ESO Lua File v100015

ingame/zo_loot/loot.lua

[◄ back to folders ]
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
local MOUSE_ENTER = 1
local MOUSE_EXIT = 2
local STOLEN_ICON_TEXTURE = "EsoUI/Art/Inventory/inventory_stolenItem_icon.dds"
--Loot Scene Fragment
------------------------
local ZO_LootSceneFragment = ZO_SceneFragment:Subclass()
function ZO_LootSceneFragment:New(control)
    local fragment = ZO_SceneFragment.New(self)
    fragment.control = control
    fragment.titleControl = GetControl(control, "Title")
    fragment.alphaControl = GetControl(control, "AlphaContainer")
    fragment.keybindButton = GetControl(control, "KeybindButton")
    fragment.slideInStop =  function()
                                LOOT_WINDOW.noTooltips = false
                                local mousedOverItem = LOOT_WINDOW:GetMouseOverLootItem()
                                if mousedOverItem then
                                    LOOT_WINDOW:OnMouseOverUpdated(mousedOverItem, MOUSE_ENTER)
                                end
                            end
    fragment.slideInAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_LootSlideInAnimation", control)
    fragment.slideInAnimation:SetHandler("OnStop", fragment.slideInStop)
    fragment.titleSlideInAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_LootTitleSlideInAnimation", fragment.titleControl)
    fragment.interactFadeOutAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_LootInteractFadeOutAnimation", fragment.keybindButton)
    fragment.alphaInStop =  function()
                                fragment.alphaInDone = true
                            end
    fragment.alphaInAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_LootAlphaInAnimation", fragment.alphaControl)
    fragment.alphaInAnimation:SetHandler("OnStop", fragment.alphaInStop)
    fragment.alphaOutStop = function()
                                    SHARED_INFORMATION_AREA:SetHidden(control, true)
                                    TUTORIAL_SYSTEM:SuppressTutorialType(TUTORIAL_TYPE_HUD_INFO_BOX, false, TUTORIAL_SUPPRESSED_BY_LOOT)
                                    control:SetAlpha(1)
                                    fragment:OnHidden()
                                end
    fragment.alphaOutAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("FadeSceneAnimation", control)
    fragment.alphaOutAnimation:SetHandler("OnStop", fragment.alphaOutStop)
    return fragment
end
function ZO_LootSceneFragment:AnimateNextShow()
    self.animateShow = true
end
function ZO_LootSceneFragment:Show()
    SHARED_INFORMATION_AREA:SetHidden(self.control, false)
     local OPEN_LOOT_WINDOW = false
    ZO_PlayMonsterLootSound(OPEN_LOOT_WINDOW)
     
    TUTORIAL_SYSTEM:SuppressTutorialType(TUTORIAL_TYPE_HUD_INFO_BOX, true, TUTORIAL_SUPPRESSED_BY_LOOT)
    if self.animateShow then
        self.alphaControl:SetAlpha(0)
        self.control:ClearAnchors()
        self.titleControl:ClearAnchors()
        self.control:SetAnchor(TOPLEFT, GetControl("ZO_ReticleContainerInteractContext"), BOTTOMLEFT, -60, -37)
        self.titleControl:SetAnchor(BOTTOMLEFT, GetControl("ZO_ReticleContainerInteractContext"), BOTTOMLEFT, 0, 0)
        LOOT_WINDOW.noTooltips = true
        self.alphaInDone = false
        self.slideInAnimation:PlayFromStart()
        self.titleSlideInAnimation:PlayFromStart()
        self.interactFadeOutAnimation:PlayFromStart()
        self.alphaInAnimation:PlayFromStart()
    else
        self.alphaControl:SetAlpha(1)
        self.keybindButton:SetAlpha(0)
        self.control:ClearAnchors()
        self.titleControl:ClearAnchors()
        self.control:SetAnchor(TOPLEFT, GetControl("ZO_ReticleContainerInteractContext"), BOTTOMLEFT, 165, -37)
