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ZO_COLLECTIBLE_DATA_FILTERS =
{
INCLUDE_LOCKED = true ,
EXCLUDE_LOCKED = false ,
INCLUDE_INVALID_FOR_PLAYER = true ,
EXCLUDE_INVALID_FOR_PLAYER = false ,
}
ZO_COLLECTION_UPDATE_TYPE =
{
REBUILD = 1 ,
FORCE_REINITIALIZE = 2 ,
UNLOCK_STATE_CHANGED = 3 ,
BLACKLIST_CHANGED = 4 ,
USER_FLAGS_CHANGED = 5 ,
RANDOM_MOUNT_SETTING_CHANGED = 6 ,
}
BLOCKED_ARMOR_OR_WEAPON_CATEGORY = 99 -- 0=None; 1,2,3 = light,medium,heavy; ... Undaunted, Signature; and this is well above those values.
assert ( BLOCKED_ARMOR_OR_WEAPON_CATEGORY > VISUAL_ARMORTYPE_MAX_VALUE and BLOCKED_ARMOR_OR_WEAPON_CATEGORY > WEAPON_MODEL_TYPE_MAX_VALUE )
----------------------------------
-- Set Default Collectible Data --
----------------------------------
end
end
end
return ZO_CachedStrFormat ( SI_SET_DEFAULT_COLLECTIBLE_NAME_FORMAT , GetString ( "SI_COLLECTIBLECATEGORYTYPE" , self : GetCategoryTypeToSetDefault ( ) ) )
end
do
local DESCRIPTION_FORMATTERS =
{
[ GAMEPLAY_ACTOR_CATEGORY_COMPANION ] = SI_COMPANION_SET_DEFAULT_COLLECTIBLE_DESCRIPTION_FORMAT ,
}
local descriptionFormatter = DESCRIPTION_FORMATTERS [ actorCategory ]
if descriptionFormatter then
return ZO_CachedStrFormat ( descriptionFormatter , GetString ( "SI_COLLECTIBLECATEGORYTYPE" , self : GetCategoryTypeToSetDefault ( ) ) )
end
return nil
end
end
do
local COLLECTIBLE_CATEGORY_TYPE_DEFAULT_ICONS =
{
[ COLLECTIBLE_CATEGORY_TYPE_MOUNT ] = "EsoUI/Art/Collections/Default/collections_default_mount.dds" ,
}
end
end
end
return false
end
return false
end
return ""
end
actorCategory = actorCategory or GAMEPLAY_ACTOR_CATEGORY_PLAYER
end
-- If default mount is being suppressed, then using it should just clear the suppression (disable random mount)
end
return
end
end
-- Function signature mirrors the one on ZO_CollectibleData,
-- but right now there's no support for anything other than Set Active variants
return SI_COLLECTIBLE_ACTION_SET_ACTIVE
end
end
return false
end
end
---------------------------------------
-- Set Random Mount Collectible Data --
---------------------------------------
end
end
return COLLECTIBLE_CATEGORY_TYPE_MOUNT
end
end
end
do
local RANDOM_MOUNT_TYPE_ICONS =
{
[ RANDOM_MOUNT_TYPE_FAVORITE ] = "EsoUI/Art/Collections/Random_FavoriteMount.dds" ,
[ RANDOM_MOUNT_TYPE_ANY ] = "EsoUI/Art/Collections/Random_AnyMount.dds" ,
}
end
end
end
return false
end
if self . randomMountType == RANDOM_MOUNT_TYPE_FAVORITE and not ZO_COLLECTIBLE_DATA_MANAGER : HasAnyFavoriteMounts ( ) then
return true
elseif self . randomMountType == RANDOM_MOUNT_TYPE_ANY and not HasAnyUnlockedCollectiblesAvailableToActorCategoryByCategoryType ( COLLECTIBLE_CATEGORY_TYPE_MOUNT , actorCategory ) then
return true
end
return false
end
if self . randomMountType == RANDOM_MOUNT_TYPE_FAVORITE and not ZO_COLLECTIBLE_DATA_MANAGER : HasAnyFavoriteMounts ( ) then
return zo_strformat ( SI_COLLECTIBLE_REQUIRES_FAVORITE , GetString ( "SI_COLLECTIBLECATEGORYTYPE" , self : GetCategoryType ( ) ) )
elseif self . randomMountType == RANDOM_MOUNT_TYPE_ANY and not HasAnyUnlockedCollectiblesAvailableToActorCategoryByCategoryType ( COLLECTIBLE_CATEGORY_TYPE_MOUNT , actorCategory ) then
return zo_strformat ( SI_COLLECTIBLE_REQUIRES_UNLOCKED_COLLECTIBLE , GetString ( "SI_COLLECTIBLECATEGORYTYPE" , self : GetCategoryType ( ) ) )
