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ESO Lua File v101043

ingame/lockpick/lockpick.lua

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local PARTIAL_PIN_ALPHA = 0.2
local FULL_PIN_ALPHA = 1
local NORMAL_TEXTURE = "EsoUI/Art/Lockpicking/pins.dds"
local SET_TEXTURE = "EsoUI/Art/Lockpicking/pins_set.dds"
ZO_Lockpick = ZO_InitializingObject:Subclass()
function ZO_Lockpick:Initialize(control)
    self.control = control
    control.owner = self
    self.body = control:GetNamedChild("Body")
    -- Keyboard specific controls
    self.infoBar = control:GetNamedChild("InfoBar")
    self.lockLevelLabel = self.infoBar:GetNamedChild("LockLevel")
    self.lockpicksLeftLabel = self.infoBar:GetNamedChild("LockpicksLeft")
    self.timer = ZO_TimerBar:New(control:GetNamedChild("TimerBar"))
    self.timer:SetDirection(TIMER_BAR_COUNTS_DOWN)
    -- Gamepad specific controls
    self.gamepadInfoBar = control:GetNamedChild("GamepadInfoBar")
    self.gamepadLockLevelLabel = self.gamepadInfoBar:GetNamedChild("Difficulty")
    self.gamepadLockpicksLeftLabel = self.gamepadInfoBar:GetNamedChild("LockpicksRemaining")
    self.gamepadTimer = ZO_TimerBar:New(control:GetNamedChild("GamepadTimerBar"))
    self.gamepadTimer:SetDirection(TIMER_BAR_COUNTS_DOWN)
    self.lockpick = control:GetNamedChild("Lockpick")
    self.lockpickBreakLeft = control:GetNamedChild("LockpickBreakLeft")
    self.lockpickBreakRight = control:GetNamedChild("LockpickBreakRight")
    self.defaultVibration = GetLockpickingDefaultGamepadVibration()
    self.springs = {}
    for i = 1, NUM_LOCKPICK_CHAMBERS do
        local spring = control:GetNamedChild("Spring" .. i)
        spring.pin = control:GetNamedChild("Pin" .. i)
        spring.pin.highlight = spring.pin:GetNamedChild("Highlight")
        spring.pin.highlightAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("PinHighlightAnimation", spring.pin.highlight)
        spring.pin.chamberIndex = i
        spring.height = spring:GetHeight()
        spring.pin:SetAnchor(BOTTOM, spring, TOP, 0, 10)
        self.springs[i] = spring
    end
    self.stealthIcon = ZO_StealthIcon:New(control:GetNamedChild("StealthIcon"))
    local LOCKPICK_WINDOW_INTERACTION =
    {
        type = "Lockpick",
        interactTypes = { INTERACTION_LOCKPICK }
    }
    local function OnSceneStateChange(oldState, newState)
        if newState == SCENE_SHOWING then
            self:GatherExtents()
            self.virtualMouseX = nil
            self.virtualNormalizedMouseX = nil
            self:ResetChambers()
            -- make sure to reset the mouse position to the starting state, it may not be updated if a dialog is showing
            self:UpdateVirtualMousePosition()
            local lockQuality = GetLockQuality()
            local now = GetFrameTimeMilliseconds()
            local timerStartS = now / 1000
            local timerEndS = (now + GetLockpickingTimeLeft()) / 1000
            if SCENE_MANAGER:IsShowing("lockpickKeyboard") then
                self.lockLevelLabel:SetText(zo_strformat(SI_LOCKPICK_LEVEL, GetString("SI_LOCKQUALITY", lockQuality)))
                self.lockpicksLeftLabel:SetText(zo_strformat(SI_LOCKPICK_PICKS_REMAINING, GetNumLockpicksLeft()))
                self.infoBar:SetHidden(false)
                self.gamepadInfoBar:SetHidden(true)
                self.timer:Start(timerStartS, timerEndS)
                self.gamepadTimer:Stop()
            elseif SCENE_MANAGER:IsShowing("lockpickGamepad") then
                self.gamepadLockLevelLabel:SetText(GetString("SI_LOCKQUALITY", lockQuality))
