Back to Home

ESO Lua File v101042

ingame/outfits/outfit_manager.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
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
ZO_OUTFIT_STYLE_DEFAULT_ITEM_MATERIAL_INDEX = 1
local WEAPON_SLOTS =
{
    [OUTFIT_SLOT_WEAPON_MAIN_HAND] = true,
    [OUTFIT_SLOT_WEAPON_OFF_HAND] = true,
    [OUTFIT_SLOT_WEAPON_TWO_HANDED] = true,
    [OUTFIT_SLOT_WEAPON_STAFF] = true,
    [OUTFIT_SLOT_WEAPON_BOW] = true,
    [OUTFIT_SLOT_SHIELD] = true,
    [OUTFIT_SLOT_WEAPON_MAIN_HAND_BACKUP] = true,
    [OUTFIT_SLOT_WEAPON_OFF_HAND_BACKUP] = true,
    [OUTFIT_SLOT_WEAPON_TWO_HANDED_BACKUP] = true,
    [OUTFIT_SLOT_WEAPON_STAFF_BACKUP] = true,
    [OUTFIT_SLOT_WEAPON_BOW_BACKUP] = true,
    [OUTFIT_SLOT_SHIELD_BACKUP] = true,
}
-----------------------------
-- Outfit Slot Manipulator --
-----------------------------
ZO_OutfitSlotManipulator = ZO_InitializingObject:Subclass()
function ZO_OutfitSlotManipulator:Initialize(owner, outfitSlotIndex)
    self.owner = owner
    self.outfitSlotIndex = outfitSlotIndex
    local restyleMode
    if owner:GetActorCategory() == GAMEPLAY_ACTOR_CATEGORY_PLAYER then
        restyleMode = RESTYLE_MODE_OUTFIT
    elseif owner:GetActorCategory() == GAMEPLAY_ACTOR_CATEGORY_COMPANION then
        restyleMode = RESTYLE_MODE_COMPANION_OUTFIT
    end
    self.restyleSlotData = ZO_RestyleSlotData:New(restyleMode, owner:GetOutfitIndex(), outfitSlotIndex)
    self:RefreshData()
end
function ZO_OutfitSlotManipulator:RefreshData()
    self.currentCollectibleId, self.currentItemMaterialIndex = GetOutfitSlotInfo(self.owner:GetActorCategory(), self.owner:GetOutfitIndex(), self.outfitSlotIndex)
    self.pendingCollectibleId, self.pendingItemMaterialIndex = self.currentCollectibleId, self.currentItemMaterialIndex
end
function ZO_OutfitSlotManipulator:GetCurrentCollectibleId()
    return self.currentCollectibleId
end
function ZO_OutfitSlotManipulator:GetPendingCollectibleId()
    return self.pendingCollectibleId
end
function ZO_OutfitSlotManipulator:SetPendingCollectibleId(collectibleId, suppressCallbacks)
    if collectibleId then
        local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(collectibleId)
        if collectibleData and collectibleData:IsBlocked(self.owner:GetActorCategory()) then
            ZO_AlertEvent(EVENT_COLLECTIBLE_USE_RESULT, GetCollectibleBlockReason(collectibleId, self.owner:GetActorCategory()), true)
            return
        end
    end
    if self.pendingCollectibleId ~= collectibleId then
        self.pendingCollectibleId = collectibleId
        self:OnPendingDataChanged(suppressCallbacks)
    end
end
function ZO_OutfitSlotManipulator:OnCollectibleBlacklistUpdated(suppressCallbacks)
    if self.pendingCollectibleId then
        local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(self.pendingCollectibleId)
        if collectibleData and collectibleData:IsBlacklisted() then
            ZO_AlertEvent(EVENT_COLLECTIBLE_USE_RESULT, COLLECTIBLE_USAGE_BLOCK_REASON_BLACKLISTED, true)
            self:RefreshData()
            self:OnPendingDataChanged(suppressCallbacks)
            return true
        end
    end
    return false
end
function ZO_OutfitSlotManipulator:GetCurrentItemMaterialIndex()
    return self.currentItemMaterialIndex
end
function ZO_OutfitSlotManipulator:GetPendingItemMaterialIndex()
    return self.pendingItemMaterialIndex
end
function ZO_OutfitSlotManipulator:SetPendingItemMaterialIndex(itemMaterialIndex, suppressCallbacks)
    if self.pendingItemMaterialIndex ~= itemMaterialIndex then
        self.pendingItemMaterialIndex = itemMaterialIndex
        self:OnPendingDataChanged(suppressCallbacks)
    end
end
function ZO_OutfitSlotManipulator:SetPendingCollectibleIdAndItemMaterialIndex(collectibleId, itemMaterialIndex, suppressCallbacks)
    if collectibleId then
        local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(collectibleId)
        if collectibleData and collectibleData:IsBlocked(self.owner:GetActorCategory()) then
            ZO_AlertEvent(EVENT_COLLECTIBLE_USE_RESULT, GetCollectibleBlockReason(collectibleId, self.owner:GetActorCategory()), true)
            return
        end
    end
    if self.pendingCollectibleId ~= collectibleId or self.pendingItemMaterialIndex ~= itemMaterialIndex then
        self.pendingCollectibleId = collectibleId
