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--
--[[ 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
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
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