import "Turbine.UI";
import "Turbine.UI.Lotro";
import "Turbine.Gameplay";
import "KragenPlugs.Utils";
import "KragenPlugs.KragenBars";
ClassBar = class( );
function ClassBar:Constructor()
-- inialize the setupWindow
self.setup = SetupWindow();
self.setupbb = self.setup.setupbb;
self.setupf = self.setup.setupf;
self.setupqs = self.setup.setupqs;
-- inialize tables
self.windows = { };
self.bars = { };
self.skills = { };
self.multi = { };
self.setup:SetWantsKeyEvents(true);
self.setup.KeyDown = function(sender, args)
if args.Action == 0x100000B3 then
self.setup:SetWantsUpdates(true);
end
end
self.setup.Update = function(sender, args)
for k,v in pairs(self.skills) do
v:RefreshBorders();
end
self.setup:SetWantsUpdates(false);
end
-- Combat Event
AddCallback(vars.player, "InCombatChanged", function(sender, args)
KragenBars:CombatChange(vars.player:IsInCombat());
end);
-- Effect Events
AddCallback(vars.effects, "EffectAdded", function(sender, args)
KragenBars:AddEffect( args.Index );
end);
AddCallback(vars.effects, "EffectRemoved", function(sender, args)
if (args.Effect ~= nil) then
KragenBars:RemoveEffect( args.Effect );
end
end);
end
-- Index and Position Bars
function ClassBar:InitBars()
self.DefineEffectList();
for k,v in pairs(self.bars) do
v.index = k;
end
if(settings.skilldata ~=nil) then
for k,v in pairs(self.skills) do
if (settings.skilldata[k] ~= nil) then
local data = settings.skilldata[k];
data.parent = self.bars[settings.skilldata[k].parent]
v:LoadPosition(data);
end
end
end
if(settings.multidata ~=nil) then
for k,v in pairs(self.multi) do
if (settings.multidata[k] ~= nil) then
local data = settings.multidata[k];
data.parent = self.bars[settings.multidata[k].parent]
v:LoadPosition(data);
end
end
end
for k,v in pairs(self.windows) do
v:SetVisible(v.active);
end
for k,v in pairs(self.skills) do
if (v.parent ~= nil) then
v.parent:AddSkill(v);
end
v:RefreshBorders();
end
for i = 1, vars.effects:GetCount() do
self:AddEffect(i);
end
end
-- Swap Slots
function ClassBar:SwapSlots(ref, code)
local swap = nil;
local swaptype = 1;
if (not settings.lockslots) then
for k,v in pairs(self.skills) do
if (v.quickslot:GetShortcut():GetData() == code ) then
swap = v;
swaptype = 1;
end
end
for k,v in pairs(self.multi) do
if (v.quickslot:GetShortcut():GetData() == code ) then
--if ((ref:GetParent() == v:GetParent() or ((v:GetParent().exclusive == nil or ref:GetParent().exclusive == nil) or (not ref:GetParent().exclusive and not v:GetParent().exclusive)))) then
swap = v;
swaptype = 2;
--end
end
end
end
if (swap ~= nil) then
if (swap:GetParent() == limbo) then
if (not ref:GetParent().exclusive and ref:GetParent() == ref.parent) then
swap:SwapPosition(ref);
end
else
if( ref:GetParent() == swap:GetParent() or (( not ref:GetParent().exclusive and not swap:GetParent().exclusive) and (ref:GetParent() == ref.parent and swap:GetParent() == swap.parent))) then
if (swaptype == 1) then
ref:SwapPosition(swap);
else
swap:SwapPosition(ref);
end
end
end
end
ref:ResetQuickslot();
end
-- Rotate Window
function ClassBar:RotateWindow(ref)
local rotatebar = { };
local counter=1
for k,v in pairs(self.bars) do
if(v:GetParent() == ref) then
v:RotateBar();
rotatebar[counter] = v;
counter = counter + 1;
end
end
for k,v in pairs(self.skills) do
for i=1, counter do
if(v:GetParent() == rotatebar[i]) then
v:RotateBar();
end
end
end
for k,v in pairs(self.multi) do
for i=1, counter do
if(v:GetParent() == rotatebar[i]) then
v:RotateBar();
end
end
end
end
-- Save Settings
function ClassBar:SaveSettings()
for k,v in pairs(self.windows) do
self.settings[k].x, self.settings[k].y = self.windows[k]:GetPosition();
self.settings[k].rotate = self.windows[k].rotate;
end
local skilldata = { };
for k,v in pairs(self.skills) do
if (v.GetParent() == limbo) then
skilldata[k] = { pos = {v.x, v.y}, parent = nil };
else
skilldata[k] = { pos = {v.x, v.y}, parent = v.parent.index };
end
end
local multidata = { };
for k,v in pairs(self.multi) do
if (v.GetParent() == limbo) then
multidata[k] = { current = v.currentshortcut, layer = v.currentlayer, lock = v.lock, pos = { v.x, v.y }, parent = nil };
else
multidata[k] = { current = v.currentshortcut, layer = v.currentlayer, lock = v.lock, pos = { v.x, v.y }, parent = v.parent.index };
end
end
for k,v in pairs(self.windows) do
v:SetVisible(v.active);
end
Turbine.Shell.WriteLine("KragenBars: " .. settings.class .. " Bars settings saved successfully.");
settings.multidata = multidata;
settings.skilldata = skilldata;
settings.classinfo = self.settings;
SaveSettings();
end
-- Refresh Player Level and Window and Skill States
function ClassBar:RefreshBars()
-- Refresh Player Level
vars.playerlevel = vars.player:GetLevel();
-- Refresh Windows
for k,v in pairs(self.windows) do
self.windows[k]:Refresh(self.settings[k].active);
end
-- Refresh Skills
for k,v in pairs(self.skills) do
self.skills[k]:Refresh();
end
end
function ClassBar:DefaultPosition()
-- Refresh Windows
for k,v in pairs(self.windows) do
self.windows[k]:DefaultPosition();
end
end
function ClassBar:RecalculateBorders()
-- Refresh Skills
for k,v in pairs(self.skills) do
v.border:SetPosition(v:PointToScreen(1, 1));
end
end
function ClassBar:CombatChange(combat)
for k,v in pairs(self.skills) do
self.skills[k]:RefreshCombat();
end
for k,v in pairs(self.multi) do
self.multi[k]:RefreshCombat();
end
end