        self.pendingItemMaterialIndex = itemMaterialIndex
        self:OnPendingDataChanged(suppressCallbacks)
    end
end
function ZO_OutfitSlotManipulator:IsSlotDataChangePending()
    return self.currentCollectibleId ~= self.pendingCollectibleId or self.currentItemMaterialIndex ~= self.pendingItemMaterialIndex
end
function ZO_OutfitSlotManipulator:IsDyeChangePending()
    return self.restyleSlotData and self.restyleSlotData:AreTherePendingDyeChanges()
end
function ZO_OutfitSlotManipulator:GetNumPendingDyeChanges()
    local count = 0
    if self.restyleSlotData then
        local changedChannels = self.restyleSlotData:GetDyeChannelChangedStates()
        for i, hasPendingChange in ipairs(changedChannels) do
            if hasPendingChange then
                count = count + 1
            end
        end
    end
    return count
end
function ZO_OutfitSlotManipulator:IsAnyChangePending()
end
function ZO_OutfitSlotManipulator:CanApplyChanges()
    if not self:IsSlotDataChangePending() then
        return false, GetString("SI_APPLYOUTFITCHANGESRESULT", APPLY_OUTFIT_CHANGES_RESULT_INVALID_DATA)
    end
    if self.pendingCollectibleId ~= 0 then
        local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(self.pendingCollectibleId)
        if not collectibleData then
            return false, GetString("SI_APPLYOUTFITCHANGESRESULT", APPLY_OUTFIT_CHANGES_RESULT_INVALID_DATA)
        elseif collectibleData:IsLocked() then
            return false, GetString("SI_APPLYOUTFITCHANGESRESULT", APPLY_OUTFIT_CHANGES_RESULT_UNOWNED_COLLECTIBLES)
        end
    end
    return true
end
function ZO_OutfitSlotManipulator:GetOutfitSlotIndex()
    return self.outfitSlotIndex
end
function ZO_OutfitSlotManipulator:GetRestyleSlotData()
    return self.restyleSlotData
end
function ZO_OutfitSlotManipulator:GetPendingDyeData()
    -- Only outfit style types have dye data right now
    if self.restyleSlotData then
        return self.restyleSlotData:GetPendingDyes()
    end
    return 0, 0, 0
end
function ZO_OutfitSlotManipulator:GetAllSlotData()
    return self.currentCollectibleId, self.pendingCollectibleId, self.currentItemMaterialIndex, self.pendingItemMaterialIndex
end
function ZO_OutfitSlotManipulator:GetPendingChangeCost()
    if self:IsAnyChangePending() then
        return GetApplyCostForIndividualOutfitSlot(self.owner:GetActorCategory(), self.owner:GetOutfitIndex(), self.outfitSlotIndex, self.pendingCollectibleId, self:GetNumPendingDyeChanges())
    else
        return 0
    end
end
function ZO_OutfitSlotManipulator:GetSlotAppropriateIcon()
    if self.pendingCollectibleId > 0 then
        local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(self.pendingCollectibleId)
        return collectibleData:GetIcon()
    elseif self:IsSlotDataChangePending() then
        return ZO_Restyle_GetOutfitSlotClearTexture(self.outfitSlotIndex)
    else
        local actorCategory = self.owner:GetActorCategory()
        local bagId = GetWornBagForGameplayActorCategory(actorCategory)
        local equipSlot = GetEquipSlotForOutfitSlot(self.outfitSlotIndex)
        if CanEquippedItemBeShownInOutfitSlot(actorCategory, equipSlot, self.outfitSlotIndex) then
            local icon = GetItemInfo(bagId, equipSlot)
            return icon
        end
    end
    return ZO_Restyle_GetEmptySlotTexture(self.restyleSlotData)
end
function ZO_OutfitSlotManipulator:GetCollectibleDataAssociations(collectibleData)
    local collectibleId = collectibleData.clearAction and 0 or collectibleData:GetId()
    local isPending = self:IsSlotDataChangePending() and self:GetPendingCollectibleId() == collectibleId
    local isCurrent = self:GetCurrentCollectibleId() == collectibleId
    return isCurrent, isPending
end
function ZO_OutfitSlotManipulator:UpdatePreview(refreshImmediately)
    if self:IsAnyChangePending() then
        local primaryDyeId, secondaryDyeId, accentDyeId = self:GetPendingDyeData()
        AddOutfitSlotPreviewElementToPreviewCollection(self.outfitSlotIndex, self.pendingCollectibleId, self.pendingItemMaterialIndex, primaryDyeId, secondaryDyeId, accentDyeId)
    else
    end
    if refreshImmediately then
    end
end
function ZO_OutfitSlotManipulator:ClearPendingChanges(suppressCallbacks)
    if self.preservedDyeData then
        self.preservedDyeData = nil
    end
    if self:IsSlotDataChangePending() then
