ESO Lua File v100012

ingame/crafting/gamepad/alchemy_gamepad.lua

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ZO_GamepadAlchemyReagentSlot = ZO_AlchemyReagentSlot:Subclass()
do
    local GAMEPAD_UNKNOWN_TRAIT_TEXTURE = "EsoUI/Art/Crafting/Gamepad/crafting_alchemy_trait_unknown.dds"
    -- purposely throwing out the nil passed in from SharedAlchemy as param 1, we don't need it and we're overriding it when we call it back
    function ZO_GamepadAlchemyReagentSlot:SetTraits(_, ...)
        ZO_AlchemyReagentSlot.SetTraits(self, GAMEPAD_UNKNOWN_TRAIT_TEXTURE, ...)
    end
    function ZO_GamepadAlchemyReagentSlot:ClearTraits()
        ZO_AlchemyReagentSlot.ClearTraits(self, GAMEPAD_UNKNOWN_TRAIT_TEXTURE)
    end
end
ZO_GamepadAlchemy = ZO_Object.MultiSubclass(ZO_SharedAlchemy, ZO_Gamepad_ParametricList_Screen)
function ZO_GamepadAlchemy:New(...)
    local alchemy = ZO_Object.New(self)
    alchemy:Initialize(...)
    return alchemy
end
function ZO_GamepadAlchemy:Initialize(control)
    self.sceneName = "gamepad_alchemy"
    local titleString = ZO_GamepadCraftingUtils_GetLineNameForCraftingType(CRAFTING_TYPE_ALCHEMY)
    ZO_Gamepad_ParametricList_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE)
    ZO_SharedAlchemy.Initialize(self, control)
end
    data.slot = ZO_GamepadAlchemyReagentSlot:New(data.owner, control, data.icon, data.placedSound, data.removedSound, nil, data.inventory, data.emptySlotIcon)
end
    data.slot = ZO_GamepadAlchemyReagentSlot:New(data.owner, control, data.icon, data.placedSound, data.removedSound, nil, data.inventory, data.emptySlotIcon)
end
function ZO_GamepadAlchemy:InitializeSlots()
    local slotContainer = self.control:GetNamedChild("SlotContainer")
    self.craftingBar = ZO_GamepadCraftingIngredientBar:New(slotContainer, ZO_GAMEPAD_CRAFTING_UTILS_SLOT_SPACING)
    self.craftingBar:AddDataTemplate("ZO_GamepadAlchemyCraftingSlotWithTraits", ZO_AlchemyCraftingBarSlotTemplateSetup)
    self.craftingBar:AddDataTemplate("ZO_AlchemySolventSlot_Gamepad", ZO_AlchemyCraftingBarSolventSlotTemplateSetup)
    self.slotAnimation = ZO_CraftingCreateSlotAnimation:New(self.sceneName)
    self.control:RegisterForEvent(EVENT_NON_COMBAT_BONUS_CHANGED, function(eventCode, nonCombatBonusType)
        if nonCombatBonusType == NON_COMBAT_BONUS_ALCHEMY_THIRD_SLOT then
            self:UpdateThirdAlchemySlot()
        elseif nonCombatBonusType == NON_COMBAT_BONUS_ALCHEMY_LEVEL then
            self.inventory:HandleDirtyEvent()
        end
    end)
end
function ZO_GamepadAlchemy:UpdateThirdAlchemySlot()
    self.craftingBar:Clear()
    local reagents = ZO_Alchemy_IsThirdAlchemySlotUnlocked() and 3 or 2
    local newData = {
        icon = "EsoUI/Art/Crafting/Gamepad/gp_alchemy_emptySlot_solvent.dds",
        placedSound = SOUNDS.ALCHEMY_SOLVENT_PLACED, 
        removedSound = SOUNDS.ALCHEMY_SOLVENT_REMOVED,
        inventory = self.inventory,
        owner = self,
        emptySlotIcon = "EsoUI/Art/Crafting/Gamepad/gp_alchemy_emptySlot_solvent.dds",
    }
    self.craftingBar:AddEntry("ZO_AlchemySolventSlot_Gamepad", newData)
    self.solventSlot = newData.slot
    self.reagentSlots = {}
    for i = 1, reagents
    do
         local newData = {
            icon = "EsoUI/Art/Crafting/Gamepad/gp_alchemy_emptySlot_reagent.dds",
            placedSound = SOUNDS.ALCHEMY_REAGENT_PLACED, 
            removedSound = SOUNDS.ALCHEMY_REAGENT_REMOVED,
            inventory = self.inventory,
            owner = self,
            emptySlotIcon = "EsoUI/Art/Crafting/Gamepad/gp_alchemy_emptySlot_reagent.dds",
        }
        self.craftingBar:AddEntry("ZO_GamepadAlchemyCraftingSlotWithTraits", newData)
        self.reagentSlots[i] = newData.slot
     end
    self.craftingBar:Commit()
end
function ZO_GamepadAlchemy:InitializeInventory()
    local SETUP_LOCALLY = true
    self.inventory = self:AddList("Inventory", SETUP_LOCALLY, ZO_GamepadAlchemyInventory, self)
    self.activeSlotIndex = 0
    self.inventory:SetOnTargetDataChangedCallback(function(list, selectedData)
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.mainKeybindStripDescriptor)
        self:UpdateActiveSlot()
    end)
    -- Override the default parametric offset calculation
    self.inventory.list.CalculateParametricOffset = function(self, startAdditionalPadding, endAdditionalPadding, distanceFromCenter, continuousParametricOffset)
        local additionalPaddingEasingFunc
        -- Use linear easing during transition between rows with small and large padding.