        self.titleControl:SetAnchor(BOTTOMLEFT, GetControl("ZO_ReticleContainerInteractContext"), BOTTOMLEFT, 225, 0)
    end
    self.animateShow = nil
    self:OnShown()
end
function ZO_LootSceneFragment:Hide()
    if self.alphaInDone then
        self.alphaOutAnimation:PlayFromEnd()
    else
        SHARED_INFORMATION_AREA:SetHidden(self.control, true)
        TUTORIAL_SYSTEM:SuppressTutorialType(TUTORIAL_TYPE_HUD_INFO_BOX, false, TUTORIAL_SUPPRESSED_BY_LOOT)
        self:OnHidden()
    end
end
local NUM_VISIBLE_LOOT_SLOTS = 5
local DATA_TYPE_LOOT_ITEM = 1
local DATA_TYPE_LOOT_BLANK = 2
local ZO_Loot = ZO_Object:Subclass()
function ZO_Loot:Initialize(control)
    self.control = control
    SHARED_INFORMATION_AREA:AddLoot(control)
    self.list = GetControl(control, "AlphaContainerList")
    ZO_ScrollList_AddDataType(self.list, DATA_TYPE_LOOT_ITEM, "ZO_LootItemSlot", 52, function(control, data) self:SetUpLootItem(control, data) end, nil, nil, ZO_InventorySlot_OnPoolReset)
    ZO_ScrollList_AddDataType(self.list, DATA_TYPE_LOOT_BLANK, "ZO_LootBlankItemSlot", 52, function(control, data) self:SetUpBlankLootItem(control, data) end, nil, nil, ZO_InventorySlot_OnPoolReset)
    self.title = GetControl(control, "Title")
    self.keyButton = GetControl(control, "KeybindButton")
    self.buttons = { GetControl(control, "AlphaContainerButton1"), GetControl(control, "AlphaContainerButton2") }
    local hideUnbound = false
    self.keyButton:SetKeybind("GAME_CAMERA_INTERACT", hideUnbound, "GAMEPAD_JUMP_OR_INTERACT")
    LOOT_WINDOW_FRAGMENT = ZO_LootSceneFragment:New(control)
    LOOT_SCENE = ZO_LootScene:New("loot", SCENE_MANAGER)
    LOOT_SCENE:RegisterCallback("StateChange",   function(oldState, newState)
                                                    if(newState == SCENE_SHOWING) then
                                                        local dontAutomaticallyExitScene = false
                                                        SCENE_MANAGER:SetHUDUIScene("loot", dontAutomaticallyExitScene)
                                                        KEYBIND_STRIP:RemoveDefaultExit()
                                                        KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
                                                        PushActionLayerByName("Loot")
                                                    elseif(newState == SCENE_HIDING) then
                                                        SCENE_MANAGER:RestoreHUDUIScene()
                                                    elseif(newState == SCENE_HIDDEN) then
                                                        ZO_InventorySlot_RemoveMouseOverKeybinds()
                                                        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
                                                        KEYBIND_STRIP:RestoreDefaultExit()
                                                        RemoveActionLayerByName("Loot")
                                                        EndLooting()
                                                        self.returnScene = nil
                                                    end
                                                end)
    self.stealthIcon = ZO_StealthIcon:New(control:GetNamedChild("StealthIcon"))
    control:RegisterForEvent(EVENT_STEALTH_STATE_CHANGED, function(event, unitTag, ...) if unitTag == "player" then self.stealthIcon:OnStealthStateChanged(...) end end)
    
    SYSTEMS:RegisterKeyboardRootScene("loot", LOOT_SCENE)
    return self
end
function ZO_Loot:InitializeKeybindDescriptors()
    self.keybindStripDescriptor =
    {
        -- Exit Loot