        self.pendingCollectibleId, self.pendingItemMaterialIndex = self.currentCollectibleId, self.currentItemMaterialIndex
        self:OnPendingDataChanged(suppressCallbacks)
        return true
    end
    return false
end
function ZO_OutfitSlotManipulator:RandomizeSlotData(suppressCallbacks)
    local categoryData = self.restyleSlotData:GetCollectibleCategoryData()
    if categoryData then
        local outfitSlot = self.outfitSlotIndex
        -- Will technically work with non-style collectibles, but not completely, since that's in un-designed feature as of yet. So assume we're only working with styles
        local isArmorSlot = ZO_OUTFIT_MANAGER:IsOutfitSlotArmor(outfitSlot)
        local isWeaponSlot = ZO_OUTFIT_MANAGER:IsOutfitSlotWeapon(outfitSlot)
        local function MatchesSlotType(collectibleData)
            if collectibleData:IsOutfitStyle() then
                return (isArmorSlot and collectibleData:IsArmorStyle()) or (isWeaponSlot and collectibleData:IsWeaponStyle())
            end
            return not (isArmorSlot or isWeaponSlot)
        end
        local unlockedCollectibles = categoryData:GetAllCollectibleDataObjects({ ZO_CollectibleData.IsUnlocked, MatchesSlotType })
        local eligibleCollectibleData
        while eligibleCollectibleData == nil and #unlockedCollectibles > 0 do
            local collectibleData = table.remove(unlockedCollectibles, math.random(#unlockedCollectibles))
            local eligibleSlots = { GetEligibleOutfitSlotsForCollectible(collectibleData:GetId()) }
            if isWeaponSlot then
                for _, eligibleOutfitSlot in ipairs(eligibleSlots) do
                    if outfitSlot == eligibleOutfitSlot then
                        eligibleCollectibleData = collectibleData
                    end
                end
            elseif eligibleSlots[1] == outfitSlot then
                eligibleCollectibleData = collectibleData
            end
        end
        if eligibleCollectibleData then
            local outfitStyleId = eligibleCollectibleData:GetReferenceId()
            local itemMaterialIndex = 1
            local numMaterials = GetNumOutfitStyleItemMaterials(outfitStyleId)
            if numMaterials > 1 then
                itemMaterialIndex = math.random(numMaterials)
            end
            self:SetPendingCollectibleIdAndItemMaterialIndex(eligibleCollectibleData:GetId(), itemMaterialIndex, suppressCallbacks)
        end
    end
end
do
    local NO_OUTFIT_COLLECTIBLE = 0
    local NO_ITEM_MATERIAL = nil
    function ZO_OutfitSlotManipulator:Clear(suppressCallbacks)
        self:SetPendingCollectibleIdAndItemMaterialIndex(NO_OUTFIT_COLLECTIBLE, NO_ITEM_MATERIAL, suppressCallbacks)
    end
end
do
    local function PlayChangeOutfitSound(collectibleId)
        local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(collectibleId)
        if collectibleData then
            local outfitSound = collectibleData:GetOutfitStyleEquipSound()
            if outfitSound then
                PlaySound(outfitSound)
            else
                PlaySound(SOUNDS.OUTFIT_EQUIPPED_HIDE)
            end
        else
            PlaySound(SOUNDS.OUTFIT_REMOVE_STYLE)
        end
    end
    function ZO_OutfitSlotManipulator:OnPendingDataChanged(suppressCallbacks)
        local noSuppression = not suppressCallbacks
        self:UpdatePreview(noSuppression)
        -- Dyeable channels may have changed, so don't keep pending dye changes that they can't even see
        self.restyleSlotData:CleanPendingDyes()
        if noSuppression then
            PlayChangeOutfitSound(self.pendingCollectibleId)
            self.owner:OnSlotPendingDataChanged(self.outfitSlotIndex)
        end
    end
end
function ZO_OutfitSlotManipulator:PreserveDyeData()
    self.preservedDyeData =
    {
        self:GetPendingDyeData()
    }
end
function ZO_OutfitSlotManipulator:ClearPreservedDyeData()
    self.preservedDyeData = nil
end
function ZO_OutfitSlotManipulator:RestorePreservedDyeData()
    if self.preservedDyeData then
        self:GetRestyleSlotData():SetPendingDyes(unpack(self.preservedDyeData))
        self.preservedDyeData = nil
    end
end
------------------------
-- Outfit Manipulator --
------------------------
ZO_OutfitManipulator = ZO_InitializingCallbackObject:Subclass()
