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ESO Lua File v100018

ingame/interactwindow/interactwindow_shared.lua

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-- Prototyping global, so we can evaluate icons versus no icons...
USE_CHATTER_OPTION_ICON = false
local SHOW_BACK_TO_TOC_OPTION = true
local HIDE_BACK_TO_TOC_OPTION = false
local COST_OPTION_TO_PROMPT =
{
    [CHATTER_TALK_CHOICE_MONEY]      = GetString(SI_PAY_FOR_CONVERSATION_GIVE),
    [CHATTER_TALK_CHOICE_PAY_BOUNTY] = GetString(SI_PAY_FOR_CONVERSATION_GIVE),
}
local COST_OPTION_TO_PROMPT_TITLE =
{
    [CHATTER_TALK_CHOICE_MONEY]      = GetString(SI_PAY_FOR_CONVERSATION_GIVE_TITLE),
    [CHATTER_TALK_CHOICE_PAY_BOUNTY] = GetString(SI_PAY_FOR_CONVERSATION_GIVE_TITLE),
}
CHATTER_OPTION_ERROR =
{
    [CHATTER_TALK_CHOICE_MONEY] = SI_ERROR_CANT_AFFORD_OPTION,
    [CHATTER_TALK_CHOICE_INTIMIDATE_DISABLED] = SI_ERROR_NEED_INTIMIDATE,
    [CHATTER_TALK_CHOICE_PERSUADE_DISABLED] = SI_ERROR_NEED_PERSUADE,
    [CHATTER_GUILDKIOSK_IN_TRANSITION] = SI_INTERACT_TRADER_BIDDING_CLOSED_DURING_BID_TRANSITIONING_PERIOD,
    [CHATTER_TALK_CHOICE_PAY_BOUNTY] = SI_ERROR_CANT_AFFORD_OPTION,
    [CHATTER_TALK_CHOICE_CLEMENCY_DISABLED] = SI_ERROR_NEED_CLEMENCY,
    [CHATTER_TALK_CHOICE_CLEMENCY_COOLDOWN] = SI_ERROR_CLEMENCY_ON_COOLDOWN,
}
--Event Handlers
----------------
    TriggerTutorial(TUTORIAL_TRIGGER_INVENTORY_FULL)
    ZO_Alert(UI_ALERT_CATEGORY_ERROR, SOUNDS.NEGATIVE_CLICK, GetString(SI_INVENTORY_ERROR_INVENTORY_FULL))
end
    TriggerTutorial(TUTORIAL_TRIGGER_INVENTORY_FULL)
    ZO_Alert(UI_ALERT_CATEGORY_ERROR, SOUNDS.NEGATIVE_CLICK, GetString(SI_INVENTORY_ERROR_INVENTORY_FULL))
end
local function OnConversationFailedUniqueItem()
    ZO_Alert(UI_ALERT_CATEGORY_ERROR, SOUNDS.NEGATIVE_CLICK, GetString(SI_INVENTORY_ERROR_UNIQUE_ITEM))
end
local function ShowInteractConfirmationPrompt(eventId, titleText, bodyText, acceptText, cancelText)
    ZO_Dialogs_ShowPlatformDialog("CONFIRM_INTERACTION", nil, { mainTextParams = { bodyText }, titleParams = { titleText }, buttonTextOverrides = { acceptText, cancelText } })
end
ZO_SharedInteraction = ZO_Object:Subclass()
function ZO_SharedInteraction:Initialize(control)
    self.control = control
end
local function ContextFilter(object, callback)
    -- This will wrap the callback so that it gets called with the control
    return function(...)
        local obj = SYSTEMS:GetObject(ZO_INTERACTION_SYSTEM_NAME)
        if (obj == object) then
            callback(...)
