ESO Lua File v100012

ingame/group/zo_grouplist_manager.lua

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--------------------------------------
--Group List Manager
--------------------------------------
GROUP_LIST_MANAGER = nil
ZO_GroupList_Manager = ZO_CallbackObject:Subclass()
function ZO_GroupList_Manager:New()
    local manager = ZO_CallbackObject.New(self)
    manager:Initialize()
    return manager
end
function ZO_GroupList_Manager:Initialize()
    self.delayedRebuildCounter = 0
    self:BuildData()
end
function ZO_GroupList_Manager:RegisterForEvents()
    local function RebuildData()
        self:BuildData()
        self:FireCallbacks("GroupListUpdate")
    end
    -- During group invitation, we can receive a lot of event spam at once on a single invite when the
    --involved players are at the same location. Add a delay so we only refresh once in cases like this.
    local function DelayedRebuildData()
        self.delayedRebuildCounter = self.delayedRebuildCounter - 1
        if self.delayedRebuildCounter == 0 then
            RebuildData()
        end
    end
    local function OnUnitCreated(unitTag)
        if ZO_Group_IsGroupUnitTag(unitTag) then
            self.delayedRebuildCounter = self.delayedRebuildCounter + 1
            zo_callLater(DelayedRebuildData, 50)
        end
    end
    local function OnUnitDestroyed(unitTag)
        if ZO_Group_IsGroupUnitTag(unitTag) then
            self.delayedRebuildCounter = self.delayedRebuildCounter + 1
            zo_callLater(DelayedRebuildData, 50)
        end
    end
    local function OnGroupMemberLeft(characterName, reason, wasLocalPlayer, amLeader)
        if(wasLocalPlayer) then
            RebuildData()
        end
    end
    local function OnLevelUpdate(unitTag, level)
        if ZO_Group_IsGroupUnitTag(unitTag) then
            RebuildData()
        end
    end
    local function OnVeteranRankUpdate(unitTag, veteranRank)
        if ZO_Group_IsGroupUnitTag(unitTag) then
            RebuildData()
        end
    end
    local function OnZoneUpdate(unitTag, newZone)
        if ZO_Group_IsGroupUnitTag(unitTag) then
            RebuildData()
        end
    end
    local function OnGroupMemberRolesChanged(unitTag, isDps, isHeal, isTank)
        if ZO_Group_IsGroupUnitTag(unitTag) then
            self.delayedRebuildCounter = self.delayedRebuildCounter + 1
            zo_callLater(DelayedRebuildData, 50)
        end
    end
    local function OnGroupMemberConnectedStatus(unitTag, online)
        if ZO_Group_IsGroupUnitTag(unitTag) then
            RebuildData()
        end
    end
    local function OnLeaderUpdate()
        self.delayedRebuildCounter = self.delayedRebuildCounter + 1
        zo_callLater(DelayedRebuildData, 50)
    end
    local function OnGroupUpdate()
        self.delayedRebuildCounter = self.delayedRebuildCounter + 1
        zo_callLater(DelayedRebuildData, 50)
    end
    local function OnPlayerActivated()
        self.delayedRebuildCounter = self.delayedRebuildCounter + 1
        zo_callLater(DelayedRebuildData, 50)
    end
    local function OnGroupMemberAccountNameUpdated()
        RebuildData()
    end
    EVENT_MANAGER:RegisterForEvent("ZO_GroupList_OnUnitCreated", EVENT_UNIT_CREATED, function(event, ...) OnUnitCreated(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_GroupList_OnUnitDestroyed", EVENT_UNIT_DESTROYED, function(event, ...) OnUnitDestroyed(...) end)
    --We don't need to handle EVENT_GROUP_MEMBER_JOINED since EVENT_UNIT_CREATED will also occur