function ZO_OutfitManipulator:Initialize(actorCategory, outfitIndex)
    self.actorCategory = actorCategory
    self.outfitIndex = outfitIndex
    self.outfitSlotManipulators = {}
    self:RefreshName()
end
function ZO_OutfitManipulator:RefreshName()
    local outfitName = GetOutfitName(self.actorCategory, self.outfitIndex)
    if outfitName == "" then
        outfitName = zo_strformat(SI_OUTFIT_NO_NICKNAME_FORMAT, self.outfitIndex)
    end
    self.outfitName = outfitName
end
function ZO_OutfitManipulator:RefreshSlotData()
    for outfitSlotIndex = OUTFIT_SLOT_ITERATION_BEGIN, OUTFIT_SLOT_ITERATION_END do
        local outfitSlotManipulator = self.outfitSlotManipulators[outfitSlotIndex]
        if not outfitSlotManipulator then
            outfitSlotManipulator = ZO_OutfitSlotManipulator:New(self, outfitSlotIndex)
            self.outfitSlotManipulators[outfitSlotIndex] = outfitSlotManipulator
        end
        outfitSlotManipulator:RefreshData()
    end
end
function ZO_OutfitManipulator:GetActorCategory()
    return self.actorCategory
end
function ZO_OutfitManipulator:GetOutfitIndex()
    return self.outfitIndex
end
function ZO_OutfitManipulator:GetOutfitName()
    return self.outfitName
end
function ZO_OutfitManipulator:SetOutfitName(newName)
    if self.outfitName ~= newName then
        RenameOutfit(self:GetActorCategory(), self:GetOutfitIndex(), newName)
    end
end
function ZO_OutfitManipulator:GetSlotManipulator(outfitSlotIndex)
    return self.outfitSlotManipulators[outfitSlotIndex]
end
function ZO_OutfitManipulator:GetTotalSlotCostsForPendingChanges()
    local pendingData = {}
    for outfitSlotIndex, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
        if outfitSlotManipulator:IsAnyChangePending() then
            table.insert(pendingData, outfitSlotIndex)
            table.insert(pendingData, outfitSlotManipulator:GetPendingCollectibleId())
            table.insert(pendingData, outfitSlotManipulator:GetNumPendingDyeChanges())
        end
    end
    local totalCost = 0
    if #pendingData > 0 then
        totalCost = GetTotalApplyCostForOutfitSlots(self:GetActorCategory(), self:GetOutfitIndex(), unpack(pendingData))
    end
    return totalCost
end
do
    local OUTFIT_CHANGE_FLAT_COST = GetOutfitChangeFlatCost()
    function ZO_OutfitManipulator:GetAllCostsForPendingChanges()
        local slotsCost = self:GetTotalSlotCostsForPendingChanges()
        local flatCost = (slotsCost > 0) and OUTFIT_CHANGE_FLAT_COST or 0
        return slotsCost, flatCost
    end
end
do
    local SUPPRESS_FIRE_CALLBACKS = true
    function ZO_OutfitManipulator:ClearPendingChanges()
        if not self:IsMarkedForPreservation() then
            local hasChanged = false
            for _, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
                local slotCleared = outfitSlotManipulator:ClearPendingChanges(SUPPRESS_FIRE_CALLBACKS)
                hasChanged = hasChanged or slotCleared
            end
            if hasChanged then
                ApplyChangesToPreviewCollectionShown()
                self:OnSlotPendingDataChanged()
            end
        end
    end
    function ZO_OutfitManipulator:OnCollectibleBlacklistUpdated()
        local hasChanged = false
        for _, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
            local slotCleared = outfitSlotManipulator:OnCollectibleBlacklistUpdated(SUPPRESS_FIRE_CALLBACKS)
            hasChanged = hasChanged or slotCleared
        end
        if hasChanged then
            self:OnSlotPendingDataChanged()
        end
    end
    function ZO_OutfitManipulator:RandomizeStyleData(includeHidden)
        for _, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
            local restyleSlotData = outfitSlotManipulator:GetRestyleSlotData()
            if restyleSlotData:IsOutfitStyle() and (includeHidden or not restyleSlotData:ShouldBeHidden()) then
                outfitSlotManipulator:RandomizeSlotData(SUPPRESS_FIRE_CALLBACKS)
            end
        end
        PlaySound(SOUNDS.DYEING_RANDOMIZE_DYES)
        self:OnSlotPendingDataChanged()
    end
end
do
    local DONT_REFRESH_IF_SHOWN = false
    function ZO_OutfitManipulator:UpdatePreviews()
        for outfitSlot, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
            if WEAPON_SLOTS[outfitSlot] then
                if outfitSlotManipulator:IsAnyChangePending() then