        -- This helps minimize the perceived "bounce" effect during the transition as the extra space collapses.
        if startAdditionalPadding < endAdditionalPadding then
            additionalPaddingEasingFunc = ZO_LinearEase
        end
        return ZO_ParametricScrollList.CalculateParametricOffset(self, startAdditionalPadding, endAdditionalPadding, distanceFromCenter, continuousParametricOffset, additionalPaddingEasingFunc)
    end
    self.inventory:SetCustomExtraData(
        function(bagId, slotIndex, data)
            self:UpdateItemOnWorkbench(data)
        end
    )
    ZO_Gamepad_AddListTriggerKeybindDescriptors(self.mainKeybindStripDescriptor, self.inventory.list)
end
function ZO_GamepadAlchemy:InitializeKeybindStripDescriptors()
    -- Main keybind strip
    self.mainKeybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- Add / remove
        {
            name = function()
                if self:IsSelectionOnWorkbench() then
                    return GetString(SI_ITEM_ACTION_REMOVE_FROM_CRAFT)
                else
                    return GetString(SI_ITEM_ACTION_ADD_TO_CRAFT)
                end
            end,
            keybind = "UI_SHORTCUT_PRIMARY",
            visible = function()
                return not ZO_CraftingUtils_IsPerformingCraftProcess() and self.inventory.list:GetTargetData() ~= nil
            end,
            enabled = function()
                return self.inventory.list:GetTargetData() ~= nil and self.inventory.list:GetTargetData().meetsUsageRequirement
            end,
            callback = function()
                local targetData = self.inventory.list:GetTargetData()
                local adding = not self:IsSelectionOnWorkbench()
                if adding then
                    self:AddItemToCraft(targetData.bagId, targetData.slotIndex)
                    local activeSlot = self:GetActiveSlot()
                    ZO_GamepadCraftingUtils_PlaySlotBounceAnimation(activeSlot)
                else
                    self:RemoveItemFromCraft(targetData.bagId, targetData.slotIndex)
                end
                self:OnWorkbenchUpdated()
            end,
        },
        -- Perform craft
        {
            name = function()
                local cost = GetCostToCraftAlchemyItem(self.solventSlot:GetBagAndSlot())
                return ZO_CraftingUtils_GetCostToCraftString(cost)
            end,
            keybind = "UI_SHORTCUT_SECONDARY",
            callback = function()
                PlaySound(SOUNDS.GAMEPAD_ALCHEMY_BEGIN)
                self:Create()
            end,
            visible = function() return not ZO_CraftingUtils_IsPerformingCraftProcess() and self:IsCraftable() end,
        },
        -- Clear selections
        {
            name = GetString(SI_CRAFTING_CLEAR_SELECTIONS),
            keybind = "UI_SHORTCUT_TERTIARY",
            callback = function()
                self:ClearSelections()
                self:OnWorkbenchUpdated()
            end,
            visible = function() return not ZO_CraftingUtils_IsPerformingCraftProcess() and self:HasSelections() end,
        },
    }
end
function ZO_GamepadAlchemy:InitializeScenes()
    local skillLineXPBarFragment = ZO_FadeSceneFragment:New(ZO_GamepadAlchemyTopLevelSkillInfo)
    GAMEPAD_ALCHEMY_ROOT_SCENE = self:CreateInteractScene(self.sceneName)
    GAMEPAD_ALCHEMY_ROOT_SCENE:AddFragment(skillLineXPBarFragment)
    GAMEPAD_ALCHEMY_ROOT_SCENE:RegisterCallback("StateChange", function(oldState, newState)
        ZO_Gamepad_ParametricList_Screen.OnStateChanged(self, oldState, newState)
    end)
    self.control:RegisterForEvent(EVENT_TRAIT_LEARNED, function()