                self.gamepadLockpicksLeftLabel:SetText(GetNumLockpicksLeft())
                self.infoBar:SetHidden(true)
                self.gamepadInfoBar:SetHidden(false)
                self.gamepadTimer:Start(timerStartS, timerEndS)
                self.timer:Stop()
            end
            PlaySound(SOUNDS.LOCKPICKING_START)
            KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
            HideMouse()
            self.inactivityStart = nil
            -- prioritize the practice tutorial over the general open tutorial
            if lockQuality == LOCK_QUALITY_PRACTICE then
                TriggerTutorial(TUTORIAL_TRIGGER_LOCKPICKING_PRACTICE_OPENED)
            end
            TriggerTutorial(TUTORIAL_TRIGGER_LOCKPICKING_OPENED)
        elseif newState == SCENE_HIDDEN then
            if self:IsPickBroken() then
                self:EndLockpickBreak()
            end
            self.settingChamberIndex = nil
            self:UpdatePinAlpha(FULL_PIN_ALPHA)
            KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
            ShowMouse()
        end
    end
    LOCKPICK_FRAGMENT = ZO_FadeSceneFragment:New(control)
    LOCK_PICK_SCENE = ZO_InteractScene:New("lockpickKeyboard", SCENE_MANAGER, LOCKPICK_WINDOW_INTERACTION)
    LOCK_PICK_SCENE:AddFragment(LOCKPICK_FRAGMENT)
    LOCK_PICK_SCENE:RegisterCallback("StateChange", OnSceneStateChange)
    LOCK_PICK_GAMEPAD_SCENE = ZO_InteractScene:New("lockpickGamepad", SCENE_MANAGER, LOCKPICK_WINDOW_INTERACTION)
    LOCK_PICK_GAMEPAD_SCENE:AddFragment(LOCKPICK_FRAGMENT)
    LOCK_PICK_GAMEPAD_SCENE:RegisterCallback("StateChange", OnSceneStateChange)
end
function ZO_Lockpick:RegisterForEvents()
    self.control:RegisterForEvent(EVENT_STEALTH_STATE_CHANGED, function(event, unitTag, ...) self.stealthIcon:OnStealthStateChanged(...) end)
    self.control:AddFilterForEvent(EVENT_STEALTH_STATE_CHANGED, REGISTER_FILTER_UNIT_TAG, "player")
    self.control:SetHandler("OnUpdate", function() self:OnUpdate() end)
    local function OnBeginLockpick()
        self:SetHidden(false)
    end
    local function OnLockpickFailed()
        self:SetHidden(true)
        PlaySound(SOUNDS.LOCKPICKING_FAILED)
    end
    local function OnLockpickSuccess()
        self:SetHidden(true)
        PlaySound(SOUNDS.LOCKPICKING_UNLOCKED)
    end
    local function OnLockpickBroke(eventCode, inactivityDuration)
        PlaySound(SOUNDS.LOCKPICKING_BREAK)
        self:OnLockpickBroke(inactivityDuration)
        if SCENE_MANAGER:IsShowing("lockpickKeyboard") then
            self.lockpicksLeftLabel:SetText(zo_strformat(SI_LOCKPICK_PICKS_REMAINING, GetNumLockpicksLeft()))
        elseif SCENE_MANAGER:IsShowing("lockpickGamepad") then
            self.gamepadLockpicksLeftLabel:SetText(GetNumLockpicksLeft())
        end
    end
    self.control:RegisterForEvent(EVENT_BEGIN_LOCKPICK, OnBeginLockpick)
    self.control:RegisterForEvent(EVENT_LOCKPICK_FAILED, OnLockpickFailed)
    self.control:RegisterForEvent(EVENT_LOCKPICK_SUCCESS, OnLockpickSuccess)
    self.control:RegisterForEvent(EVENT_LOCKPICK_BROKE, OnLockpickBroke)
end
do
    local RANGE = 24
    local HALF_RANGE = RANGE / 2
    local ROTATION_FACTOR = ZO_PI / 140
    local function GenerateLoosenessFunction(loosenessFunction)
        return function(x) 
            return loosenessFunction(x * RANGE - HALF_RANGE) * ROTATION_FACTOR 
        end
    end
    local LoosenessFunctions =
    {
        GenerateLoosenessFunction(function(x)