end
return ""
end
end
return
end
end
if actorCategory == GAMEPLAY_ACTOR_CATEGORY_COMPANION then
return
end
return
end
if collectibleData then
return zo_strformat ( SI_COLLECTIBLE_ACTIVE_RANDOM_MOUNT_FORMATTER , ZO_SELECTED_TEXT : Colorize ( activeMountName ) )
end
end
-- Function signature mirrors the one on ZO_CollectibleData,
-- but right now there's no support for anything other than Set Active variants
return SI_COLLECTIBLE_ACTION_SET_ACTIVE
end
return false
end
return false
end
end
----------------------
-- Collectible Data --
----------------------
end
-- Speed up sorts by caching
end
else
end
end
-- Since a lot of oufit style checks look at "if armor else ..." we'll cache isArmorStyle when it's armor as a perf improvement
-- and not cache isArmorStyle or isWeaponStyle when it's not armor as a memory improvement
else
end
else
end
end
local userFlagsChanged = previousUserFlags ~= newUserFlags
if unlockStateChanged or userFlagsChanged then
if categoryData then
if unlockStateChanged then
elseif userFlagsChanged then
end
end
end
end
if categoryData then
end
end
end
end
end
end
end
end
if isNew == false then
isNew = nil -- Memory optimization
end
if categoryData then
end
end
end
-- Begin ZO_CollectibleData_Base Overrides --
end
end
end
end
end
end
end
end
end
end
end
end
end
end
return self . isArmorStyle or false -- Memory/perf optimization, see ZO_CollectibleData:SetOutfitStyleData for details
end
end
if outfitStyleCost ~= 0 then
if outfitStyleFreeConversionCollectible then
local freeConversionCollectibleData = ZO_COLLECTIBLE_DATA_MANAGER : GetCollectibleDataById ( outfitStyleFreeConversionCollectible )
return 0
end
end
end
return outfitStyleCost
end
return 0 -- No one should ever hit this code
end
-- Begin ZO_CollectibleData_Base Overrides --
-----------------------------------
-- Specialized Sorted Collectibles
-----------------------------------
end
end
end
end
end
end
return true
end
-- By default, do nothing
end
-- By default, do nothing
end
-- By default, do nothing
end
-----------------------------
-- Default Sorted Collectible
-----------------------------
end
-- This will be replaced with a number when the sort is concluded
end
end
end
end
if leftIsFavorite ~= rightIsFavorite then
return leftIsFavorite
end
if leftIsUnlocked ~= rightIsUnlocked then
return leftIsUnlocked
end
if leftSortOrder ~= rightSortOrder then
return leftSortOrder < rightSortOrder
end
if leftIsValidForPlayer ~= rightIsValidForPlayer then
return leftIsValidForPlayer
else
end
end )
end
end
local tempTable = { }
end
end )
-- We know that we start with a mapping of id to data and end with a mapping of id to position
-- So since these mappings have 1 to 1 keys, rather than wasting the old table and creating a new table,
-- we can just replace everything as another minor optimization
end
end
-------------------------------------------------------
-- Specialized Sorted Collectibles Outfit Style Types
-------------------------------------------------------
end
-- Put blocked items into their own category so that
-- process functions ZO_GamepadCollectionsBook:RefreshGridListPanel or ZO_OutfitStylesPanel_Keyboard:RefreshVisible
-- can present them in their own category.