        end
    end
end
function ZO_SharedInteraction:InitializeSharedEvents()
    local function OnQuestOffered()
        local dialog, response = GetOfferedQuestInfo()
        local _, farewell = GetChatterFarewell()
        if(farewell == "") then farewell = GetString(SI_GOODBYE) end
        self:InitializeInteractWindow(dialog)
        self:PopulateChatterOption(1, AcceptOfferedQuest, response, CHATTER_GENERIC_ACCEPT)
        self:PopulateChatterOption(2, function() self:CloseChatter() end, farewell, CHATTER_GOODBYE)
        self:FinalizeChatterOptions(2)
    end
    local function OnQuestComplete(_, journalQuestIndex)
        local _, endDialog, confirmComplete, declineComplete = GetJournalQuestEnding(journalQuestIndex)
        if(confirmComplete == "") then  confirmComplete = GetString(SI_DEFAULT_QUEST_COMPLETE_CONFIRM_TEXT) end
        if(declineComplete == "") then  declineComplete = GetString(SI_DEFAULT_QUEST_COMPLETE_DECLINE_TEXT) end
        self:InitializeInteractWindow(endDialog)
        
        local confirmError = self:ShowQuestRewards(journalQuestIndex)
        if confirmError then
            confirmComplete = zo_strformat(SI_QUEST_COMPLETE_FORMAT_STRING, confirmComplete, confirmError)
        end
        self:PopulateChatterOption(1, CompleteQuest, confirmComplete, CHATTER_COMPLETE_QUEST)
        self:PopulateChatterOption(2, function() self:CloseChatter() end, declineComplete, CHATTER_GOODBYE)
        self:FinalizeChatterOptions(2)
    end
    local function OnChatterBegin(_, chatterOptionCount)
        self:UpdateChatterOptions(chatterOptionCount, HIDE_BACK_TO_TOC_OPTION)
    end
    local function OnChatterEnd()
        self:CloseChatter()
    end
    local function OnPlayerDead()
        self:CloseChatter()
        -- hmm, this seems wrong; should it happen as part of closing interact?
        -- why would a dead party member not be able to accept a shared quest?
        ZO_Dialogs_ReleaseDialog("SHARE_QUEST")
        ZO_Dialogs_ReleaseDialog("RITUAL_OF_MARA_PROMPT")
    end
    local function OnPlayerDeactivated()
        self:CloseChatter()
    end
    local function OnConversationUpdated(_, bodyText, choiceCount)
        self:InitializeInteractWindow(bodyText)
        self:UpdateChatterOptions(choiceCount, SHOW_BACK_TO_TOC_OPTION)
    end
    local function OnScreenResized()
        self:OnScreenResized()
    end
    self.eventCallbacks = {
        [EVENT_CHATTER_BEGIN] = OnChatterBegin,
        [EVENT_CHATTER_END] = OnChatterEnd,
        [EVENT_CONVERSATION_UPDATED] = OnConversationUpdated,
        [EVENT_QUEST_OFFERED] = OnQuestOffered,
        [EVENT_QUEST_COMPLETE_DIALOG] = OnQuestComplete,
        [EVENT_QUEST_COMPLETE_ATTEMPT_FAILED_INVENTORY_FULL] = OnQuestCompleteFailedInventoryFull,
        [EVENT_CONVERSATION_FAILED_INVENTORY_FULL] = OnConversationFailedInventoryFull,
        [EVENT_CONVERSATION_FAILED_UNIQUE_ITEM] = OnConversationFailedUniqueItem,
        [EVENT_PLAYER_DEAD] = OnPlayerDead,
        [EVENT_PLAYER_DEACTIVATED] = OnPlayerDeactivated,
        [EVENT_CONFIRM_INTERACT] = ShowInteractConfirmationPrompt,
        -- Handle the layout of the interaction window proportional to the available space
        [EVENT_SCREEN_RESIZED] = OnScreenResized,
    }
    for event, callback in pairs(self.eventCallbacks) do
    end
end
function ZO_SharedInteraction:CreateInteractScene(name)
    CONVERSATION_INTERACTION =
    {
        type = "Interact",
        interactTypes = { INTERACTION_CONVERSATION, INTERACTION_QUEST },