            return math.cos(math.atan(x)) 
        end),
        GenerateLoosenessFunction(function(x)
            return math.sin(math.atan(x))
        end),
        GenerateLoosenessFunction(function(x)
            return x / HALF_RANGE
        end),
        GenerateLoosenessFunction(function(x)
            return math.cos(math.sin(x / RANGE) * x)
        end),
    }
    function ZO_Lockpick:ResetChambers()
        for i = 1, NUM_LOCKPICK_CHAMBERS do
            local spring = self.springs[i]
            spring:SetHeight(spring.height)
            spring:SetTextureRotation(0)
            spring.pin:SetTextureRotation(0)
            spring.pin.highlight:SetTextureRotation(0)
            spring.pin:SetTexture(NORMAL_TEXTURE)
            spring.loosenessFunction = LoosenessFunctions[math.random(1, #LoosenessFunctions)]
            spring.totalProgress = 0
            spring.interpolatedChamberProgress = 0
            self:UpdateChamber(i)
        end
    end
end
do
    local LOCKPICK_SLOP = 5
    function ZO_Lockpick:GatherExtents()
        local windowLeft = self.body:GetLeft()
        self.lockpickLowerBound = self.springs[1]:GetLeft() - windowLeft - LOCKPICK_SLOP
        self.lockpickUpperBound = self.springs[NUM_LOCKPICK_CHAMBERS]:GetRight() - windowLeft + LOCKPICK_SLOP
    end
end
do
    local PIN_MOVEMENT_PERCENT = .95
    local PIN_CONSTANT_PERCENT = 1 - PIN_MOVEMENT_PERCENT
    local STRESS_RESISTANCE_FACTOR = .5
    local APPROACH_AMOUNT_PER_NORMALIZED_FRAME = .4
    function ZO_Lockpick:UpdateChamber(chamberIndex, stress)
        local spring = self.springs[chamberIndex]
        local chamberState, chamberProgress = GetChamberState(chamberIndex)
        spring.totalProgress = (chamberState + chamberProgress) / (NUM_LOCKPICK_CHAMBER_STATES + 1)
        spring.interpolatedChamberProgress = zo_deltaNormalizedLerp(spring.interpolatedChamberProgress, spring.totalProgress, APPROACH_AMOUNT_PER_NORMALIZED_FRAME)
        local springResistance = 0
        local baseSpringResistance = 0
        if stress then
            baseSpringResistance = stress * STRESS_RESISTANCE_FACTOR
            springResistance = baseSpringResistance * PIN_MOVEMENT_PERCENT * spring.height / (NUM_LOCKPICK_CHAMBER_STATES + 1)
        end
        spring:SetHeight((1 - spring.interpolatedChamberProgress) * PIN_MOVEMENT_PERCENT * spring.height + spring.height * PIN_CONSTANT_PERCENT + springResistance)
        if stress then
            self:ApplyLoosenessToChamber(chamberIndex, baseSpringResistance)
            if chamberProgress < 1 and stress == 0 then
                self:PlayVibration(0.0, self.defaultVibration)
            else
                self:PlayVibration(0, self.defaultVibration + (stress * 0.75))
            end
        end
    end
end
do
    local STRESS_SOUND_THRESHOLD = .2
    function ZO_Lockpick:UpdateSettingChamber(ending)
        local spring = self.springs[self.settingChamberIndex]
        local previousChamberProgress = spring.totalProgress
        self:UpdateChamber(self.settingChamberIndex, GetSettingChamberStress())
        if previousChamberProgress > spring.totalProgress then
            --The chamber was stressed too much and reset
            self.playedStressSound = false
            if (not ending or not IsChamberSolved(self.settingChamberIndex)) and not self:IsPickBroken() and not self.hidden then
                PlaySound(SOUNDS.LOCKPICKING_CHAMBER_RESET)
            end
            if not ending then
                PlaySound(SOUNDS.LOCKPICKING_CHAMBER_START)
            end
        end