end
if not styles then
end
-- Cache this off here instead of just storing the collectibleData
-- so we don't have to fetch the name repeatedly in the sort function
{
id = itemStyleId
}
end
end
end
if sortedCollectibles then
end
end
end
end
end
end
local tempTable = { }
end
end )
end
end
end
-- Outfit styles are sorted with a custom structure that requires manual looping
return false
end
--------------------------------------------------
-- Specialized Sorted Collectibles Outfit Styles
--------------------------------------------------
if leftIsUnlocked ~= rightIsUnlocked then
return leftIsUnlocked
end
if leftIsValidForCharacter ~= rightIsValidForCharacter then
return leftIsValidForCharacter
end
if leftOutfitStyleItemStyleId ~= rightOutfitStyleItemStyleId then
return itemStyleNameLookupTable [ leftOutfitStyleItemStyleId ] < itemStyleNameLookupTable [ rightOutfitStyleItemStyleId ]
end
if leftSortOrder ~= rightSortOrder then
return leftSortOrder < rightSortOrder
else
end
end )
end
end
-----------------------------------------
-- Specialized Sorted Collectibles Houses
-----------------------------------------
end
if leftIsPrimaryResidence ~= rightIsPrimaryResidence then
return leftIsPrimaryResidence
end
if leftIsFavorite ~= rightIsFavorite then
return leftIsFavorite
end
if leftIsUnlocked ~= rightIsUnlocked then
return leftIsUnlocked
end
if leftSortOrder ~= rightSortOrder then
return leftSortOrder < rightSortOrder
else
end
end )
end
end
------------------------------------------
-- Specialized Sorted Collectibles Stories
------------------------------------------
-- Do nothing, stories don't re-sort, their order is based on release date
end
if leftSortOrder ~= rightSortOrder then
return leftSortOrder < rightSortOrder
else
end
end )
end
end
-------------------
-- Category Base --
-------------------
function ZO_CollectibleCategoryData : Initialize ( masterCollectibleObjectPool , masterSubcategoryObjectPool )
-- orderedCollectibles is the order they came from C in. specializedSortedCollectibles is the sorted list, based on criterea set for the category type
if masterSubcategoryObjectPool then
else
end
end
end
end
end
end
end
return nil
end
end
end
end
end
end
end
end
end
end
for loopSubcategoryIndex = 1 , numSubcategories do
end
else
end
for collectibleIndex = 1 , numCollectibles do
end
end
else
end
end
end
end
end
end
end
end
return nil
end
function ZO_CollectibleCategoryData : SubcategoryIterator ( subcategoryFilterFunctions ) -- ... Are filter functions that take categoryData as a param
return ZO_FilteredNumericallyIndexedTableIterator ( self . orderedSubcategories , subcategoryFilterFunctions )
end
end
end
end
end
local collectiblesTable = self . specializedSortedCollectibles : CanIterateCollectibles ( ) and self . specializedSortedCollectibles : GetCollectibles ( ) or self . orderedCollectibles
end
return ZO_FilteredNumericallyIndexedTableIterator ( self . orderedCollectibles , collectibleFilterFunctions )
end
function ZO_CollectibleCategoryData : GetAllCollectibleDataObjects ( collectibleFilterFunctions , sorted )
local foundCollectibleDataObjects = { }
return self : AppendAllCollectibleDataObjects ( foundCollectibleDataObjects , collectibleFilterFunctions , sorted )
end
function ZO_CollectibleCategoryData : AppendAllCollectibleDataObjects ( foundCollectibleDataObjects , collectibleFilterFunctions , sorted )
local iterator = sorted and ZO_CollectibleCategoryData . SortedCollectibleIterator or ZO_CollectibleCategoryData . CollectibleIterator
