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-----------------
--Grouping Tools
-----------------
local LFM_DATA = 1
local LFM_MODE = 1
local LFG_MODE = 2
local DPS_ONLY = 1
local TANK_ONLY = 2
local HEAL_ONLY = 3
local DPS_TANK = 4
local DPS_HEAL = 5
local TANK_HEAL = 6
local ANY_ROLE = 7
return manager
end
self . currentCampaignInfo : SetText ( zo_strformat ( SI_GROUPING_TOOLS_PANEL_CAMPAIGN_NAME , campaignName , preferredCampaignId ) )
end
ZO_ScrollList_AddDataType ( self . list , LFM_DATA , "ZO_GroupingToolsRow" , 30 , function ( control , data ) self : SetupRow ( control , data ) end )
do
end
-- call this once to initialize all the variables
end
end
end
-- make sure to update the state of the UI to match the client's state
end
end
control : RegisterForEvent ( EVENT_GROUPING_TOOLS_STATUS_UPDATE , function ( event , searching ) OnSearchUpdate ( searching ) end )
control : RegisterForEvent ( EVENT_PREFERRED_CAMPAIGN_CHANGED , function ( event , preferredCampaignId ) UpdateAvAInfo ( preferredCampaignId ) end )
if ( newState == SCENE_SHOWING ) then
elseif ( newState == SCENE_HIDDEN ) then
end
end )
end
end
{
alignment = KEYBIND_STRIP_ALIGN_CENTER ,
-- Invite to Group
{
keybind = "UI_SHORTCUT_PRIMARY" ,
end ,
end
} ,
-- Start Search
{
keybind = "UI_SHORTCUT_SECONDARY" ,
else
end
end ,
return not self . searching and self . currentlocation ~= nil and ( not self . playerIsGrouped or ( self . playerIsLeader and self . slotsOpen > 0 ) )
end
} ,
-- Cancel Search
{
keybind = "UI_SHORTCUT_NEGATIVE" ,
end ,
end
} ,
}
end
end
end
self . normalGroupButton = InitializeGroupButton ( "NormalTypeButton" , LFG_GROUP_TYPE_REGULAR , zo_strformat ( SI_GROUPING_TOOLS_PANEL_REGULAR_GROUP , SMALL_GROUP_SIZE_THRESHOLD ) )
self . mediumGroupButton = InitializeGroupButton ( "MediumTypeButton" , LFG_GROUP_TYPE_MEDIUM , zo_strformat ( SI_GROUPING_TOOLS_PANEL_MEDIUM_GROUP , RAID_GROUP_SIZE_THRESHOLD ) )
self . largeGroupButton = InitializeGroupButton ( "LargeTypeButton" , LFG_GROUP_TYPE_LARGE , zo_strformat ( SI_GROUPING_TOOLS_PANEL_LARGE_GROUP , GROUP_SIZE_MAX ) )
end
return entry
end
return comboBox
end
end
self . activityType = InitializeMenu ( "ActivityTypeMenu" , GetString ( SI_GROUPING_TOOLS_PANEL_ACTIVITY_TYPE ) )
for i = 0 , lastActivity do
end
end
local BUTTON_TEXT = 1
local HEADER_TEXT = 2
if disabled then
return ZO_DISABLED_TEXT
elseif textType == BUTTON_TEXT then
return ZO_NORMAL_TEXT
else
return ZO_SELECTED_TEXT
end
end
end
--Update group button text labels
end
if PREFERRED_ROLES then
end
end
end
end
local selectedActivityIndex = 1
if numRequests > 0 then
local activity , index , aDPS , aHealer , aTank = GetLFGRequestInfo ( 1 ) -- assumes all requests are for the same activity
if groupType == LFG_GROUP_TYPE_MEDIUM then
elseif groupType == LFG_GROUP_TYPE_LARGE then
else
end
-- the activities are added in order, but their index in the ComboBox will start at 1 instead of 0
selectedActivityIndex = activity + 1
end
end
local minString
local maxString
if playerVeteranRank == 0 then
else
end
if minString and maxString then
if minString == maxString then
else
end
else
end
end
for i = 1 , numLfgOptions do
local name , levelMin , levelMax , veteranRankMin , veteranRankMax , groupType , passedReqs = GetLFGOption ( self . currentActivityType , i )