        if not self.playedStressSound and GetSettingChamberStress() > STRESS_SOUND_THRESHOLD then
            PlaySound(SOUNDS.LOCKPICKING_CHAMBER_STRESS)
            self.playedStressSound = true 
        end
    end
end
do
    local function CalculateSettingChamberStress()
        local stress = (GetSettingChamberStress())
        return math.sin(GetFrameTimeMilliseconds() * .05) * stress * .035
    end
    function ZO_Lockpick:ApplyLoosenessToChamber(chamberIndex, baseSpringResistance)
        local spring = self.springs[chamberIndex]
        local pin = spring.pin
        local normalizedY = spring.interpolatedChamberProgress - baseSpringResistance
        local looseness = spring.loosenessFunction(normalizedY)
        if chamberIndex == self.settingChamberIndex then
            looseness = looseness + CalculateSettingChamberStress()
        end
        spring:SetTextureRotation(looseness, .5, 1)
        pin:SetTextureRotation(-looseness, .5, 0)
        local normalizedY = (pin:GetTop() - pin.highlight:GetTop()) / pin.highlight:GetHeight()
        pin.highlight:SetTextureRotation(-looseness, .5, normalizedY)
    end
end
function ZO_Lockpick:PlayVibration(coarseMotor, fineMotor)
    if IsInGamepadPreferredMode() and not self.inactivityStart then
        SetGamepadVibration(100, coarseMotor, fineMotor, 0, 0, "lockpick feedback")
    end
end
function ZO_Lockpick:GetLockpickXValues(chamberIndex)
    if chamberIndex then
        local pin = self.springs[chamberIndex].pin
        local inset = pin:GetWidth() * .2
        local windowLeft = self.body:GetLeft()
        local clampedX = zo_clamp(self.virtualMouseX, pin:GetLeft() - windowLeft + inset, pin:GetRight() - windowLeft - inset)
        local normalizedX = (clampedX - self.lockpickLowerBound) / (self.lockpickUpperBound - self.lockpickLowerBound)
        return clampedX, normalizedX
    end
    return self.virtualMouseX, self.virtualNormalizedMouseX
end
do
    local LOCKPICK_X_ROTATION_FACTOR = ZO_PI / 45
    local LOCKPICK_Y_ROTATION_FACTOR = ZO_PI / 15
    local LOCKPICK_X_ROTATION_OFFSET_FACTOR = .15
    local AnchorParams =
    {
        {
            OffsetY = 229,
            NormalizedYFactor = 89,
            NormalizedXFactor = 17,
        },
        {
            OffsetY = 240,
            NormalizedYFactor = 85,
            NormalizedXFactor = 15,
        },
        {
            OffsetY = 251,
            NormalizedYFactor = 81,
            NormalizedXFactor = 12,
        },
        {
            OffsetY = 258,
            NormalizedYFactor = 77,
            NormalizedXFactor = 10,
        },
        {
            OffsetY = 267,
            NormalizedYFactor = 72,
            NormalizedXFactor = 8,
        },
    }
    local X_OFFSET = 5
    function ZO_Lockpick:UpdateLockpick()
        local clampedXOffset, normalizedX = self:GetLockpickXValues(self.settingChamberIndex)
        if self.settingChamberIndex then
            local spring = self.springs[self.settingChamberIndex]
            local params = AnchorParams[self.settingChamberIndex]
            local normalizedY = spring.interpolatedChamberProgress
            self.lockpick:SetAnchor(TOPRIGHT, self.body, TOPLEFT, clampedXOffset + X_OFFSET + normalizedY * params.NormalizedXFactor, params.OffsetY - normalizedY * params.NormalizedYFactor - spring:GetHeight())
            self.lockpick:SetTextureRotation(normalizedX * LOCKPICK_X_ROTATION_FACTOR - normalizedY * LOCKPICK_Y_ROTATION_FACTOR, normalizedX * LOCKPICK_X_ROTATION_OFFSET_FACTOR, .5)
        else