                    outfitSlotManipulator:UpdatePreview(DONT_REFRESH_IF_SHOWN)
                else
                    ClearOutfitSlotPreviewElementFromPreviewCollection(outfitSlot)
                end
            else
                -- Armor is simple
                outfitSlotManipulator:UpdatePreview(DONT_REFRESH_IF_SHOWN)
            end
        end
    end
end
function ZO_OutfitManipulator:IsDyeChangePending()
    for _, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
        if outfitSlotManipulator:IsDyeChangePending() then
            return true
        end
    end
    return false
end
function ZO_OutfitManipulator:IsSlotDataChangePending()
    for _, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
        if outfitSlotManipulator:IsSlotDataChangePending() then
            return true
        end
    end
    return false
end
function ZO_OutfitManipulator:IsAnyChangePending()
    for _, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
        if outfitSlotManipulator:IsAnyChangePending() then
            return true
        end
    end
    return false
end
function ZO_OutfitManipulator:CanApplyChanges()
    if not ZO_RestyleCanApplyChanges() then
        return false, GetString("SI_APPLYOUTFITCHANGESRESULT", APPLY_OUTFIT_CHANGES_RESULT_ALTERATION_UNAVAILABLE)
    end
    if not self:IsAnyChangePending() then
        return false, GetString("SI_APPLYOUTFITCHANGESRESULT", APPLY_OUTFIT_CHANGES_RESULT_INVALID_DATA)
    end
    for _, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
        if outfitSlotManipulator:IsSlotDataChangePending() then
            local canApply, errorText = outfitSlotManipulator:CanApplyChanges()
            if not canApply then
                return canApply, errorText
            end
        end
    end
    return true
end
function ZO_OutfitManipulator:GetCollectibleDataAssociations(collectibleData)
    local isCurrent = false
    local isPending = false
    for _, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
        local isSlotCurrent, isSlotPending = outfitSlotManipulator:GetCollectibleDataAssociations(collectibleData)
        if isSlotPending then
            isPending = true
        end
        if isSlotCurrent then
            isCurrent = true
        end
        if isPending and isCurrent then
            break
        end
    end
    return isCurrent, isPending
end
function ZO_OutfitManipulator:OnSlotPendingDataChanged(outfitSlotIndex)
    self:FireCallbacks("PendingDataChanged", outfitSlotIndex)
end
function ZO_OutfitManipulator:SendOutfitChangeRequest(useFlatCurrency)
    local argumentsTable = {}
    for outfitSlotIndex, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
        if outfitSlotManipulator:IsAnyChangePending() then
            local primaryDyeId, secondaryDyeId, accentDyeId = outfitSlotManipulator:GetPendingDyeData()
            table.insert(argumentsTable, outfitSlotIndex)
            table.insert(argumentsTable, outfitSlotManipulator:GetPendingCollectibleId())
            table.insert(argumentsTable, outfitSlotManipulator:GetPendingItemMaterialIndex() or (MAX_ITEM_MATERIALS_PER_OUTFIT_STYLE + 1)) -- Can't use nil in this table
            table.insert(argumentsTable, primaryDyeId)
            table.insert(argumentsTable, secondaryDyeId)
            table.insert(argumentsTable, accentDyeId)
        end
    end
    if #argumentsTable > 0 then
        SendOutfitChangeRequest(useFlatCurrency, self:GetActorCategory(), self:GetOutfitIndex(), unpack(argumentsTable))
    end
end
function ZO_OutfitManipulator:SlotManipulatorIterator(...)
    local outfitSlot = nil
    local filterFunctions = {...}
    return function()
        local slotManipulator
        outfitSlot, slotManipulator = next(self.outfitSlotManipulators, outfitSlot)
        while outfitSlot do
            local passesFilter = true
            for filterIndex, filterFunction in ipairs(filterFunctions) do
                if not filterFunction(slotManipulator) then
                    passesFilter = false
                    break
                end
            end
            if passesFilter then
                return outfitSlot, slotManipulator
            else
                outfitSlot, slotManipulator = next(self.outfitSlotManipulators, outfitSlot)
            end
        end
    end
end
