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ZO_ACTIVITY_FINDER_GENERALIZED_ACTIVITY_DESCRIPTORS =
{
[ LFG_ACTIVITY_BATTLE_GROUND_CHAMPION ] = GetString ( SI_BATTLEGROUND_FINDER_GENERAL_ACTIVITY_DESCRIPTOR ) ,
[ LFG_ACTIVITY_BATTLE_GROUND_NON_CHAMPION ] = GetString ( SI_BATTLEGROUND_FINDER_GENERAL_ACTIVITY_DESCRIPTOR ) ,
[ LFG_ACTIVITY_BATTLE_GROUND_LOW_LEVEL ] = GetString ( SI_BATTLEGROUND_FINDER_GENERAL_ACTIVITY_DESCRIPTOR ) ,
}
----------
-- Base --
----------
ZO_ACTIVITY_FINDER_LOCATION_ENTRY_TYPE =
{
SPECIFIC = 1 ,
SET = 2 ,
}
return object
end
function ZO_ActivityFinderLocation_Base : Initialize ( activityType , id , rawName , description , levelMin , levelMax , championPointsMin , championPointsMax , minGroupSize , maxGroupSize , sortOrder , descriptionTextureSmallKeyboard , descriptionTextureLargeKeyboard , descriptionTextureGamepad , forceFullPanelKeyboard )
end
end
end
do
local TEAM_BASED_ACTIVITY_TYPES =
{
[ LFG_ACTIVITY_BATTLE_GROUND_CHAMPION ] = true ,
[ LFG_ACTIVITY_BATTLE_GROUND_NON_CHAMPION ] = true ,
[ LFG_ACTIVITY_BATTLE_GROUND_LOW_LEVEL ] = true ,
}
-- HARD CODING TO four to make it clear the player will be put on a four person team even when entering solo
maxGroupSize = 4
labelControl : SetText ( zo_strformat ( SI_ACTIVITY_FINDER_GROUP_SIZE_TEAM_FORMAT , maxGroupSize , groupIconFormat ) )
elseif minGroupSize ~= maxGroupSize then
labelControl : SetText ( zo_strformat ( SI_ACTIVITY_FINDER_GROUP_SIZE_RANGE_FORMAT , minGroupSize , maxGroupSize , groupIconFormat ) )
else
labelControl : SetText ( zo_strformat ( SI_ACTIVITY_FINDER_GROUP_SIZE_SIMPLE_FORMAT , minGroupSize , groupIconFormat ) )
end
end
end
do
local DUNGEON_COOLDOWNS =
{
queueCooldownType = LFG_COOLDOWN_ACTIVITY_STARTED ,
dailyRewardCooldownType = LFG_COOLDOWN_DUNGEON_REWARD_GRANTED ,
}
local BATTLEGROUND_COOLDOWNS =
{
queueCooldownType = LFG_COOLDOWN_BATTLEGROUND_DESERTED ,
dailyRewardCooldownType = LFG_COOLDOWN_BATTLEGROUND_REWARD_GRANTED ,
}
local ACTIVITY_TYPE_APPLICABLE_COOLDOWN_TYPES =
{
[ LFG_ACTIVITY_DUNGEON ] = DUNGEON_COOLDOWNS ,
[ LFG_ACTIVITY_MASTER_DUNGEON ] = DUNGEON_COOLDOWNS ,
[ LFG_ACTIVITY_BATTLE_GROUND_CHAMPION ] = BATTLEGROUND_COOLDOWNS ,
[ LFG_ACTIVITY_BATTLE_GROUND_NON_CHAMPION ] = BATTLEGROUND_COOLDOWNS ,
[ LFG_ACTIVITY_BATTLE_GROUND_LOW_LEVEL ] = BATTLEGROUND_COOLDOWNS ,
}
end
end
-- Static data --
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
-- Dynamic Data --
end
end
end
end
else
end
end
end
end
end
end
end
end
end
-----------------------
-- Specific Activity --
-----------------------
end
local rawName , levelMin , levelMax , championPointsMin , championPointsMax , groupType , minGroupSize , description , sortOrder = GetActivityInfo ( activityId )
local descriptionTextureSmallKeyboard , descriptionTextureLargeKeyboard = GetActivityKeyboardDescriptionTextures ( activityId )
ZO_ActivityFinderLocation_Base . Initialize ( self , activityType , activityId , rawName , description , levelMin , levelMax , championPointsMin , championPointsMax , minGroupSize , maxGroupSize , sortOrder , descriptionTextureSmallKeyboard , descriptionTextureLargeKeyboard , descriptionTextureGamepad , forceFullPanelKeyboard )
