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-- Piece --
end
end
end
end
end
end
end
end
-- As these are often accessed from entry instance data, make sure that the refreshed info actually gets applied to the source data and not the entry instance data
-- In order to keep this hefty system more lightweight, let the garbage collector clean up isItemLinkDirty. It shouldn't dirty often, so no reason to keep the memory around
else
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
-- There's a piece id function, but using the slot, if it's already known, is more effecient
end
end
end
end
-- Text search filters on sets, not individual pieces
end
-- Reconstruction Piece --
-- Info will be set post initialize
end
end
end
end
end
return GetItemLinkFunctionalQuality ( GetItemSetCollectionPieceItemLink ( self . pieceId , LINK_STYLE_DEFAULT , ITEM_TRAIT_TYPE_NONE ) )
end
end
function ZO_ItemSetCollectionReconstructionPieceData : SetUpgradeFunctionalQuality ( upgradeFunctionalQuality )
end
end
return GetItemSetCollectionPieceItemLink ( self . pieceId , LINK_STYLE_DEFAULT , self . overrideTraitType , self . upgradeFunctionalQuality )
end
local currencyOptionTypes = ITEM_SET_COLLECTIONS_DATA_MANAGER : GetReconstructionCurrencyOptionTypes ( )
local currencyOptions = { }
{
currencyLocation = currencyLocation ,
currencyRequired = currencyCost ,
currencyType = currencyType ,
} )
end
-- Calculate the costs from the default quality through the requested upgrade quality.
local materialCosts = { }
for quality = minimumQuality , upgradeQuality do
local materialCost =
{
fromFunctionalQuality = quality ,
toFunctionalQuality = quality + 1 ,
reagentIcon = reagentIcon ,
reagentItemLink = reagentItemLink ,
reagentsRequired = reagentsRequired ,
reagentsAvailable = reagentsAvailable ,
}
end
return currencyOptions , materialCosts
end
-- Collection --
-- Get Item Set Collection Category information
if itemSetCollectionCategoryId ~= 0 then
local itemSetCollectionCategoryData = ITEM_SET_COLLECTIONS_DATA_MANAGER : GetOrCreateItemSetCollectionCategoryData ( itemSetCollectionCategoryId )
end
local itemSetCollectionPieceData = ITEM_SET_COLLECTIONS_DATA_MANAGER : GetOrCreateItemSetCollectionPieceData ( pieceId , slot )
end
end
end
end
end
end
end
end
end
end
end
end
local DONT_BROADCAST = true
end
if not dontBroadcast then
end
end
end
local currencyType = ITEM_SET_COLLECTIONS_DATA_MANAGER : GetReconstructionCurrencyOptionType ( currencyOptionIndex )
end
end
if CompareId64s ( itemSetCollectionPieceData : GetItemSetCollectionSlot ( ) , itemSetCollectionSlot ) == 0 then
return itemSetCollectionPieceData
end
end
return nil
end
end
return true
else
-- Old search result, might as well clean it up while we're here
end
end
return false
end
do
-- if this triggers, need to add set type to this arbitrary sort order
local SET_TYPE_SORT_ORDER =
{
[ ITEM_SET_TYPE_MONSTER ] = 1 ,
[ ITEM_SET_TYPE_WEAPON ] = 2 ,
[ ITEM_SET_TYPE_DUNGEON ] = 3 ,
[ ITEM_SET_TYPE_WORLD ] = 4 ,
[ ITEM_SET_TYPE_CRAFTED ] = 99 , -- Technically invalid for item set collections
[ ITEM_SET_TYPE_NONE ] = 99 , -- Technically invalid for item set collections
}
-- table.sort compares an entry to itself, no good answer, just always return false
return false
end
if setTypeSortOrder ~= otherSetTypeSortOrder then
return setTypeSortOrder < otherSetTypeSortOrder
end
-- Check for perfected versions of sets and group them after their unperfected counterpart
local otherUnperfectedSetCollectionData = otherItemSetCollectionData : GetUnperfectedSetCollectionData ( )
local isSetPerfected = unperfectedSetCollectionData ~= nil
local isOtherSetPerfected = otherUnperfectedSetCollectionData ~= nil
local otherSortName = isOtherSetPerfected and otherUnperfectedSetCollectionData : GetRawName ( ) or otherItemSetCollectionData : GetRawName ( )
if sortName == otherSortName then
-- Names in theory should only match if one is the perfected version of the other, or when table.sort compares an entry to itself
if isSetPerfected ~= isOtherSetPerfected then
-- Unperfected comes first
return isOtherSetPerfected
else
end
else
return sortName < otherSortName
end
end
end
end
return true
end
return false
end
-- Category --
-- Get parent category information
if parentCategoryId ~= 0 then
self . parentCategoryData = ITEM_SET_COLLECTIONS_DATA_MANAGER : GetOrCreateItemSetCollectionCategoryData ( parentCategoryId )
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
local numPieces = 0
end
else
end
end
return numPieces
end
local numUnlockedPieces = 0
end
else
end
end
return numUnlockedPieces
end
-- Minor optimization over calling the two functions independently
local numUnlockedPieces = 0
local numTotalPieces = 0
local numUnlockedSubcategoryPieces , numTotalSubcategoryPieces = subcategoryData : GetNumUnlockedAndTotalPieces ( )
numUnlockedPieces = numUnlockedPieces + numUnlockedSubcategoryPieces
numTotalPieces = numTotalPieces + numTotalSubcategoryPieces
end
else
end
end
return numUnlockedPieces , numTotalPieces
end
do
for _ , subcategoryData in self : SubcategoryIterator ( { ZO_ItemSetCollectionCategoryData . HasAnyUnlockedPieces } ) do
return true
end
else
return true
end
end
return false
end
end
for _ , subcategoryData in self : SubcategoryIterator ( { ZO_ItemSetCollectionCategoryData . HasAnyNewPieces } ) do
return true
end
else
return true
end
end
end
local DONT_BROADCAST = true
end
else
end
end
if not dontBroadcast then
end
end
end
end
return true
else
-- Old search result, might as well clean it up while we're here
end
end
return false
end
end
return order < otherOrder or ( order == otherOrder and self : GetName ( ) < otherItemSetCollectionCategoryData : GetName ( ) )
end
end
end
end
end
end
end
return true
end
end
else
return true
end
end
end
return false
end |