end
subcategoryData : AppendAllCollectibleDataObjects ( foundCollectibleDataObjects , collectibleFilterFunctions , sorted )
end
end
return foundCollectibleDataObjects
end
return true
end
return true
end
end
end
return false
end
if NonContiguousCount ( self . newCollectibleIdsCache ) > 0 and self : HasAnyCompanionUsableCollectibles ( ) then
return true
end
return true
end
end
end
return false
end
return true
end
return true
end
end
end
return false
end
return true
end
return true
end
end
end
return false
end
end
return true
end
end
return true
end
end
end
return false
end
return true
end
end
return true
end
end
end
return false
end
if collectibleData : IsCollectibleCategoryCompanionUsable ( ) and collectibleData : IsCollectibleAvailableToCompanion ( ) then
return true
end
end
return true
end
end
end
return false
end
local collectibleCategoryTypesInCategory = { }
end
local collectibleCategoryTypesInSubcategory = subcategoryData : GetCollectibleCategoryTypesInCategory ( )
collectibleCategoryTypesInCategory [ categoryType ] = true
end
end
end
end
end
------------------
-- Data Manager --
------------------
end
end
self . subcategoryObjectPool = ZO_ObjectPool : New ( CreateSubcategoryData , ZO_ObjectPool_DefaultResetObject )
self . collectibleObjectPool = ZO_ObjectPool : New ( ZO_CollectibleData , ZO_ObjectPool_DefaultResetObject )
--[[
EVENT_COLLECTIBLE_UPDATED fires when a nickname changes or a collectible is set as active/inactive. It does not encompass unlock state changes.
EVENT_COLLECTION_UPDATED happens on init or when a command forces all collectibles to lock/unlock (re-init). Those cases don't use dirty unlock mappings from C, so we do that delta work here while we refresh everything.
EVENT_ESO_PLUS_FREE_TRIAL_STATUS_CHANGED can happen at any time, and is an event that tells us to re-evaluate unlock status for everything because anything could be based on that. Like with EVENT_COLLECTION_UPDATED, we handle the delta here, not in C.
EVENT_COLLECTIBLES_UNLOCK_STATE_CHANGED happens when the client maps out dirty unlock states (collectibles go on trial or ownership changes like crown store or rewards). We consume the dirty mapping from C and broadcast it out.
EVENT_COLLECTIBLE_BLACKLIST_UPDATED happens when the client maps out dirty blacklist states. We consume the dirty mapping from C and broadcast it out.
The later 4 all fire the same callback ("OnCollectionUpdated") to all systems registering with the callback manager with info to help determine what happened: collectionUpdateType (ZO_COLLECTION_UPDATE_TYPE), collectiblesByNewUnlockState
--]]
EVENT_MANAGER : RegisterForEvent ( "ZO_CollectibleDataManager" , EVENT_COLLECTIBLE_UPDATED , function ( _ , ... ) self : OnCollectibleUpdated ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_CollectibleDataManager" , EVENT_COLLECTION_UPDATED , function ( _ , ... ) self : OnCollectionUpdated ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_CollectibleDataManager" , EVENT_ESO_PLUS_FREE_TRIAL_STATUS_CHANGED , function ( _ , ... ) self : OnESOPlusFreeTrialStatusChanged ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_CollectibleDataManager" , EVENT_COLLECTIBLES_UNLOCK_STATE_CHANGED , function ( _ , ... ) self : OnCollectiblesUnlockStateChanged ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_CollectibleDataManager" , EVENT_COLLECTIBLE_BLACKLIST_UPDATED , function ( _ , ... ) self : OnCollectibleBlacklistUpdated ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_CollectibleDataManager" , EVENT_COLLECTIBLE_USER_FLAGS_UPDATED , function ( _ , ... ) self : OnCollectibleUserFlagsUpdated ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_CollectibleDataManager" , EVENT_COLLECTIBLE_NEW_STATUS_CLEARED , function ( _ , ... ) self : OnCollectibleNewStatusCleared ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_CollectibleDataManager" , EVENT_COLLECTIBLE_CATEGORY_NEW_STATUS_CLEARED , function ( _ , ... ) self : OnCollectibleCategoryNewStatusCleared ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_CollectibleDataManager" , EVENT_COLLECTIBLE_NOTIFICATION_NEW , function ( _ , ... ) self : OnCollectibleNotificationNew ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_CollectibleDataManager" , EVENT_COLLECTIBLE_NOTIFICATION_REMOVED , function ( _ , ... ) self : OnCollectibleNotificationRemoved ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_CollectibleDataManager" , EVENT_HOUSING_PRIMARY_RESIDENCE_SET , function ( _ , ... ) self : OnPrimaryResidenceSet ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_CollectibleDataManager" , EVENT_RANDOM_MOUNT_SETTING_CHANGED , function ( _ , ... ) self : RandomMountSettingUpdated ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_CollectibleDataManager" , EVENT_PLAYER_ACTIVATED , function ( _ , ... ) self : OnPlayerActivated ( ... ) end )
end
if collectibleData then
else
local errorString = string . format ( "EVENT_COLLECTIBLE_UPDATED fired with invalid collectible id (%d)" , collectibleId )
end
end
-- Begin Collection Update Functions --
end
end
end
end
-- No state to track changes for
local collectiblesByNewUnlockState = { }
end
do
local function ProcessCollectibleDataForUnlockStateChange ( collectibleData , collectiblesByUnlockState )
if oldUnlockState ~= newUnlockState then
local unlockStateTable = collectiblesByUnlockState [ newUnlockState ]
if not unlockStateTable then
unlockStateTable = { }
collectiblesByUnlockState [ newUnlockState ] = unlockStateTable
end
end
end
local collectiblesByNewUnlockState = { }
end
self : FinalizeCollectionUpdates ( ZO_COLLECTION_UPDATE_TYPE . FORCE_REINITIALIZE , collectiblesByNewUnlockState )
end
local collectiblesByNewUnlockState = { }
end
self : FinalizeCollectionUpdates ( ZO_COLLECTION_UPDATE_TYPE . UNLOCK_STATE_CHANGED , collectiblesByNewUnlockState )
end
end
end
local collectiblesByNewUnlockState = { }
if collectibleData then
else
local errorString = string . format ( "EVENT_COLLECTIBLES_UPDATED fired with invalid dirty collectible id (%d)" , collectibleId )
end
end
self : FinalizeCollectionUpdates ( ZO_COLLECTION_UPDATE_TYPE . UNLOCK_STATE_CHANGED , collectiblesByNewUnlockState )
end
if collectibleData then
end
end
local collectiblesByNewUnlockState = { }
self : FinalizeCollectionUpdates ( ZO_COLLECTION_UPDATE_TYPE . BLACKLIST_CHANGED , collectiblesByNewUnlockState )
end
end
-- TODO: Refactor this so that collectiblesByNewUnlockState can hold collectibles for any collectionUpdateType to support different kinds of state changes
function ZO_CollectibleDataManager : FinalizeCollectionUpdates ( collectionUpdateType , collectiblesByNewUnlockState )
if hasUnlockStateChanges then
if collectiblesByNewUnlockState [ COLLECTIBLE_UNLOCK_STATE_UNLOCKED_OWNED ] then
end
end
if hasUnlockStateChanges or collectionUpdateType ~= ZO_COLLECTION_UPDATE_TYPE . UNLOCK_STATE_CHANGED then
end
end
-- End Collection Update Functions --
if collectibleData then
else