    EVENT_MANAGER:RegisterForEvent("ZO_GroupList_OnGroupMemberLeft", EVENT_GROUP_MEMBER_LEFT, function(event, ...) OnGroupMemberLeft(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_GroupList_OnLevelUpdate", EVENT_LEVEL_UPDATE, function(event, ...) OnLevelUpdate(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_GroupList_OnVeteranRankUpdate", EVENT_VETERAN_RANK_UPDATE, function(event, ...) OnVeteranRankUpdate(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_GroupList_OnZoneUpdate", EVENT_ZONE_UPDATE, function(event, ...) OnZoneUpdate(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_GroupList_OnGroupMemberRolesChanged", EVENT_GROUP_MEMBER_ROLES_CHANGED, function(event, ...) OnGroupMemberRolesChanged(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_GroupList_OnGroupMemberConnectedStatus", EVENT_GROUP_MEMBER_CONNECTED_STATUS, function(event, ...) OnGroupMemberConnectedStatus(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_GroupList_OnLeaderUpdate", EVENT_LEADER_UPDATE, function(event, ...) OnLeaderUpdate(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_GroupList_OnGroupUpdate", EVENT_GROUP_UPDATE, function(event, ...) OnGroupUpdate(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_GroupList_OnPlayerActivated", EVENT_PLAYER_ACTIVATED, function(event, ...) OnPlayerActivated(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_GroupList_OnGroupMemberAccountNameUpdated", EVENT_GROUP_MEMBER_ACCOUNT_NAME_UPDATED, function(event, ...) OnGroupMemberAccountNameUpdated(...) end)
end
function ZO_GroupList_Manager:BuildData()
    self.data = {}
    for i = 1, GetGroupSize() do
        local unitTag = GetGroupUnitTagByIndex(i)
        if unitTag then
            local isDps, isHeal, isTank = GetGroupMemberRoles(unitTag)
            local rawCharacterName = GetRawUnitName(unitTag)
            local zoneName = zo_strformat(SI_ZONE_NAME, GetUnitZone(unitTag))
            local unitOnline = IsUnitOnline(unitTag)
            local userFacingCharacterName = (not IsConsoleUI() or unitOnline) and rawCharacterName or GetString(SI_GAMEPAD_GROUP_MEMBER_OFFLINE)
            local displayName = GetUnitDisplayName(unitTag)
            local userFacingDisplayName = ZO_FormatUserFacingDisplayName(displayName)
            local status = unitOnline and PLAYER_STATUS_ONLINE or PLAYER_STATUS_OFFLINE
            self.data[i] = {
                index = i,
                unitTag = unitTag,
                characterName = GetUnitName(unitTag),
                rawCharacterName = rawCharacterName,
                gender = GetGenderFromNameDescriptor(rawCharacterName),
                zone = zoneName,
                class = GetUnitClassId(unitTag),
                level = GetUnitLevel(unitTag),
                veteranRank = GetUnitVeteranRank(unitTag),
                leader = IsUnitGroupLeader(unitTag),
                online = unitOnline,
                isPlayer = AreUnitsEqual(unitTag, "player"),
                isDps = isDps,
                isHeal = isHeal,
                isTank = isTank,
                displayName = displayName,
                userFacingDisplayName = userFacingDisplayName,
                status = status,
                isGroup = true,
            }
        end
    end
end
function ZO_GroupList_Manager:GetData()
    return self.data
end
--Globals
GROUP_LIST_MANAGER = ZO_GroupList_Manager:New()
do
    local groupUnitTags = setmetatable({}, {__index = function(self, key)
        local groupIndex = tonumber(key:match("^group(%d+)$"))
        if groupIndex and groupIndex >= 1 and groupIndex <= GROUP_SIZE_MAX then
            self[key] = groupIndex
        else
            self[key] = false
        end
        return self[key]
    end, })
    function ZO_Group_IsGroupUnitTag(unitTag)
        return groupUnitTags[unitTag] ~= false
    end
    function ZO_Group_GetGroupIndexFromUnitTag(unitTag)
        return groupUnitTags[unitTag] or nil
    end
    local groupIndices = {}
    function ZO_Group_GetUnitTagForGroupIndex(groupIndex)
        return groupIndices[groupIndex]
    end
    for i = 1, GROUP_SIZE_MAX do
        groupIndices[i] = "group" .. i
    end
end