function ZO_OutfitManipulator:SetMarkedForPreservation(preservePendingChanges)
    if self.preservePendingChanges ~= preservePendingChanges then
        self.preservePendingChanges = preservePendingChanges
        for outfitSlotIndex, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
            if preservePendingChanges then
                outfitSlotManipulator:PreserveDyeData()
            else
                outfitSlotManipulator:ClearPreservedDyeData()
            end
        end
    end
end
function ZO_OutfitManipulator:RestorePreservedDyeData()
    for outfitSlotIndex, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
        outfitSlotManipulator:RestorePreservedDyeData()
    end
end
function ZO_OutfitManipulator:IsMarkedForPreservation()
    return self.preservePendingChanges
end
------------------------------
-- Outfit Manager Singleton --
------------------------------
local Outfit_Manager = ZO_InitializingCallbackObject:Subclass()
function Outfit_Manager:Initialize()
    self.outfits = {}
    self.companionOutfits = {}
    self.equippedOutfitIndices = {}
    self:RefreshOutfits()
    local function OnOutfitEquipResponse(eventCode, actorCategory, equipOutfitResult)
        if equipOutfitResult == EQUIP_OUTFIT_RESULT_SUCCESS then
            self:RefreshEquippedOutfitIndex(actorCategory)
        end
    end
    local function OnOutfitChangeResponse(eventCode, outfitChangeResponse, actorCategory, outfitIndex)
        if outfitChangeResponse == APPLY_OUTFIT_CHANGES_RESULT_SUCCESS then
            self:RefreshOutfitSlotData(actorCategory, outfitIndex)
            self:OnOutfitPendingDataChanged(actorCategory, outfitIndex)
            ApplyChangesToPreviewCollectionShown()
        end
    end
    local function OnOutfitRenameResponse(eventCode, outfitRenameResponse, actorCategory, outfitIndex)
        if outfitRenameResponse == SET_OUTFIT_NAME_RESULT_SUCCESS then
            self:RefreshOutfitName(actorCategory, outfitIndex)
        end
    end
    local function OnCollectionUpdated(collectionUpdateType)
        if collectionUpdateType == ZO_COLLECTION_UPDATE_TYPE.BLACKLIST_CHANGED then
            for _, outfitManipulator in ipairs(self.outfits) do
                outfitManipulator:OnCollectibleBlacklistUpdated()
            end
        end
    end
    ZO_COLLECTIBLE_DATA_MANAGER:RegisterCallback("OnCollectionUpdated", OnCollectionUpdated)
    EVENT_MANAGER:RegisterForEvent("OutfitManager", EVENT_OUTFIT_EQUIP_RESPONSE, OnOutfitEquipResponse)
    EVENT_MANAGER:RegisterForEvent("OutfitManager", EVENT_OUTFITS_INITIALIZED, function() self:RefreshOutfits() end)
    EVENT_MANAGER:RegisterForEvent("OutfitManager", EVENT_OUTFIT_CHANGE_RESPONSE, OnOutfitChangeResponse)
    EVENT_MANAGER:RegisterForEvent("OutfitManager", EVENT_OUTFIT_RENAME_RESPONSE, OnOutfitRenameResponse)
    local function OnAddOnLoaded(event, name)
        if name == "ZO_Ingame" then
            local DEFAULTS = { showLockedStyles = true }
            self.savedVars = ZO_SavedVars:New("ZO_Ingame_SavedVariables", 1, "OutfitSlots", DEFAULTS)
            EVENT_MANAGER:UnregisterForEvent("OutfitManager", EVENT_ADD_ON_LOADED)
            self:FireCallbacks("OptionsInfoAvailable")
        end
    end
    EVENT_MANAGER:RegisterForEvent("OutfitManager", EVENT_ADD_ON_LOADED, OnAddOnLoaded)
end
function Outfit_Manager.GetActorCategoryByRestyleMode(restyleMode)
    if restyleMode == RESTYLE_MODE_EQUIPMENT or restyleMode == RESTYLE_MODE_OUTFIT then
        return GAMEPLAY_ACTOR_CATEGORY_PLAYER
    elseif restyleMode == RESTYLE_MODE_COMPANION_EQUIPMENT or restyleMode == RESTYLE_MODE_COMPANION_OUTFIT then
        return GAMEPLAY_ACTOR_CATEGORY_COMPANION
    end
    return nil
end
function Outfit_Manager.GetRestyleModeByActorCategory(actorCategory)
    if actorCategory == GAMEPLAY_ACTOR_CATEGORY_PLAYER then
        return RESTYLE_MODE_OUTFIT
    elseif actorCategory == GAMEPLAY_ACTOR_CATEGORY_COMPANION then
        return RESTYLE_MODE_COMPANION_OUTFIT
    end
    return nil
end
function Outfit_Manager:RefreshOutfitSlotData(actorCategory, outfitIndex)
    local outfits = self:GetOutfitsByActorCategory(actorCategory)
    if outfits then
        local outfitManipulator = outfits[outfitIndex]
        if outfitManipulator then
            outfitManipulator:RefreshSlotData()