        End = function() self:EndInteraction() end,
    }
    self.sceneName = name
    return ZO_InteractScene:New(name, SCENE_MANAGER, CONVERSATION_INTERACTION)
end
function ZO_SharedInteraction:CloseChatter()
    SCENE_MANAGER:Hide(self.sceneName)
end
function ZO_SharedInteraction:CloseChatterAndDismissAssistant()
    self:CloseChatter()
    local activeAssistant = GetActiveCollectibleByType(COLLECTIBLE_CATEGORY_TYPE_ASSISTANT)
    if activeAssistant ~= 0 then
        UseCollectible(activeAssistant)
    end
end
function ZO_SharedInteraction:InitializeInteractWindow(bodyText)
    self:ResetInteraction(bodyText)
    INTERACT_WINDOW:ShowInteractWindow()
end
function ZO_SharedInteraction:OnHidden()
    RemoveActionLayerByName("SceneChangeInterceptLayer")
    ZO_Dialogs_ReleaseDialog("PAY_FOR_CONVERSATION")
    INTERACT_WINDOW:FireCallbacks("Hidden")
end
do
    local function UpdatePlayerGold(control)
        ZO_CurrencyControl_SetSimpleCurrency(control, CURT_MONEY, GetCarriedCurrencyAmount(CURT_MONEY), ZO_GAMEPAD_CURRENCY_OPTIONS_LONG_FORMAT)
        return true
    end
    function ZO_SharedInteraction:HandleChatterOptionClicked(label)
        --if it's not enabled, report why it cant be used and return
        if(not label.enabled) then
            local errorStringId = CHATTER_OPTION_ERROR[label.optionType]
            if(errorStringId) then
                ZO_Alert(UI_ALERT_CATEGORY_ERROR, SOUNDS.NEGATIVE_CLICK, errorStringId)
            end
            return
        end
        if(label.optionIndex) then
            local oiType = type(label.optionIndex)
            if(oiType == "number") then
                --popup a dialog if it's an option with a cost and the cost is greater than free
                if(COST_OPTION_TO_PROMPT[label.optionType] and label.gold and label.gold > 0) then
                    ZO_Dialogs_ShowPlatformDialog(
                        "PAY_FOR_CONVERSATION", 
                        {
                            chatterOptionIndex = label.optionIndex,
                            data1 = {
                                        header = GetString(SI_GAMEPAD_PAY_FOR_CONVERSATION_AVAILABLE_FUNDS),
                                        value = UpdatePlayerGold,
                                    },
                        },
                        {
                            titleParams = { COST_OPTION_TO_PROMPT_TITLE[label.optionType] },
                            mainTextParams = {COST_OPTION_TO_PROMPT[label.optionType], label.gold, ZO_Currency_GetPlatformFormattedGoldIcon()}
                        }
                    )
                --otherwise just do it
                else
                    SelectChatterOption(label.optionIndex)
                end
            elseif(oiType == "function") then
                label.optionIndex()
            end
        else
            self:CloseChatter()
        end
    end
end
CHATTER_GENERIC_ACCEPT = 42
CHATTER_COMPLETE_QUEST = 43
local OPTION_TO_ICON =
{
    [CHATTER_START_TALK]                        = "EsoUI/Art/Interaction/ConversationAvailable.dds",
    [CHATTER_TALK_CHOICE]                       = "EsoUI/Art/Interaction/ConversationAvailable.dds",
    [CHATTER_TALK_CHOICE_MONEY]                 = "EsoUI/Art/Interaction/ConversationWithCost.dds",
    [CHATTER_TALK_CHOICE_INTIMIDATE_DISABLED]   = "EsoUI/Art/Interaction/ConversationAvailable.dds",
    [CHATTER_TALK_CHOICE_PERSUADE_DISABLED]     = "EsoUI/Art/Interaction/ConversationAvailable.dds",
    [CHATTER_TALK_CHOICE_CLEMENCY_DISABLED]     = "EsoUI/Art/Interaction/ConversationAvailable.dds",