end
self : SetNameGamepad ( zo_strformat ( GetString ( SI_GAMEPAD_ACTIVITY_FINDER_VETERAN_LOCATION_FORMAT ) , self : GetRawName ( ) ) )
else
end
end
end
end
end
end
local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER : GetCollectibleDataById ( self . requiredCollectible )
end
return false
end
end
return 0
end
return false -- Presently, specifics can't grant rewards
end
return ZO_ACTIVITY_FINDER_LOCATION_ENTRY_TYPE . SPECIFIC
end
end
------------------
-- Activity Set --
------------------
end
local hasActivityWithNoCollectibleRestriction = false
local minGroupSize , maxGroupSize
local levelMin , levelMax
local championPointsMin , championPointsMax
local _ , locationLevelMin , locationLevelMax , locationChampionPointsMin , locationChampionPointsMax , groupType , locationMinGroupSize = GetActivityInfo ( activityId )
if not minGroupSize or minGroupSize > locationMinGroupSize then
minGroupSize = locationMinGroupSize
end
if not maxGroupSize or maxGroupSize < locationMaxGroupSize then
maxGroupSize = locationMaxGroupSize
end
if not levelMin or levelMin > locationLevelMin then
levelMin = locationLevelMin
end
if not levelMax or levelMax < locationLevelMax then
levelMax = locationLevelMax
end
if not championPointsMin or championPointsMin > locationChampionPointsMin then
championPointsMin = locationChampionPointsMin
end
if not championPointsMax or championPointsMax < locationChampionPointsMax then
championPointsMax = locationChampionPointsMax
end
-- We only care if everything in this set is locked by a collectible,
-- Otherwise collectbiles do not restrict the ability to queue for this set, just which activities you'll get matched for
if not hasActivityWithNoCollectibleRestriction then
if collectibleId ~= 0 then
else
hasActivityWithNoCollectibleRestriction = true
end
end
end
local descriptionTextureSmallKeyboard , descriptionTextureLargeKeyboard = GetActivitySetKeyboardDescriptionTextures ( activitySetId )
ZO_ActivityFinderLocation_Base . Initialize ( self , activityType , activitySetId , rawName , description , levelMin , levelMax , championPointsMin , championPointsMax , minGroupSize , maxGroupSize , sortOrder , descriptionTextureSmallKeyboard , descriptionTextureLargeKeyboard , descriptionTextureGamepad , forceFullPanelKeyboard )
end
self : SetNameGamepad ( zo_iconTextFormat ( GetGamepadChampionPointsIcon ( ) , "100%" , "100%" , self : GetRawName ( ) ) )
else
end
end
end
return true
end
end
return false
end
return true
end
end
return false
end
return false
end
end
return true
end
-- Any unlocked collectible is enough to queue with a set
return false
end
end
end
return collectibleId
end
end
return 0
end
return ZO_ACTIVITY_FINDER_LOCATION_ENTRY_TYPE . SET
end
end
end
end
end
return false
end
end
do
local g_battlegroundTypes = { }
local g_battlegroundTypeNames = { }
if battlegroundId ~= 0 then
if battlegroundGameType ~= BATTLEGROUND_GAME_TYPE_NONE then
if not g_battlegroundTypes [ battlegroundGameType ] then
g_battlegroundTypes [ battlegroundGameType ] = true
end
end
end
end
end
local ACTIVITY_SET_TYPES_HEADERS =
{
}
local ACTIVITY_SET_TYPES_LIST_BUILDERS =
{
}
end
end
end
return 0
end |