUpdatedStatus(false)
end
function ZO_CompanionSkillData:RefreshDynamicData(refreshChildren)
    local wasPurchased = self.isPurchased
    self.isPurchased = IsCompanionAbilityUnlocked(self.abilityId)
    if self.canBeMarkedAsUpdated then
        if wasPurchased ~= self.isPurchased then
            self:SetHasUpdatedStatus(true)
        end
    end
    self.canBeMarkedAsUpdated = true
    if refreshChildren then
        self.skillProgressionData:RefreshDynamicData(refreshChildren)
    end
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:GetSkillLineData()
    return self.skillLineData
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:IsPassive()
    return IsAbilityPassive(self.abilityId)
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:IsActive()
    return not self:IsPassive()
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:IsUltimate()
    return IsAbilityUltimate(self.abilityId)
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:IsPurchased()
    return self.isPurchased
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:IsAdvised()
    return false
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:GetProgressionData(skillProgressionKey)
    -- there's only one progression, so key is ignored
    return self.skillProgressionData
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:GetHeaderText()
    if self:IsUltimate() then
        return GetString(SI_SKILLS_ULTIMATE_ABILITIES)
    elseif self:IsPassive() then
        return GetString(SI_SKILLS_PASSIVE_ABILITIES)
    else
        return GetString(SI_SKILLS_ACTIVE_ABILITIES)
    end
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:GetCurrentSkillProgressionKey()
    return COMPANION_PROGRESSION_KEY
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:GetCurrentProgressionData()
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:GetPointAllocator()
    return self.noActionsPointAllocator
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:GetPointAllocatorProgressionData()
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:HasUpdatedStatus()
    return self.hasUpdatedStatus
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:SetHasUpdatedStatus(hasUpdatedStatus)
    if hasUpdatedStatus then
        -- we only use updated status for a single CSA, so we don't really need
        -- to keep this state around. we'll keep the flag to match the base skills
        -- API but we'll reset it immediately after triggering the callbacks we
        -- want.
        self.hasUpdatedStatus = true
        COMPANION_SKILLS_DATA_MANAGER:OnCompanionSkillUpdateStatusChanged(self)
        self.hasUpdatedStatus = false
    end
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:ClearUpdate()
    self:SetHasUpdatedStatus(false)
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:CanPointAllocationsBeAltered(isFullRespec)
    return false
end
-- implements method in ZO_SkillData_Base
function ZO_CompanionSkillData:IsCompanionSkill()
    return true
end
function ZO_CompanionSkillData:GetSkillLineRankRequired()
    return GetCompanionAbilityRankRequired(self.abilityId)
end
----------------
-- Skill Line --
----------------
--[[
A ZO_CompanionSkillLineData is an entry in ZO_SkillTypeData. A skill line has multiple skills to purchase and upgrade, denoted by ZO_CompanionSkillData objects.
--]]
----------------
-- Skill Line --
----------------
ZO_CompanionSkillLineData = ZO_SkillLineData_Base:Subclass()
function ZO_CompanionSkillLineData:Initialize()
    ZO_SkillLineData_Base.Initialize(self, COMPANION_SKILLS_DATA_MANAGER)
    self.orderedSkills = {}
    self.skillMetaPool = ZO_MetaPool:New(COMPANION_SKILLS_DATA_MANAGER:GetSkillObjectPool())
end
function ZO_CompanionSkillLineData:Reset()
    ZO_SkillLineData_Base.Reset(self)
    ZO_ClearNumericallyIndexedTable(self.orderedSkills)
    self.skillMetaPool:ReleaseAllObjects()
end
function ZO_CompanionSkillLineData:BuildStaticData(skillTypeData, skillLineIndex)
    self.skillTypeData, self.skillLineIndex = skillTypeData, skillLineIndex
    self.id = GetCompanionSkillLineId(skillTypeData:GetSkillType(), skillLineIndex)
    self.unlockText = GetSkillLineUnlockTextById(self.id)
    for skillIndex = 1, GetNumAbilitiesInCompanionSkillLine(self.id) do
        local skillData = self.skillMetaPool:AcquireObject()
        skillData:BuildStaticData(self, skillIndex)
        self.dataManager:MapAbilityIdToSkill(skillData:GetAbilityId(), skillData)
        table.insert(self.orderedSkills, skillData)
    end
end
function ZO_CompanionSkillLineData:RefreshDynamicData(refreshChildren)
    local wasAvailable = self:IsAvailable()
    self.currentRank, self.isActive, self.isDiscovered = GetCompanionSkillLineDynamicInfo(self.id)
    self.lastRankXP, self.nextRankXP, self.currentXP = GetCompanionSkillLineXPInfo(self.id)
    local isAvailable = self:IsAvailable()
    if wasAvailable ~= isAvailable then
        self:TryMarkNew(isAvailable)
    end
    if refreshChildren then
        for _, skillData in ipairs(self.orderedSkills) do
            skillData:RefreshDynamicData(refreshChildren)
        end
    end
end
function ZO_CompanionSkillLineData:GetSkillTypeData()
    return self.skillTypeData
end
function ZO_CompanionSkillLineData:GetSkillLineIndex()
    return self.skillLineIndex
end
function ZO_CompanionSkillLineData:GetIndices()
    return self.skillTypeData:GetSkillType(), self.skillLineIndex
end
function ZO_CompanionSkillLineData:GetNumSkills()
    return #self.orderedSkills
end
function ZO_CompanionSkillLineData:GetSkillDataByIndex(skillIndex)
    return self.orderedSkills[skillIndex]
end
function ZO_CompanionSkillLineData:SkillIterator(skillFilterFunctions)
    return ZO_FilteredNumericallyIndexedTableIterator(self.orderedSkills, skillFilterFunctions)
end
function ZO_CompanionSkillLineData:GetName()
    return self.name
end
function ZO_CompanionSkillLineData:GetUnlockText()
    return self.unlockText
end
function ZO_CompanionSkillLineData:GetOrderingIndex()
    return 0
end
function ZO_CompanionSkillLineData:IsDiscovered()
    return self.isDiscovered
end
function ZO_CompanionSkillLineData:IsAdvised()
    -- all companion skill lines should either be available, (in which case they are visible as unlocked in the UI) or advised (so they're still in the UI, just with an unlock hint)
    -- some shared code assumes these are mutually exclusive so we'll only mark things as advised if they're not available
    return not self:IsAvailable()
end
function ZO_CompanionSkillLineData:IsActive()
    return self.isActive
end
function ZO_CompanionSkillLineData:GetCurrentRank()
    return self.currentRank
end
function ZO_CompanionSkillLineData:GetLastRankXP()
    return self.lastRankXP
end
function ZO_CompanionSkillLineData:GetNextRankXP()
    return self.nextRankXP
end
function ZO_CompanionSkillLineData:GetCurrentRankXP()
    return self.currentXP
end
-- unique to Companion skill lines
function ZO_CompanionSkillLineData:IsCompanionSkillLine()
    return true
end