ESO Lua File v100012

ingame/hud/hudinfamymeter.lua

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INFAMY_METER_WIDTH = 256
INFAMY_METER_HEIGHT = 128
INFAMY_METER_KEYBOARD_BAR_OFFSET_X = 14
INFAMY_METER_KEYBOARD_BAR_OFFSET_Y = 15
INFAMY_METER_GAMEPAD_BAR_OFFSET = 10
local INFAMY_METER_UPDATE_DELAY_SECONDS = 1
 -- Forces the bar to be at least 3% full, in order to make it visible even at one or two bounty
local MIN_BAR_PERCENTAGE = 0.03
local UPDATE_TYPE_TICK = 0
local UPDATE_TYPE_EVENT = 1
local INFAMY_METER_SLOW_FADE_TIME = 1400 -- in milliseconds
local INFAMY_METER_SLOW_FADE_DELAY = 600 -- in milliseconds
local INFAMY_METER_FADE_TIME = 200 -- in milliseconds
local ZO_HUDInfamyMeter = ZO_Object:Subclass()
function ZO_HUDInfamyMeter:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function ZO_HUDInfamyMeter:Initialize(control) 
    -- Initialize state
    self.nextUpdateTime = 0
    self.hiddenExternalRequest = false
    self.meterTotal = GetInfamyMeterSize()
    self.wasKOS = IsKillOnSight()
    self.infamy = GetInfamy()
    self.bounty = GetBounty()
    self.oldInfamy = self.infamy
    self.oldBounty = self.bounty
    self.playerOwesGold = true  -- This controls the color of the currency label. When Enforcers get implemented, this variable will reflect
                                -- whether the player is owed gold (reward) or owes gold (bounty). But for now, only the latter is possible.
    self.isInGamepadMode = IsInGamepadPreferredMode()
    self.currencyOptions = 
    {
        showTooltips = true,
        customTooltip = SI_STATS_BOUNTY_LABEL,
        font = self.isInGamepadMode and "ZoFontGamepadHeaderDataValue" or "ZoFontGameLargeBold",
        overrideTexture = self.isInGamepadMode and "EsoUI/Art/currency/gamepad/gp_gold.dds" or nil,
        iconSide = RIGHT,
        isGamepad = self.isInGamepadMode
    }   
    -- Set up controls
    ApplyTemplateToControl(control, self.isInGamepadMode and "ZO_HUDInfamyMeter_GamepadTemplate" or "ZO_HUDInfamyMeter_KeyboardTemplate")
    self.control = control
    self.meterFrame = control:GetNamedChild("Frame")
    self.infamyBar = control:GetNamedChild("InfamyBar")
    self.bountyBar = control:GetNamedChild("BountyBar")
    self.kosIcon = control:GetNamedChild("KOSIcon")
    self.bountyLabel = control:GetNamedChild("BountyDisplay")
    -- Set up fade in/out animations
    self.fadeAnim = ZO_AlphaAnimation:New(control)
    self.fadeAnim:SetMinMaxAlpha(0.0, 1.0)
    -- Initialize bar states and animations
    self.infamyBar.easeAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_HUDInfamyMeterEasing")
    self.infamyBar.startPercent = 0
    self.infamyBar.endPercent = self.infamy / self.meterTotal
    self.bountyBar.easeAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_HUDInfamyMeterEasing")
    self.bountyBar.startPercent = 0
    self.bountyBar.endPercent = self.bounty / self.meterTotal
    -- Initialize KOS Icon
    self.kosIcon.bounceAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_HUDInfamyMeterKOSIconBounce", self.kosIcon)
    -- Register for events
    control:RegisterForEvent(EVENT_JUSTICE_INFAMY_UPDATED, function()
        local infamy = GetInfamy()
        if IsJusticeEnabledForZone(GetCurrentMapZoneIndex()) and not self.hiddenExternalRequest and infamy ~= 0 and infamy ~= self.oldInfamy then
            self:OnInfamyUpdated(UPDATE_TYPE_EVENT) 
        end
    end)
    control:RegisterForEvent(EVENT_PLAYER_ACTIVATED, function() 
        local infamy = GetInfamy()
        if IsJusticeEnabledForZone(GetCurrentMapZoneIndex()) then