    [CHATTER_TALK_CHOICE_CLEMENCY_COOLDOWN]     = "EsoUI/Art/Interaction/ConversationAvailable.dds",
    [CHATTER_START_NEW_QUEST_BESTOWAL]          = "EsoUI/Art/Interaction/ConversationAvailable.dds",
    [CHATTER_START_COMPLETE_QUEST]              = "EsoUI/Art/Interaction/QuestCompleteAvailable.dds",
    [CHATTER_START_GIVE_ITEM]                   = "EsoUI/Art/Interaction/ConversationAvailable.dds",
    [CHATTER_GUILDKIOSK_IN_TRANSITION]          = "EsoUI/Art/Interaction/ConversationAvailable.dds",
    [CHATTER_START_SHOP]                        = "EsoUI/Art/Interaction/StoreAvailable.dds",
    [CHATTER_GOODBYE]                           = "EsoUI/Art/Interaction/Goodbye.dds",
    [CHATTER_GENERIC_ACCEPT]                    = "EsoUI/Art/Interaction/Accept.dds",
    [CHATTER_COMPLETE_QUEST]                    = "EsoUI/Art/Interaction/Accept.dds",
}
local function UpdateFleeChatterOption(self)
    self:SetText(zo_strformat(SI_INTERACT_OPTION_FLEE_ARREST, GetSecondsUntilArrestTimeout()))
end
function ZO_SharedInteraction:UpdateClemencyChatterOption(control, data)
    local clemencyTimeRemaningSeconds = GetTimeToClemencyResetInSeconds()
    if clemencyTimeRemaningSeconds == 0 and not data.optionUsable then
    elseif clemencyTimeRemaningSeconds > 0 then
        local formattedString = zo_strformat(SI_INTERACT_OPTION_USE_CLEMENCY_COOLDOWN, control.optionText, ZO_FormatTimeLargestTwo(clemencyTimeRemaningSeconds, TIME_FORMAT_STYLE_DESCRIPTIVE_MINIMAL))
        control:SetText(formattedString)
    end
end
function ZO_SharedInteraction:UpdateShadowyConnectionsChatterOption(control, data)
    local timeRemaining = GetTimeToShadowyConnectionsResetInSeconds()
    if timeRemaining == 0 and not data.optionUsable then
    elseif timeRemaining > 0 then
        local formattedString = zo_strformat(SI_INTERACT_OPTION_USE_SHADOWY_CONNECTIONS_COOLDOWN, control.optionText, ZO_FormatTimeLargestTwo(timeRemaining, TIME_FORMAT_STYLE_DESCRIPTIVE_MINIMAL))
        control:SetText(formattedString)
    end
end
function ZO_SharedInteraction:GetChatterOptionData(optionIndex, optionText, optionType, optionalArg, isImportant, chosenBefore)
    optionType = optionType or CHATTER_START_TALK
    local chatterData = {
        optionIndex = optionIndex,
        optionType = optionType,
        optionText = optionText,
        isImportant = isImportant,
        chosenBefore = chosenBefore,
        gold = nil,
        iconFile = nil,
        isChatterOption = true,
        optionEnabled = false,
        optionUsable = false,
        recolorIfUnusable = false,
        labelUpdateFunction = nil,
    }
    if(optionText and optionType) then
        chatterData.optionsEnabled = true
        chatterData.optionUsable = true
        chatterData.recolorIfUnusable = true
        if optionType == CHATTER_GOODBYE and IsUnderArrest() then
            chatterData.labelUpdateFunction = UpdateFleeChatterOption
        end
        if(COST_OPTION_TO_PROMPT[optionType] ~= nil) then
            --optional arg is the cost in gold
            chatterData.gold = optionalArg
            --Determine rules for suppressing the cost suffix
            local suppressCostSuffix = (optionType == CHATTER_TALK_CHOICE_PAY_BOUNTY)
            if(optionalArg > 0 and not suppressCostSuffix) then
                chatterData.optionText = zo_strformat(SI_INTERACT_OPTION_COST, optionText, chatterData.gold, self:GetInteractGoldIcon())
            end
            if(GetCarriedCurrencyAmount(CURT_MONEY) < optionalArg) then