local errorString = string . format ( "EVENT_COLLECTIBLE_NEW_STATUS_CLEARED fired with invalid collectible id (%d)" , collectibleId )
end
end
if categoryData then
end
end
end
if collectibleData then
else
local errorString = string . format ( "EVENT_COLLECTIBLE_NOTIFICATION_NEW fired with invalid collectible id (%d)" , collectibleId )
end
end
if collectibleData then
else
local errorString = string . format ( "EVENT_COLLECTIBLE_NOTIFICATION_REMOVED fired with invalid collectible id (%d)" , collectibleId )
end
end
local oldPrimaryResidenceResults = self : GetAllCollectibleDataObjects ( { ZO_CollectibleCategoryData . IsHousingCategory } , { ZO_CollectibleData . IsPrimaryResidence } )
end
if houseId ~= 0 then
local newPrimaryResidenceCollectibleData = self : GetCollectibleDataById ( newPrimaryResidenceCollectibleId )
end
end
function ZO_CollectibleDataManager : OnCollectibleUserFlagsUpdated ( collectibleId , oldUserFlags , newUserFlags )
if oldUserFlags ~= newUserFlags then
collectibleData . userFlags = newUserFlags > 0 and newUserFlags or nil -- Memory optimization
if categoryData then
end
end
end
local collectiblesByNewUnlockState = { }
self : FinalizeCollectionUpdates ( ZO_COLLECTION_UPDATE_TYPE . RANDOM_MOUNT_SETTING_CHANGED , collectiblesByNewUnlockState )
end
end
end
if companionRandomMountType ~= RANDOM_MOUNT_TYPE_NONE and not self : HasAnyUnlockedCompanionMounts ( ) then
end
end
if collectibleData then
else
local errorString = string . format ( "GetNumCollectibleNotifications returned a bad collectible id (%d)" , collectibleId )
end
end
end
end
function ZO_CollectibleDataManager : GetCollectibleDataByIndicies ( categoryIndex , subcategoryIndex , collectibleIndex )
if categoryData then
end
return nil
end
return ZO_FilteredNonContiguousTableIterator ( self . collectibleIdToDataMap , collectibleFilterFunctions )
end
end
end
end
if categoryData and subcategoryIndex then
end
return categoryData
end
end
-- This only works because we use the categoryObjectPool like a numerically indexed table
return ZO_FilteredNumericallyIndexedTableIterator ( self . categoryObjectPool : GetActiveObjects ( ) , categoryFilterFunctions )
end
function ZO_CollectibleDataManager : GetAllCollectibleDataObjects ( categoryFilterFunctions , collectibleFilterFunctions , sorted )
local foundCollectibleDataObjects = { }
categoryData : AppendAllCollectibleDataObjects ( foundCollectibleDataObjects , collectibleFilterFunctions , sorted )
end
return foundCollectibleDataObjects
end
return true
end
end
return false
end
return true
end
end
return false
end
return true
end
end
return false
end
return true
end
end
return false
end
return true
end
end
return false
end
function ZO_CollectibleDataManager : GetSetToDefaultCollectibleData ( categoryTypeToSetDefault , actorCategory )
local setToDefaultCollectibleData = self . collectibleCategoryTypeToSetToDefaultCollectibleDataMap [ categoryTypeToSetDefault ]
if not setToDefaultCollectibleData and DoesCollectibleCategoryTypeHaveDefault ( categoryTypeToSetDefault , actorCategory ) then
self . collectibleCategoryTypeToSetToDefaultCollectibleDataMap [ categoryTypeToSetDefault ] = setToDefaultCollectibleData
end
return setToDefaultCollectibleData
end
end
return HasAnyUnlockedCollectiblesAvailableToActorCategoryByCategoryType ( COLLECTIBLE_CATEGORY_TYPE_MOUNT , GAMEPLAY_ACTOR_CATEGORY_COMPANION )
end
return DoesCollectibleCategoryContainAnyCollectiblesWithUserFlags ( COLLECTIBLE_CATEGORY_TYPE_MOUNT , COLLECTIBLE_USER_FLAG_FAVORITE )
end
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