            self.lockpick:SetAnchor(TOPRIGHT, self.body, TOPLEFT, clampedXOffset + X_OFFSET, 112 + normalizedX * 40)
            self.lockpick:SetTextureRotation(normalizedX * LOCKPICK_X_ROTATION_FACTOR, normalizedX * LOCKPICK_X_ROTATION_OFFSET_FACTOR, .5)
        end
    
        self.lockpick:SetScale(1 - normalizedX * .1)
    end
    local LEFT_ROTATION_FACTOR = ZO_PI * 1.04
    local LEFT_ROTATION_FACTOR_AFTER_HIT = ZO_TWO_PI
    local RIGHT_ROTATION_FACTOR = ZO_PI / 3
    function ZO_Lockpick:UpdateBrokenLockpick(progressThroughDuration)
        local clampedXOffset, normalizedX = self:GetLockpickXValues(self.breakingChamberIndex)
        self.lockpickBreakLeft:ClearAnchors()
        self.lockpickBreakRight:ClearAnchors()
        local spring = self.springs[self.breakingChamberIndex]
        local params = AnchorParams[self.breakingChamberIndex]
        local sharedXOffset = clampedXOffset + X_OFFSET
        local sharedYOffset = params.OffsetY - spring:GetHeight()
        local hitLoc = .05 + normalizedX * .04
        local progressThroughHit = self.breakingChamberIndex ~= 1 and progressThroughDuration > hitLoc and (progressThroughDuration - hitLoc) / (1 - hitLoc) or 0
        local progressThroughDurationSquared = progressThroughDuration * progressThroughDuration
        local leftXOffset = sharedXOffset - progressThroughDuration * 100 * normalizedX - progressThroughDuration * 100 - progressThroughHit * 200
        local leftYOffset = sharedYOffset + progressThroughDurationSquared * 800
        self.lockpickBreakLeft:SetAnchor(TOPRIGHT, self.body, TOPLEFT, leftXOffset, leftYOffset)
        local rightXOffset = sharedXOffset + progressThroughDuration * 150 
        local rightYOffset = sharedYOffset + progressThroughDurationSquared * 450
        self.lockpickBreakRight:SetAnchor(TOPRIGHT, self.body, TOPLEFT, rightXOffset, rightYOffset)
        local sharedRotation = normalizedX * LOCKPICK_X_ROTATION_FACTOR
        local normalizedRotationX = normalizedX * LOCKPICK_X_ROTATION_OFFSET_FACTOR
        local leftRotation = sharedRotation - progressThroughDuration * LEFT_ROTATION_FACTOR + progressThroughHit * LEFT_ROTATION_FACTOR_AFTER_HIT
        self.lockpickBreakLeft:SetTextureRotation(leftRotation, normalizedRotationX, .5)
        local rightRotation = sharedRotation + progressThroughDuration * RIGHT_ROTATION_FACTOR
        self.lockpickBreakRight:SetTextureRotation(rightRotation, normalizedRotationX, .5)
        local sharedScale = 1 - normalizedX * .1
        self.lockpickBreakLeft:SetScale(sharedScale + progressThroughDuration * .2)
        self.lockpickBreakRight:SetScale(sharedScale)
        local alpha = 1 - progressThroughDuration ^ 5
        self.lockpickBreakLeft:SetAlpha(alpha)
        self.lockpickBreakRight:SetAlpha(alpha)
    end
end
local MIN_PERCENT_BEFORE_FINISHING = .005
function ZO_Lockpick:OnUpdate(ending)
    if self.settingChamberIndex then
        self:UpdateSettingChamber(ending)
    else
        -- don't update the mouse position if we're showing a dialog
        if not self.inactivityStart and not ZO_Dialogs_IsShowingDialog() then
            self:UpdateVirtualMousePosition()
        end
        self.playedStressSound = false
    end
    for i = 1, NUM_LOCKPICK_CHAMBERS do
        if self.settingChamberIndex ~= i then
            local spring = self.springs[i]
            if zo_abs(spring.totalProgress - spring.interpolatedChamberProgress) > MIN_PERCENT_BEFORE_FINISHING then
                self:UpdateChamber(i)
            end
        end
    end
    if self:IsPickBroken() then