if passedReqs then
local passesLevelorRankCheck = false
if playerVeteranRank == 0 then
passesLevelorRankCheck = playerLevel >= levelMin and playerLevel <= levelMax
else
passesLevelorRankCheck = playerVeteranRank >= veteranRankMin and playerVeteranRank <= veteranRankMax
end
if passesLevelorRankCheck then
local displayLevelMin , displayLevelMax , displayVeteranRankMin , displayVeteranRankMax = GetLFGDisplayLevels ( self . currentActivityType , i )
table . insert ( self . lfgOptions , { lfgIndex = i , name = name , levelMin = displayLevelMin , levelMax = displayLevelMax , veteranRankMin = displayVeteranRankMin , veteranRankMax = displayVeteranRankMax , groupType = groupType } )
end
end
end
end
else
end
end
local shownLFGOptions = { }
end
end
local searchIndex = 0
local selectedItem = false
if numRequests > 0 then
searchIndex = index
end
if # shownLFGOptions > 0 then
-- Addition of entry for the fake 'all' option to cause the c++ to queue for all entries in that activity type
local allIndex = numLfgOptions + 1
local entry = InitializeMenuEntry ( allIndex , GetString ( SI_LFG_ALL ) , OnLocationChanged , self . locations )
-- all is the only option that searches for multiple requests
if numRequests > 1 then
selectedItem = true
end
end
for i = 1 , # shownLFGOptions do
local lfgInfo = shownLFGOptions [ i ]
local menuString = GetLFGEntryString ( lfgInfo . name , lfgInfo . levelMin , lfgInfo . levelMax , lfgInfo . veteranRankMin , lfgInfo . veteranRankMax )
local lfgIndex = lfgInfo . lfgIndex
if not selectedItem and lfgIndex == searchIndex then
selectedItem = true
end
end
else
InitializeMenuEntry ( nil , GetString ( SI_GROUPING_TOOLS_PANEL_NONE_AVAILABLE ) , OnLocationChanged , self . locations )
end
if not selectedItem then
end
end
end
end
end
end
end
return
end
end
end
end
-- Add role stuff once it is implemented...for now it does nothing.
end
end
local roleComboCounts = { [ DPS_ONLY ] = 0 , [ TANK_ONLY ] = 0 , [ HEAL_ONLY ] = 0 , [ DPS_TANK ] = 0 , [ DPS_HEAL ] = 0 , [ TANK_HEAL ] = 0 , [ ANY_ROLE ] = 0 }
if not lfmRole then
roleComboCounts [ ANY_ROLE ] = roleComboCounts [ ANY_ROLE ] + 1
else
if lfmRole [ LFG_ROLE_DPS ] then
if lfmRole [ LFG_ROLE_TANK ] then
if lfmRole [ LFG_ROLE_HEAL ] then
roleComboCounts [ ANY_ROLE ] = roleComboCounts [ ANY_ROLE ] + 1
else
roleComboCounts [ DPS_TANK ] = roleComboCounts [ DPS_TANK ] + 1
end
else
if lfmRole [ LFG_ROLE_HEAL ] then
roleComboCounts [ DPS_HEAL ] = roleComboCounts [ DPS_HEAL ] + 1
else
roleComboCounts [ DPS_ONLY ] = roleComboCounts [ DPS_ONLY ] + 1
end
end
else
if lfmRole [ LFG_ROLE_TANK ] then
if lfmRole [ LFG_ROLE_HEAL ] then
roleComboCounts [ TANK_HEAL ] = roleComboCounts [ TANK_HEAL ] + 1
else
roleComboCounts [ TANK_ONLY ] = roleComboCounts [ TANK_ONLY ] + 1
end
else
if lfmRole [ LFG_ROLE_HEAL ] then
roleComboCounts [ HEAL_ONLY ] = roleComboCounts [ HEAL_ONLY ] + 1
else
roleComboCounts [ ANY_ROLE ] = roleComboCounts [ ANY_ROLE ] + 1
end
end
end
end
end
return roleComboCounts
end
--Overridden ZO_SortFilterList
-- No sorting...just leave in order
end
-- No real filtering...just show everything in the master list
end
end
else
end
index = i ,
}
end
end
if selectedRoles then
for i = 1 , # roleButtons do
else
end
end
else
for i = 1 , # roleButtons do
end
end
end
--Global XML
end
end
end
end |