                chatterData.optionUsable = false
            end
        elseif(optionType == CHATTER_TALK_CHOICE_INTIMIDATE_DISABLED 
            or optionType == CHATTER_TALK_CHOICE_PERSUADE_DISABLED
            or optionType == CHATTER_TALK_CHOICE_CLEMENCY_DISABLED
            or optionType == CHATTER_GUILDKIOSK_IN_TRANSITION) then
            chatterData.optionUsable = false
            chatterData.recolorIfUnusable = false
        elseif optionType == CHATTER_TALK_CHOICE_CLEMENCY_COOLDOWN then
            local clemencyTimeRemaningSeconds = GetTimeToClemencyResetInSeconds()
            if clemencyTimeRemaningSeconds <= 0 then
                chatterData.optionUsable = true
            else
                chatterData.labelUpdateFunction = function(control) 
                                                    self:UpdateClemencyChatterOption(control, chatterData)
                                                  end
                chatterData.optionUsable = false
            end
        elseif optionType == CHATTER_TALK_CHOICE_SHADOWY_CONNECTIONS_UNAVAILABLE then
            local timeRemaining = GetTimeToShadowyConnectionsResetInSeconds()
            if timeRemaining <= 0 then
                -- We're not on cooldown, but the option is otherwise unusable (most likely, the player hasn't unlocked this passive)
                chatterData.optionUsable = false
            else
                chatterData.labelUpdateFunction = function(control) 
                                                    self:UpdateShadowyConnectionsChatterOption(control, chatterData)
                                                  end
                chatterData.optionUsable = false
            end
        end
        chatterData.iconFile = OPTION_TO_ICON[optionType]
    end
    return chatterData
end
function ZO_SharedInteraction:PopulateChatterOptions(optionCount, backToTOCOption)
    local importantOptions = {}
    for i=1, optionCount do
        local optionString, optionType, optionalArg, isImportant, chosenBefore = GetChatterOption(i)
        local controlID = i
        self:PopulateChatterOption(controlID, i, optionString, optionType, optionalArg, isImportant, chosenBefore, importantOptions)
    end
    local backToTOC, farewell, isImportant = GetChatterFarewell()
    if(backToTOCOption == SHOW_BACK_TO_TOC_OPTION and backToTOC ~= "") then
        optionCount = optionCount + 1
        self:PopulateChatterOption(optionCount, ResetChatter, backToTOC, CHATTER_TALK_CHOICE)
    end
    if(farewell == "") then farewell = GetString(SI_GOODBYE) end
    optionCount = optionCount + 1
    self:PopulateChatterOption(optionCount, function() self:CloseChatter() end, farewell, CHATTER_GOODBYE, nil, isImportant, nil, importantOptions)
    
    if IsInteractingWithMyAssistant() then
        local assistantName = GetCollectibleName(GetActiveCollectibleByType(COLLECTIBLE_CATEGORY_TYPE_ASSISTANT))
        farewell = zo_strformat(SI_INTERACT_OPTION_DISMISS_ASSISTANT, assistantName)
        optionCount = optionCount + 1
        self:PopulateChatterOption(optionCount, function() self:CloseChatterAndDismissAssistant() end, farewell, CHATTER_GOODBYE, nil, isImportant, nil, importantOptions)
    end
    self:FinalizeChatterOptions(optionCount)
    return optionCount, importantOptions
end
--Reward Creator
local g_numItemRewardsForQuest = 0
local function SetupBasicReward(control, name, stackSize, icon, meetsUsageRequirement, r, g, b)
    local nameControl = GetControl(control, "Name")