            if infamy ~= 0 then
                self:OnInfamyUpdated(UPDATE_TYPE_EVENT) 
            end
        else
            self.control:SetHidden(true)
        end
    end)
end
function ZO_HUDInfamyMeter:Update(time)
    if self.nextUpdateTime <= time and not self.hiddenExternalRequest and IsJusticeEnabledForZone(GetCurrentMapZoneIndex()) then
        self.nextUpdateTime = time + INFAMY_METER_UPDATE_DELAY_SECONDS
        self:OnInfamyUpdated(UPDATE_TYPE_TICK)
    end
end
function ZO_HUDInfamyMeter:OnInfamyUpdated(updateType)
    local isKOS = IsKillOnSight()
    self.infamy = GetInfamy()
    self.bounty = GetBounty()
    if self.infamy ~= self.oldInfamy or updateType == UPDATE_TYPE_EVENT then
        -- Update frame and bars if we're switching between PC and console mode
        if IsInGamepadPreferredMode() and not self.isInGamepadMode then
            self.currencyOptions.font = "ZoFontGamepadHeaderDataValue"
            self.currencyOptions.isGamepad = true
            ApplyTemplateToControl(self.control, "ZO_HUDInfamyMeter_GamepadTemplate")
            self.isInGamepadMode = true
        elseif not IsInGamepadPreferredMode() and self.isInGamepadMode then
            self.currencyOptions.font = "ZoFontGameLargeBold"
            self.currencyOptions.isGamepad = false
            self.currencyOptions.iconSize = nil
            ApplyTemplateToControl(self.control, "ZO_HUDInfamyMeter_KeyboardTemplate")
            self.isInGamepadMode = false
        end
        -- Hide or show meter
        if self.infamy == 0 then
            self.fadeAnim:FadeOut(INFAMY_METER_SLOW_FADE_DELAY, INFAMY_METER_SLOW_FADE_TIME, ZO_ALPHA_ANIMATION_OPTION_FORCE_ALPHA, function() self.control:SetHidden(true) end)
        else
            self.control:SetHidden(false)
            self.fadeAnim:FadeIn(0, INFAMY_METER_FADE_TIME, ZO_ALPHA_ANIMATION_OPTION_USE_CURRENT_ALPHA)
        end
        -- Update bars
        self:UpdateBar(self.infamyBar, self.infamy, updateType)
        self:UpdateBar(self.bountyBar, self.bounty, updateType)
        -- Update KoS icon
        if isKOS then
            if self.wasKOS then
                self.kosIcon:SetAlpha(1)
            else
                self.kosIcon.bounceAnimation:PlayFromStart()
            end
        else
            if self.wasKOS then
                self.kosIcon.bounceAnimation:PlayFromEnd()
            else
                self.kosIcon:SetAlpha(0)
            end
        end
        -- Update label
        ZO_CurrencyControl_SetSimpleCurrency(self.bountyLabel, CURT_MONEY, GetFullBountyPayoffAmount(), self.currencyOptions, CURRENCY_SHOW_ALL, self.playerOwesGold) 
        -- Fire center-screen announcement if we updated below a threshold
        local infamyLevel = GetInfamyLevel(self.infamy)
        local oldInfamyLevel = GetInfamyLevel(self.oldInfamy)
        if infamyLevel ~= oldInfamyLevel then 
            -- Fire CSA
            local sound, primaryMessage, secondaryMessage, icon
            if oldInfamyLevel == INFAMY_THRESHOLD_FUGITIVE then
                sound = SOUNDS.JUSTICE_NO_LONGER_KOS
                primaryMessage = zo_strformat(SI_JUSTICE_INFAMY_LEVEL_CHANGED, GetString("SI_INFAMYTHRESHOLDSTYPE", infamyLevel))
                secondaryMessage = zo_strformat(SI_JUSTICE_CSA, GetString(SI_JUSTICE_NO_LONGER_KOS))
                icon = "EsoUI/Art/Stats/infamy_KOS_icon-Notification.dds"
            elseif infamyLevel == INFAMY_THRESHOLD_FUGITIVE then
                TriggerTutorial(TUTORIAL_TRIGGER_FUGITIVE_REACHED)