        local now = GetFrameTimeMilliseconds()
        local progress = (now - self.inactivityStart) / self.inactivityDuration
        if progress < 1.0 then
            if IsInGamepadPreferredMode() and not self.hasPlayedBreakVibration then
                self.hasPlayedBreakVibration = true
                SetGamepadVibration(400, 1, 0, 0, 0, "lockpick broke")
            end
            self:UpdateBrokenLockpick(progress)
        else
            self:EndLockpickBreak()
        end
    else
        self:UpdateLockpick()
    end
end
function ZO_Lockpick:EndLockpickBreak()
    self.inactivityStart = nil
    self.hasPlayedBreakVibration = false
    self.lockpick:SetHidden(false)
    self.lockpickBreakLeft:SetHidden(true)
    self.lockpickBreakRight:SetHidden(true)
    self:UpdateLockpick()
    self:UpdatePinAlpha(FULL_PIN_ALPHA)
    if self.settingChamberIndex then
        self:UpdatePinAlpha(PARTIAL_PIN_ALPHA, self.settingChamberIndex, false)
    end
end
function ZO_Lockpick:IsPickBroken()
    return self.inactivityStart ~= nil
end
local STARTING_NORMALIZED_LOCKPICK_X = 0.53
local GAMEPAD_SPEED_FACTOR = 3.5
function ZO_Lockpick:UpdateVirtualMousePosition()
    if not self.virtualMouseX then
        self.virtualMouseX = zo_lerp(self.lockpickLowerBound, self.lockpickUpperBound, STARTING_NORMALIZED_LOCKPICK_X)
        self.virtualNormalizedMouseX = STARTING_NORMALIZED_LOCKPICK_X
    else
        local deltaX
        if IsInGamepadPreferredMode() then
            deltaX = ZO_Gamepad_GetLeftStickEasedX() * GAMEPAD_SPEED_FACTOR
        else
            deltaX = GetUIMouseDeltas()
        end
        deltaX = deltaX * GetFrameDeltaNormalizedForTargetFramerate()
        if deltaX ~= 0 then
            local newX = self.virtualMouseX + deltaX
            local clampedX = zo_clamp(newX, self.lockpickLowerBound, self.lockpickUpperBound)
            if clampedX ~= self.virtualMouseX then
                self.virtualMouseX = clampedX
                self.virtualNormalizedMouseX = (clampedX - self.lockpickLowerBound) / (self.lockpickUpperBound - self.lockpickLowerBound)
                self:OnVirtualLockpickPositionChanged()
            end
        end
    end
end
function ZO_Lockpick:OnVirtualLockpickPositionChanged()
    local oldClosestChamberIndex = self.closestChamberIndexToLockpick
    self.closestChamberIndexToLockpick = self:FindClosestChamberIndexToLockpick()
    if oldClosestChamberIndex ~= self.closestChamberIndexToLockpick then
        if oldClosestChamberIndex then
            self:RemoveHighlightOnPin(self.springs[oldClosestChamberIndex].pin)
        end
        self:PlayHighlightOnPin(self.springs[self.closestChamberIndexToLockpick].pin)
    end
end
function ZO_Lockpick:FindClosestChamberIndexToLockpick()
    local windowLeft = self.body:GetLeft()
    local closestDistance = math.huge
    local closestIndex
    for i = 1, NUM_LOCKPICK_CHAMBERS do
        local spring = self.springs[i]
        local distanceToLockpick = zo_abs((spring:GetCenter() - windowLeft) - (self.virtualMouseX))
        if distanceToLockpick < closestDistance then
            closestDistance = distanceToLockpick
            closestIndex = i
        end
    end
    return closestIndex
end
function ZO_Lockpick:OnLockpickBroke(inactivityDuration)
    if self.settingChamberIndex then
        --A broken pick clears out the setting chamber on the client so stop depressing it here too. Store off settingChamberIndex since that's the champer we broke the pick on and it's cleared by EndDepressingPin.