        {
            alignment = KEYBIND_STRIP_ALIGN_RIGHT,
            name = GetString(SI_EXIT_BUTTON),
            keybind = "LOOT_EXIT",
            ethereal = true,
            callback =  function()
                            EndLooting()
                        end,
        }
    }
end
function ZO_Loot:SetUpLootItem(control, data)
    local nameControl = GetControl(control, "Name")
    if data.currencyType == CURT_MONEY or data.currencyType == CURT_TELVAR_STONES then
        nameControl:SetText(ZO_CurrencyControl_BuildCurrencyString(data.currencyType, data.currencyAmount))
        nameControl:SetColor(ZO_NORMAL_TEXT:UnpackRGBA())
    else
        if data.isQuest then
            nameControl:SetColor(GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_TOOLTIP, ITEM_TOOLTIP_COLOR_QUEST_ITEM_NAME))
        else
            nameControl:SetColor(GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS, data.quality))
        end
        nameControl:SetText(data.name)
    end
    -- Set up everything but the icon using the old slot logic
    local slot = GetControl(control, "Button")
    ZO_Inventory_SetupSlot(slot, data.count, nil, true)
    -- Set up the icon
    local multiIcon = GetControl(control, "MultiIcon")
    multiIcon:ClearIcons()
    if data.isStolen then
        multiIcon:AddIcon(STOLEN_ICON_TEXTURE)
    end
    multiIcon:AddIcon(data.icon)
    multiIcon:Show()
    slot.lootEntry = data
    ZO_Inventory_BindSlot(slot, SLOT_TYPE_LOOT)
    control:SetHidden(false)
end
function ZO_Loot:SetUpBlankLootItem(control, data)
    control:SetHidden(false)
end
local BLANK_DATA =
{
}
function ZO_Loot:UpdateList()
    local scrollData = ZO_ScrollList_GetDataList(self.list)
    local STOLEN = true
    local numLootItems = GetNumLootItems()
    local unownedMoney, ownedMoney = GetLootCurrency(CURT_MONEY)
    local telvarStones = GetLootCurrency(CURT_TELVAR_STONES)
    self.itemCount = 0
    -- Assume that there's only stolen stuff present in this window until proven otherwise
    self.nonStolenItemsPresent = false
    -- Add unowned currency and items
    self:UpdateListAddLootCurrency(scrollData, CURT_MONEY, LOOT_MONEY_ICON, unownedMoney, not STOLEN)
    self:UpdateListAddLootCurrency(scrollData, CURT_TELVAR_STONES, LOOT_TELVAR_STONE_ICON, telvarStones, not STOLEN)
    self:UpdateListAddLootItems(scrollData, numLootItems, not STOLEN)
    -- Add owned money and items
    self:UpdateListAddLootCurrency(scrollData, CURT_MONEY, LOOT_MONEY_ICON, ownedMoney, STOLEN)
    self:UpdateListAddLootItems(scrollData, numLootItems, STOLEN)
    
    self.itemCount = #scrollData
    for i = #scrollData + 1, NUM_VISIBLE_LOOT_SLOTS do
        scrollData[#scrollData + 1] = ZO_ScrollList_CreateDataEntry(DATA_TYPE_LOOT_BLANK, BLANK_DATA)
    end
    
    -- this text deponds on the list itself
end
function ZO_Loot:UpdateListAddLootCurrency(scrollData, currencyType, currencyIcon, currencyAmount, isCurrencyStolen)
    local currencyData =
    {
        currencyType = currencyType,
        currencyAmount = currencyAmount,
        icon = currencyIcon,
        count = 1,
        isStolen = isCurrencyStolen,
    }
    if currencyData.currencyAmount > 0 then
        scrollData[#scrollData + 1] = ZO_ScrollList_CreateDataEntry(DATA_TYPE_LOOT_ITEM, currencyData)
        if not currencyData.isStolen then
            self.nonStolenItemsPresent = true
        end
    end
end
function ZO_Loot:UpdateListAddLootItems(scrollData, numLootItems, addStolenItems)
    for i = 1, numLootItems do
        local lootId, name, icon, count, quality, value, isQuest, isStolen = GetLootItemInfo(i)
        -- only add stolen items or non stolen items
        if addStolenItems == isStolen then