            self:FireCallbacks("RefreshOutfit", actorCategory, outfitIndex)
        end
    end
end
function Outfit_Manager:RefreshOutfitName(actorCategory, outfitIndex)
    local outfits = self:GetOutfitsByActorCategory(actorCategory)
    if outfits then
        local outfitManipulator = outfits[outfitIndex]
        if outfitManipulator then
            outfitManipulator:RefreshName()
            self:FireCallbacks("RefreshOutfitName", actorCategory, outfitIndex)
        end
    end
end
do
    local SUPPRESS_BROADCAST = true
    function Outfit_Manager:RefreshOutfits()
        for actorCategory = GAMEPLAY_ACTOR_CATEGORY_ITERATION_BEGIN, GAMEPLAY_ACTOR_CATEGORY_ITERATION_END do
            self:RefreshEquippedOutfitIndex(actorCategory)
        end
        for outfitIndex = 1, GetNumUnlockedOutfits(GAMEPLAY_ACTOR_CATEGORY_PLAYER) do
            self:RefreshOutfit(GAMEPLAY_ACTOR_CATEGORY_PLAYER, outfitIndex, SUPPRESS_BROADCAST)
        end
        for companionOutfitIndex = 1, GetNumUnlockedOutfits(GAMEPLAY_ACTOR_CATEGORY_COMPANION) do
            self:RefreshOutfit(GAMEPLAY_ACTOR_CATEGORY_COMPANION, companionOutfitIndex, SUPPRESS_BROADCAST)
        end
        self:FireCallbacks("RefreshOutfits")
    end
end
function Outfit_Manager:GetOutfitsByActorCategory(actorCategory)
    if actorCategory == GAMEPLAY_ACTOR_CATEGORY_PLAYER then
        return self.outfits
    elseif actorCategory == GAMEPLAY_ACTOR_CATEGORY_COMPANION then
        return self.companionOutfits
    end
    return nil
end
function Outfit_Manager:RefreshOutfit(actorCategory, outfitIndex, suppressBroadcast)
    local outfits = self:GetOutfitsByActorCategory(actorCategory)
    if outfits then
        local outfitManipulator = outfits[outfitIndex]
        if outfitManipulator then
            outfitManipulator:RefreshName()
            outfitManipulator:RefreshSlotData()
        else
            outfitManipulator = ZO_OutfitManipulator:New(actorCategory, outfitIndex)
            table.insert(outfits, outfitManipulator)
            outfitManipulator:RegisterCallback("PendingDataChanged", function(outfitSlotIndex) self:OnOutfitPendingDataChanged(actorCategory, outfitIndex, outfitSlotIndex) end)
        end
    end
    if not suppressBroadcast then
        self:FireCallbacks("RefreshOutfit", actorCategory, outfitIndex)
    end
end
function Outfit_Manager:OnOutfitPendingDataChanged(actorCategory, outfitIndex, outfitSlotIndex)
    self:FireCallbacks("PendingDataChanged", actorCategory, outfitIndex, outfitSlotIndex)
end
function Outfit_Manager:RefreshEquippedOutfitIndex(actorCategory)
    local equippedOutfitIndex = GetEquippedOutfitIndex(actorCategory)
    if self.equippedOutfitIndices[actorCategory] ~= equippedOutfitIndex then
        local previousManipulator = self:GetOutfitManipulator(actorCategory, self.equippedOutfitIndices[actorCategory])
        if previousManipulator and previousManipulator:IsMarkedForPreservation() then
            previousManipulator:SetMarkedForPreservation(false)
            previousManipulator:ClearPendingChanges(true)
        end
        self.equippedOutfitIndices[actorCategory] = equippedOutfitIndex
        self:FireCallbacks("RefreshEquippedOutfitIndex")
    end
end
function Outfit_Manager:GetOutfitManipulator(actorCategory, outfitIndex)
    local outfits = self:GetOutfitsByActorCategory(actorCategory)
    return outfits[outfitIndex]
end
function Outfit_Manager:GetEquippedOutfitIndex(actorCategory)
    return self.equippedOutfitIndices[actorCategory]
end
function Outfit_Manager:GetNumOutfits(actorCategory)
    if actorCategory == GAMEPLAY_ACTOR_CATEGORY_PLAYER then
        return #self.outfits
    elseif actorCategory == GAMEPLAY_ACTOR_CATEGORY_COMPANION then
        return #self.companionOutfits
    end
    return nil
end
function Outfit_Manager:EquipOutfit(actorCategory, outfitIndex)
    local outfits = self:GetOutfitsByActorCategory(actorCategory)
    if self.equippedOutfitIndices[actorCategory] ~= outfitIndex then
        EquipOutfit(actorCategory, outfitIndex)
        self:RefreshEquippedOutfitIndex(actorCategory)
    end
end
function Outfit_Manager:UnequipOutfit(actorCategory)
    UnequipOutfit(actorCategory)
    self:RefreshEquippedOutfitIndex(actorCategory)
end
function Outfit_Manager:GetOutfitSlotManipulatorFromRestyleSlotData(restyleSlotData)
    if restyleSlotData:IsOutfitSlot() then