        local activeChamberIndex = self.settingChamberIndex
        self:EndDepressingPin()
        --If there is a time we have to wait before we can try to pick the lock again then run the break animation
        if inactivityDuration > 0 then
            self.lockpick:SetHidden(true)
            self.breakingChamberIndex = activeChamberIndex
            self.lockpickBreakLeft:SetHidden(false)
            self.lockpickBreakRight:SetHidden(false)
            self.inactivityDuration = inactivityDuration
            self.inactivityStart = GetFrameTimeMilliseconds()
            self:UpdatePinAlpha(PARTIAL_PIN_ALPHA)
        end
    end
end
function ZO_Lockpick:UpdatePinAlpha(alpha, ingoreIndex, allowHighlights)
    for i = 1, NUM_LOCKPICK_CHAMBERS do
        local spring = self.springs[i]
        if i ~= ingoreIndex then
            spring:SetAlpha(alpha)
            spring.pin:SetAlpha(alpha)
        end
        local hasHighlight = self.closestChamberIndexToLockpick == i and not IsChamberSolved(i) and (allowHighlights == nil or allowHighlights)
        if hasHighlight then
            spring.pin.highlightAnimation:PlayForward()
        else
            spring.pin.highlightAnimation:PlayBackward()
        end
    end
end
function ZO_Lockpick:StartDepressingPin()
    local chamberIndex = self.closestChamberIndexToLockpick
    if StartSettingChamber(chamberIndex) then
        PlaySound(SOUNDS.LOCKPICKING_CONTACT)
        PlaySound(SOUNDS.LOCKPICKING_CHAMBER_START)
        self.settingChamberIndex = chamberIndex
        self:UpdatePinAlpha(PARTIAL_PIN_ALPHA, chamberIndex, false)
    end
end
local ENDING_SETTING_CHAMBER = true
function ZO_Lockpick:EndDepressingPin()
    if self.settingChamberIndex then
        local wasSettingSpring = self.springs[self.settingChamberIndex]
        if IsChamberSolved(self.settingChamberIndex) then
            wasSettingSpring.pin:SetTexture(SET_TEXTURE)
            PlaySound(SOUNDS.LOCKPICKING_CHAMBER_LOCKED)
        end
        
        self:OnUpdate(ENDING_SETTING_CHAMBER)
        self.settingChamberIndex = nil
        if not self.inactivityStart then
            self:UpdatePinAlpha(FULL_PIN_ALPHA)
        end
    end
end
function ZO_Lockpick:PlayHighlightOnPin(pin)
    if not self.settingChamberIndex and not IsChamberSolved(pin.chamberIndex) then
        pin.highlightAnimation:PlayForward()
    end
end
function ZO_Lockpick:RemoveHighlightOnPin(pin)
    pin.highlightAnimation:PlayBackward()
end
function ZO_Lockpick:CreateKeybindStripDescriptor()
    self.keybindStripDescriptor = {
        alignment = KEYBIND_STRIP_ALIGN_CENTER,
        {
            name = GetString(SI_LOCKPICK_DEPRESS_PIN),
            keybind = "UI_SHORTCUT_RIGHT_TRIGGER",
            visible = IsInGamepadPreferredMode,
            handlesKeyUp = true,
            callback = function(up)
                if up then
                    self:EndDepressingPin()
                else
                    if not self:IsPickBroken() then
                        self:StartDepressingPin()
                    end
                end
            end,
        },
        {
            name = function() return zo_strformat(SI_LOCKPICK_FORCE, GetChanceToForceLock()) end,
            keybind = "UI_SHORTCUT_SECONDARY",
            callback = function() 
                AttemptForceLock()
                PlaySound(SOUNDS.LOCKPICKING_FORCE)
                self:SetHidden(true)
            end,
        },
        KEYBIND_STRIP:GenerateGamepadLeftSlideButtonDescriptor(GetString(SI_GAMEPAD_LOCKPICK_MOVE), IsInGamepadPreferredMode),
    }
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON)
end
function ZO_Lockpick:SetHidden(hidden)
    self.hidden = hidden
    if hidden then
        SCENE_MANAGER:Hide("lockpickKeyboard")
        SCENE_MANAGER:Hide("lockpickGamepad")
    else
        if IsInGamepadPreferredMode() then
            SCENE_MANAGER:Show("lockpickGamepad")
        else
            SCENE_MANAGER:Show("lockpickKeyboard")
        end
    end
end
    LOCK_PICK = ZO_Lockpick:New(control)
end
    if not control.owner:IsPickBroken() then
        control.owner:StartDepressingPin()
    end
end
    control.owner:EndDepressingPin()
end