        if SCENE_MANAGER:IsShowing(self.sceneName) then
            self:OnSlotChanged()
        end
    end)
end
function ZO_GamepadAlchemy:OnShowing()
    self:SetCurrentList(self.inventory)
    self.inventory:OnShow()
    KEYBIND_STRIP:RemoveDefaultExit()
    KEYBIND_STRIP:AddKeybindButtonGroup(self.mainKeybindStripDescriptor)
    TriggerTutorial(TUTORIAL_TRIGGER_ALCHEMY_OPENED)
    GAMEPAD_CRAFTING_RESULTS:SetCraftingTooltip(self.tooltip)
    GAMEPAD_CRAFTING_RESULTS:SetTooltipAnimationSounds(SOUNDS.ALCHEMY_CREATE_TOOLTIP_GLOW_SUCCESS, SOUNDS.ALCHEMY_CREATE_TOOLTIP_GLOW_FAIL)
end
function ZO_GamepadAlchemy:OnHide()
    self.inventory:HandleDirtyEvent()
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.mainKeybindStripDescriptor)
    KEYBIND_STRIP:RestoreDefaultExit()
    GAMEPAD_CRAFTING_RESULTS:SetCraftingTooltip(nil)
end
function ZO_GamepadAlchemy:InitializeTooltip()
    self.tooltip = self.control:GetNamedChild("Tooltip")
end
-- Checks whether the currently selected item has been added to the crafting workbench
function ZO_GamepadAlchemy:IsSelectionOnWorkbench()
    local selectedBagId, selectedSlotIndex = self.inventory:CurrentSelectionBagAndSlot()
    return self:IsItemOnWorkbench(selectedBagId, selectedSlotIndex)
end
-- Checks whether the specified item has been added to the crafting workbench
function ZO_GamepadAlchemy:IsItemOnWorkbench(selectedBagId, selectedSlotIndex)
    local function SlotHasSelection(slot)
        if slot:HasItem() then
            if slot:IsBagAndSlot(selectedBagId, selectedSlotIndex) then
                return true
            end
        end
        return false
    end
    for i, slot in ipairs(self.reagentSlots) do
        if SlotHasSelection(slot) then
            return true
        end
    end
    return SlotHasSelection(self.solventSlot)
end
function ZO_GamepadAlchemy:GetReagentSlotOffset(thirdSlotUnlocked)
    if thirdSlotUnlocked then
        return 120
    else
        return 60
    end
end
function ZO_GamepadAlchemy:OnWorkbenchUpdated()
    for _, data in pairs(self.inventory.list.dataList) do
        self:UpdateItemOnWorkbench(data)
    end
    self.inventory.list:RefreshVisible()
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.mainKeybindStripDescriptor)
end
function ZO_GamepadAlchemy:UpdateActiveSlot()
    local targetData = self.inventory.list:GetTargetData()
    if targetData then
        local oldActiveSlotIndex = self.activeSlotIndex
        local newActiveSlotIndex
        -- Determine which slot should be active
        local _, craftingSubItemType, _ = GetItemCraftingInfo(targetData.bagId, targetData.slotIndex)
        if craftingSubItemType == ITEMTYPE_ALCHEMY_BASE or targetData.itemType == ITEMTYPE_ALCHEMY_BASE then
            newActiveSlotIndex = 1
        elseif craftingSubItemType == ITEMTYPE_REAGENT or targetData.itemType == ITEMTYPE_REAGENT then
            local existingSlot = self:FindAlreadySlottedReagent(targetData.bagId, targetData.slotIndex)
            newActiveSlotIndex = (existingSlot or self:FindNextSlotToInsertReagent()) + 1
        else
            -- our target data is invalid...what happened? This will die soon - asserting here to track the issue more easily
            assert(false)
        end
        local oldActiveSlot = self:GetSlot(oldActiveSlotIndex)
        local newActiveSlot = self:GetSlot(newActiveSlotIndex)
        -- Active slot has changed
        if oldActiveSlot ~= newActiveSlot then
            -- Remember which slot is active
            self.activeSlotIndex = newActiveSlotIndex
        end
    elseif self.activeSlotIndex > 0 then