            name = zo_strformat(SI_TOOLTIP_ITEM_NAME, name)
            local lootData =
            {
                lootId = lootId,
                name = name,
                icon = icon,
                count = count,
                quality = quality,
                value = value,
                isQuest = isQuest,
                isStolen = isStolen
            }
            if not isStolen then
                self.nonStolenItemsPresent = true
            end
            scrollData[#scrollData + 1] = ZO_ScrollList_CreateDataEntry(DATA_TYPE_LOOT_ITEM, lootData)
        end
    end
end
function ZO_Loot:Hide()
    if SCENE_MANAGER:IsShowing("loot") then
        if self.returnScene then
            SCENE_MANAGER:Show(self.returnScene)
        else
            SCENE_MANAGER:RestoreHUDUIScene()
        end
    end
end
function ZO_Loot:UpdateLootWindow(name, actionName, isOwned)
    self:UpdateList()
    self.title:SetText(name)
    self.keyButton:SetText(actionName)
     self.keyButton:SetEnabled(false)
    self.keyButton:SetNormalTextColor(self.nonStolenItemsPresent and ZO_NORMAL_TEXT or ZO_ERROR_COLOR)
    if self.itemCount == 0 then
        self:Hide()
    elseif self.control:IsControlHidden() then
        if SCENE_MANAGER:IsShowingBaseScene() then
            self.returnScene = nil
            LOOT_WINDOW_FRAGMENT:AnimateNextShow()
        else
            self.returnScene = SCENE_MANAGER:GetCurrentScene():GetName()
        end
        SCENE_MANAGER:Show("loot")
    end
end
function ZO_Loot:GetButtonByKeybind(keybind)
    if(keybind == "LOOT_ALL") then
        return self.buttons[1]
    else
        return self.buttons[2]
    end
end
function ZO_Loot:OnMouseOverUpdated(control, state)
    if state == MOUSE_ENTER then
        self.mouseOverLootItem = control
        if not self.noTooltips then
            local slot = GetControl(control, "Button")
            local shouldShowSteal = slot.lootEntry.isStolen
            self.buttons[2]:SetText(GetString(shouldShowSteal and SI_LOOT_STEAL or SI_LOOT_TAKE))
            self.buttons[2]:SetNormalTextColor(shouldShowSteal and ZO_ERROR_COLOR or ZO_NORMAL_TEXT)
            self.buttons[2]:SetHidden(false)
            ZO_InventorySlot_OnMouseEnter(control)
        end
    else
        self.mouseOverLootItem = nil
        if not self.noTooltips then
            self.buttons[2]:SetHidden(true)
            ZO_InventorySlot_OnMouseExit(control)
        end
    end
end
function ZO_Loot:UpdateAllControlText()
    if self.itemCount > 0 then
        -- update the take all / steal all text depending on the situation
        self.buttons[1]:SetText(GetString(self.nonStolenItemsPresent and SI_LOOT_TAKE_ALL or SI_LOOT_STEAL_ALL))
        self.buttons[1]:SetNormalTextColor(self.nonStolenItemsPresent and ZO_NORMAL_TEXT or ZO_ERROR_COLOR)
    end
end
function ZO_Loot:GetMouseOverLootItem()
    return self.mouseOverLootItem
end
function ZO_Loot:LootSingleItem()
    local mouseOver = self:GetMouseOverLootItem()
    if mouseOver then
        local control = GetControl(mouseOver, "Button")
        TakeLoot(control)
    end
end
function ZO_Loot:AreNonStolenItemsPresent()
    return (self.nonStolenItemsPresent == true)
end
--[[ Global handlers ]]--
    LOOT_WINDOW = ZO_Loot:Initialize(control)
    SYSTEMS:RegisterKeyboardObject("loot", LOOT_WINDOW)
end
    LOOT_SHARED:LootAllItems()
end
    LOOT_WINDOW:LootSingleItem()
end
function ZO_Loot_ButtonKeybindPressed(keybind)
    local btn = LOOT_WINDOW:GetButtonByKeybind(keybind)
    if(btn and not btn:IsHidden()) then
        btn:OnClicked()
    end
end
    LOOT_WINDOW:OnMouseOverUpdated(control, MOUSE_ENTER)
end
    LOOT_WINDOW:OnMouseOverUpdated(control, MOUSE_EXIT)
end