        local restyleMode, restyleSetIndex, restyleSlotType = restyleSlotData:GetData()
        local actorCategory = self.GetActorCategoryByRestyleMode(restyleMode)
        local outfits = self:GetOutfitsByActorCategory(actorCategory)
        local outfitManipulator = outfits and outfits[restyleSetIndex]
        if outfitManipulator then
            return outfitManipulator:GetSlotManipulator(restyleSlotType)
        end
    end
    return nil
end
function Outfit_Manager:IsOutfitSlotWeapon(outfitSlot)
    return WEAPON_SLOTS[outfitSlot] == true
end
do
    local ARMOR_SLOTS =
    {
        [OUTFIT_SLOT_HEAD] = true,
        [OUTFIT_SLOT_CHEST] = true,
        [OUTFIT_SLOT_SHOULDERS] = true,
        [OUTFIT_SLOT_HANDS] = true,
        [OUTFIT_SLOT_WAIST] = true,
        [OUTFIT_SLOT_LEGS] = true,
        [OUTFIT_SLOT_FEET] = true,
    }
    function Outfit_Manager:IsOutfitSlotArmor(outfitSlot)
        return ARMOR_SLOTS[outfitSlot] == true
    end
end
do
    local MAIN_WEAPONS =
    {
        [OUTFIT_SLOT_WEAPON_MAIN_HAND] = true,
        [OUTFIT_SLOT_WEAPON_OFF_HAND] = true,
        [OUTFIT_SLOT_WEAPON_TWO_HANDED] = true,
        [OUTFIT_SLOT_WEAPON_STAFF] = true,
        [OUTFIT_SLOT_WEAPON_BOW] = true,
        [OUTFIT_SLOT_SHIELD] = true,
    }
    local BACKUP_WEAPONS =
    {
        [OUTFIT_SLOT_WEAPON_MAIN_HAND_BACKUP] = true,
        [OUTFIT_SLOT_WEAPON_OFF_HAND_BACKUP] = true,
        [OUTFIT_SLOT_WEAPON_TWO_HANDED_BACKUP] = true,
        [OUTFIT_SLOT_WEAPON_STAFF_BACKUP] = true,
        [OUTFIT_SLOT_WEAPON_BOW_BACKUP] = true,
        [OUTFIT_SLOT_SHIELD_BACKUP] = true,
    }
    function Outfit_Manager:IsWeaponOutfitSlotActive(outfitSlot, actorCategory)
        local activeWeaponPair = GetActiveWeaponPairInfo()
        if activeWeaponPair == ACTIVE_WEAPON_PAIR_MAIN or actorCategory == GAMEPLAY_ACTOR_CATEGORY_COMPANION then
            return MAIN_WEAPONS[outfitSlot]
        else
            return BACKUP_WEAPONS[outfitSlot]
        end
    end
    function Outfit_Manager:IsWeaponOutfitSlotCurrentlyHeld(outfitSlot, actorCategory)
        if self:IsWeaponOutfitSlotActive(outfitSlot, actorCategory) then
            local mainHandOutfitSlot, offHandOutfitSlot = GetOutfitSlotsForCurrentlyHeldWeapons(actorCategory)
            return outfitSlot == mainHandOutfitSlot or outfitSlot == offHandOutfitSlot
        end
    end
    function Outfit_Manager:IsWeaponOutfitSlotCurrentlyEquipped(outfitSlot, actorCategory)
        local mainHandOutfitSlot, offHandOutfitSlot, backupMainHandOutfitSlot, backupOffHandOutfitSlot = GetOutfitSlotsForEquippedWeapons(actorCategory)
        return outfitSlot == mainHandOutfitSlot
                or outfitSlot == offHandOutfitSlot
                or outfitSlot == backupMainHandOutfitSlot
                or outfitSlot == backupOffHandOutfitSlot
    end
    function Outfit_Manager:IsWeaponOutfitSlotMain(outfitSlot)
        return MAIN_WEAPONS[outfitSlot] == true
    end
    function Outfit_Manager:IsWeaponOutfitSlotBackup(outfitSlot)
        return BACKUP_WEAPONS[outfitSlot] == true
    end
end
function Outfit_Manager:HasWeaponsCurrentlyHeldToOverride(actorCategory)
    local mainHandOutfitSlot, offHandOutfitSlot = GetOutfitSlotsForCurrentlyHeldWeapons(actorCategory)
    return mainHandOutfitSlot ~= nil or offHandOutfitSlot ~= nil
end
function Outfit_Manager:GetPreferredOutfitSlotForStyle(collectibleData)
    if collectibleData.clearAction then
        return collectibleData.preferredOutfitSlot
    else
        local eligibleSlots = { GetEligibleOutfitSlotsForCollectible(collectibleData:GetId()) }
        if #eligibleSlots > 0 then
            if collectibleData:IsArmorStyle() then
                return eligibleSlots[1]
            else
                for _, outfitSlot in ipairs(eligibleSlots) do
                    if self:IsWeaponOutfitSlotActive(outfitSlot) then
                        return outfitSlot
                    end
                end
            end
        end
    end
    return nil
end
function Outfit_Manager:GetShowLocked()
    return self.savedVars.showLockedStyles
end
function Outfit_Manager:SetShowLocked(showLocked)
    if showLocked ~= self.savedVars.showLockedStyles then
        self.savedVars.showLockedStyles = showLocked
        self:FireCallbacks("ShowLockedChanged")
    end
end
ZO_OUTFIT_MANAGER = Outfit_Manager:New()