        local oldActiveSlot = select(self.activeSlotIndex, self:GetAllSlots())
        if oldActiveSlot then
            oldActiveSlot.control.animation:PlayInstantlyToStart()
        end
    end
end
function ZO_GamepadAlchemy:UpdateItemOnWorkbench(data)
    data.isOnWorkbench = self:IsItemOnWorkbench(data.bagId, data.slotIndex)
    data.isEquippedInCurrentCategory = data.isOnWorkbench
end
function ZO_GamepadAlchemy:UpdateTooltip()
    if self:IsCraftable() then
        self.tooltip:SetHidden(false)
        self.tooltip.tip:ClearLines()
        self:UpdateTooltipLayout()
    else
        self.tooltip:SetHidden(true)
    end
end
function ZO_GamepadAlchemy:UpdateTooltipLayout()
end
function ZO_GamepadAlchemy:GetAllSlots()
    local SOLVENT_SLOT = 1
    local FIRST_REAGENT_SLOT = 2
    local SECOND_REAGENT_SLOT = 3
    local THIRD_REAGENT_SLOT = 4
    return self:GetSlot(SOLVENT_SLOT), self:GetSlot(FIRST_REAGENT_SLOT), self:GetSlot(SECOND_REAGENT_SLOT), self:GetSlot(THIRD_REAGENT_SLOT)
end
function ZO_GamepadAlchemy:GetSlot(index)
    if index == 1 then
        return self.solventSlot
    else
        return self.reagentSlots[index - 1]
    end
end
function ZO_GamepadAlchemy:GetActiveSlot()
    return self:GetSlot(self.activeSlotIndex)
end
ZO_GamepadAlchemyInventory = ZO_GamepadCraftingInventory:Subclass()
function ZO_GamepadAlchemyInventory:New(control, owner,...)
    return ZO_GamepadCraftingInventory.New(self, owner, control, ...)
end
function ZO_GamepadAlchemyInventory:Initialize(owner, control, ...)
    ZO_GamepadCraftingInventory.Initialize(self, control, ...)
    self.owner = owner
    self.filterType = NO_FILTER
    self.list:SetNoItemText(GetString(SI_ALCHEMY_NO_SOLVENTS_OR_REAGENTS))
    self:SetCustomSort(function(bagId, slotIndex)
        local _, craftingSubItemType = GetItemCraftingInfo(bagId, slotIndex)
        if craftingSubItemType == ITEMTYPE_ALCHEMY_BASE then
            return 0
        else
            return 1
        end
     end)
end
function ZO_GamepadAlchemyInventory:IsLocked(bagId, slotIndex)
    return ZO_GamepadCraftingInventory.IsLocked(self, bagId, slotIndex) or self.owner:IsSlotted(bagId, slotIndex)
end
function ZO_GamepadAlchemyInventory:AddListDataTypes()
    local function SetupSolventListEntry(control, data, selected, selectedDuringRebuild, enabled, activated)
        ZO_SharedGamepadEntry_OnSetup(control, data, selected, selectedDuringRebuild, enabled, activated)
        local descriptionLabel = control.descriptionLabel
        descriptionLabel:SetHidden(not selected)
        if selected then
            local usedInCraftingType, craftingSubItemType, rankRequirement, resultingItemLevel, veteranRequiredLevel = GetItemCraftingInfo(data.bagId, data.slotIndex)
            if not rankRequirement or rankRequirement <= GetNonCombatBonus(NON_COMBAT_BONUS_ALCHEMY_LEVEL) then
                local descriptionText
                if veteranRequiredLevel and veteranRequiredLevel > 0 then
                    descriptionText = zo_strformat(SI_ALCHEMY_CREATES_POTION_OF_VETERAN_RANK, veteranRequiredLevel)
                else
                    descriptionText = zo_strformat(SI_ALCHEMY_CREATES_POTION_OF_LEVEL, resultingItemLevel)
                end
                descriptionLabel:SetText(descriptionText)
                descriptionLabel:SetColor(1, 1, 1, 1)
            else
                descriptionLabel:SetText(zo_strformat(SI_REQUIRES_ALCHEMY_SOLVENT_PURIFICATION, rankRequirement))
                descriptionLabel:SetColor(ZO_ERROR_COLOR:UnpackRGBA())
            end
        end
    end
    local function SetupTrait(traits, locked, isOnWorkbench, ...)