                sound = SOUNDS.JUSTICE_NOW_KOS
                primaryMessage = zo_strformat(SI_JUSTICE_CSA, GetString(SI_JUSTICE_NOW_FUGITIVE))
                secondaryMessage = zo_strformat(SI_JUSTICE_CSA, GetString(SI_JUSTICE_NOW_KOS))
                icon = "EsoUI/Art/Stats/infamy_KOS_icon-Notification.dds"
            else
                if infamyLevel == INFAMY_THRESHOLD_DISREPUTABLE then
                    TriggerTutorial(TUTORIAL_TRIGGER_DISREPUTABLE_REACHED)
                elseif infamyLevel == INFAMY_THRESHOLD_NOTORIOUS then
                    TriggerTutorial(TUTORIAL_TRIGGER_NOTORIOUS_REACHED)
                end
                primaryMessage = zo_strformat(SI_JUSTICE_INFAMY_LEVEL_CHANGED, GetString("SI_INFAMYTHRESHOLDSTYPE", infamyLevel))
                sound = SOUNDS.JUSTICE_STATE_CHANGED
            end
            CENTER_SCREEN_ANNOUNCE:AddMessage(
                EVENT_JUSTICE_INFAMY_UPDATED, 
                CSA_EVENT_COMBINED_TEXT, 
                sound, 
                primaryMessage, 
                secondaryMessage,
                icon,
                nil, nil, nil, nil, -- Use defaults for these
                CSA_OPTION_SUPPRESS_ICON_FRAME
            )
        end
    end
    self.wasKOS = isKOS
    self.oldInfamy = self.infamy
end
function ZO_HUDInfamyMeter:UpdateBar(bar, newValue, updateType)
    if not bar.easeAnimation:IsPlaying() or updateType == UPDATE_TYPE_EVENT then 
        -- Update Values
        bar.startPercent = bar.endPercent
        bar.endPercent = newValue / self.meterTotal
        -- Manually set bar to its start percentage
        -- (we do this in case the bar has become out-of-date since it was last animated, for example by being hidden or paused)
        self:SetBarValue(bar, bar.startPercent)
        -- Start the animation
        bar.easeAnimation:PlayFromStart() 
    end
end
function ZO_HUDInfamyMeter:AnimateMeter(progress)
    local infamyFillPercentage = zo_min((progress * (self.infamyBar.endPercent - self.infamyBar.startPercent)) + self.infamyBar.startPercent, 1)
    local bountyFillPercentage = zo_min((progress * (self.bountyBar.endPercent - self.bountyBar.startPercent)) + self.bountyBar.startPercent, 1)
    local minPercentage = self.infamy ~= 0 and MIN_BAR_PERCENTAGE or 0
    self:SetBarValue(self.infamyBar, zo_max(infamyFillPercentage, minPercentage))
    self:SetBarValue(self.bountyBar, zo_max(bountyFillPercentage, minPercentage))
end
function ZO_HUDInfamyMeter:SetBarValue(bar, percentFilled)
    bar:StartFixedCooldown(percentFilled, CD_TYPE_RADIAL, CD_TIME_TYPE_TIME_REMAINING, NO_LEADING_EDGE) -- CD_TIME_TYPE_TIME_REMAINING causes clockwise scroll
end
function ZO_HUDInfamyMeter:RequestHidden(hidden)    
    if hidden ~= self.hiddenExternalRequest then
        if hidden then
            self.fadeAnim:FadeOut(0, INFAMY_METER_FADE_TIME, ZO_ALPHA_ANIMATION_OPTION_USE_CURRENT_ALPHA, function() self.control:SetHidden(true) end)
        elseif IsJusticeEnabledForZone(GetCurrentMapZoneIndex()) and (GetInfamy() ~= 0 or self.infamy ~= 0 or self.oldInfamy ~= 0) then
            self.control:SetHidden(false)
            self.fadeAnim:FadeIn(0, INFAMY_METER_FADE_TIME, ZO_ALPHA_ANIMATION_OPTION_USE_CURRENT_ALPHA)
        end
    end
    self.hiddenExternalRequest = hidden
end
    HUD_INFAMY_METER = ZO_HUDInfamyMeter:New(control)
end
function ZO_HUDInfamyMeter_Update(time)
    HUD_INFAMY_METER:Update(time)
end
function ZO_HUDInfamyMeter_AnimateMeter(progress)
    if HUD_INFAMY_METER then 
        HUD_INFAMY_METER:AnimateMeter(progress)
    end
end