        local numTraits = select("#", ...) / ALCHEMY_TRAIT_STRIDE
        for i, traitControl in ipairs(traits) do
            if i > numTraits then
                traitControl:SetHidden(true)
            else
                traitControl:SetHidden(false)
                local label = traitControl.label
                local icon = traitControl.icon or traitControl  -- For unlabeled trait controls, the control is the icon
                local traitName, traitIcon, traitMatchIcon = ZO_Alchemy_GetTraitInfo(i, ...)
                if traitName then
                    if label then
                        label:SetColor(GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_TOOLTIP, ITEM_TOOLTIP_COLOR_ACCENT))
                        label:SetText(traitName)
                    end
                    if isOnWorkbench and self.owner:HasTraitMatch(traitName) then
                        icon:SetTexture(traitMatchIcon)
                        icon:SetAlpha(1)
                    else
                        icon:SetTexture(traitIcon)
                        icon:SetAlpha(0.8)
                    end
                else
                    if label then
                        label:SetColor(GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_TOOLTIP, ITEM_TOOLTIP_COLOR_INACTIVE_BONUS))
                        label:SetText(GetString(SI_CRAFTING_UNKNOWN_NAME))
                    end
                    icon:SetTexture("EsoUI/Art/Crafting/Gamepad/crafting_alchemy_trait_unknown.dds")
                end
                if label then
                    ZO_ItemSlot_SetupTextUsableAndLockedColor(label, true, false)
                end
            end
        end
    end
    local function SetupReagentListEntry(control, data, selected, selectedDuringRebuild, enabled, activated)
        ZO_SharedGamepadEntry_OnSetup(control, data, selected, selectedDuringRebuild, enabled, activated)
        control.selectedItems:SetHidden(not selected)
        local locked = self:IsLocked(data.bagId, data.slotIndex)
        local isOnWorkbench = data.isOnWorkbench
        if selected then
            SetupTrait(control.selectedItems.traits, locked, isOnWorkbench, GetAlchemyItemTraits(data.bagId, data.slotIndex))
        end
        SetupTrait(control.unselectedItems.traits, locked, isOnWorkbench, GetAlchemyItemTraits(data.bagId, data.slotIndex))
    end
    self.list:AddDataTemplate("ZO_GamepadAlchemyInventoryReagentRow", SetupReagentListEntry, ZO_GamepadMenuEntryTemplateParametricListFunction)    
    self.list:AddDataTemplateWithHeader("ZO_GamepadAlchemyInventorySolventRow", SetupSolventListEntry, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, "ZO_GamepadMenuEntryHeaderTemplate")
    self.list:AddDataTemplateWithHeader("ZO_GamepadAlchemyInventoryReagentRow", SetupReagentListEntry, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, "ZO_GamepadMenuEntryHeaderTemplate")
end
function ZO_GamepadAlchemyInventory:GetListEntryTemplate(data)
    local _, craftingSubItemType = GetItemCraftingInfo(data.bagId, data.slotIndex)
    if craftingSubItemType == ITEMTYPE_ALCHEMY_BASE then
        return data.header and "ZO_GamepadAlchemyInventorySolventRowWithHeader" or "ZO_GamepadAlchemyInventorySolventRow"
    elseif craftingSubItemType == ITEMTYPE_REAGENT then
        return data.header and "ZO_GamepadAlchemyInventoryReagentRowWithHeader" or "ZO_GamepadAlchemyInventoryReagentRow"
    end
end
function ZO_GamepadAlchemyInventory:Refresh(data)
    self.owner:OnInventoryUpdate(validItemIds)
end
function ZO_GamepadAlchemyInventory:ShowAppropriateSlotDropCallouts(bagId, slotIndex)
    local _, craftingSubItemType, rankRequirement = GetItemCraftingInfo(bagId, slotIndex)
    self.owner:ShowAppropriateSlotDropCallouts(craftingSubItemType, rankRequirement)
end
function ZO_GamepadAlchemyInventory:HideAllSlotDropCallouts()
    self.owner:HideAllSlotDropCallouts()
end
function ZO_GamepadAlchemyInventory:SetAlignToScreenCenter(alignToScreenCenter, expectedEntryHeight)
    self.list:SetAlignToScreenCenter(alignToScreenCenter, expectedEntryHeight)
end
function ZO_GamepadAlchemyInventory:GetControl()
    return self.list:GetControl()
end
function ZO_GamepadAlchemyInventory:IsActive()
    return self.list:IsActive()
end
function ZO_GamepadAlchemyInventory:SetOnTargetDataChangedCallback(selectedDataCallback)
end
    GAMEPAD_ALCHEMY = ZO_GamepadAlchemy:New(control)
end