    local iconControl = GetControl(control, "Icon")
    local stackControl = GetControl(control, "StackSize")
    control:SetHidden(false)
    nameControl:SetText(zo_strformat(SI_TOOLTIP_ITEM_NAME, name))
    iconControl:SetTexture(icon)
    iconControl:SetHidden(false)
    if(meetsUsageRequirement) then
        nameControl:SetColor(r or 1, g or 1, b or 1, 1)
        iconControl:SetColor(1, 1, 1, 1)
    else
        nameControl:SetColor(ZO_ERROR_COLOR:UnpackRGBA())
        iconControl:SetColor(ZO_ERROR_COLOR:UnpackRGBA())
    end
    if(stackSize > 1) then
        stackControl:SetText(stackSize)
        stackControl:SetHidden(false)
    else
        stackControl:SetHidden(true)
    end
    control.allowTooltip = true
end
local function SetupCurrencyReward(control, currencyType, amount, currencyOptions)
    ZO_CurrencyControl_SetSimpleCurrency(control, currencyType, amount, currencyOptions)
    control:SetHidden(false)
end
function ZO_QuestReward_GetSkillPointText(numPartialSkillPoints)
    if numPartialSkillPoints >= NUM_PARTIAL_SKILL_POINTS_FOR_FULL then
        local fullSkillPoints = zo_floor(numPartialSkillPoints / NUM_PARTIAL_SKILL_POINTS_FOR_FULL)
        local remainingPartialSkillPoints = numPartialSkillPoints % NUM_PARTIAL_SKILL_POINTS_FOR_FULL
        if remainingPartialSkillPoints == 0 then
            return zo_strformat(SI_QUEST_REWARD_SKILL_POINTS, fullSkillPoints)
        end
        return zo_strformat(SI_QUEST_REWARD_SKILL_POINTS_MIXED, fullSkillPoints, remainingPartialSkillPoints)
    end
    return zo_strformat(SI_QUEST_REWARD_PARTIAL_SKILL_POINTS, numPartialSkillPoints)
end
local function SetupPartialSkillPointReward(control, amount)
    local nameControl = GetControl(control, "Name")
    GetControl(control, "Icon"):SetHidden(true)
    GetControl(control, "StackSize"):SetHidden(true)
    nameControl:SetText(ZO_QuestReward_GetSkillPointText(amount))
    nameControl:SetColor(GetInterfaceColor(INTERFACE_COLOR_TYPE_TEXT_COLORS, INTERFACE_TEXT_COLOR_SELECTED))
    control.allowTooltip = false
    control:SetHidden(false)
end
local REWARD_CREATORS =
{
    [REWARD_TYPE_AUTO_ITEM] =
        function(control, name, amount, icon, meetsUsageRequirement, itemQuality, itemType)
            --Collectibles should display as the default text color, white.
            if itemType == REWARD_ITEM_TYPE_COLLECTIBLE then
                SetupBasicReward(control, name, amount, icon, meetsUsageRequirement)
            else
                local r, g, b = GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS, itemQuality)
                SetupBasicReward(control, name, amount, icon, meetsUsageRequirement, r, g, b)
            end
            g_numItemRewardsForQuest = g_numItemRewardsForQuest + 1
        end,
    [REWARD_TYPE_INSPIRATION] =
        function(control, name, amount, currencyOptions)
            SetupCurrencyReward(control, UI_ONLY_CURRENCY_INSPIRATION, amount, currencyOptions)
        end,
    [REWARD_TYPE_ALLIANCE_POINTS] =
        function(control, name, amount, currencyOptions)
            SetupCurrencyReward(control, CURT_ALLIANCE_POINTS, amount, currencyOptions)
        end,
    [REWARD_TYPE_TELVAR_STONES] =
        function(control, name, amount, currencyOptions)
            SetupCurrencyReward(control, CURT_TELVAR_STONES, amount, currencyOptions)
        end,
    [REWARD_TYPE_MONEY] =
        function(control, name, amount, currencyOptions)
            SetupCurrencyReward(control, CURT_MONEY, amount, currencyOptions)
        end,
    [REWARD_TYPE_PARTIAL_SKILL_POINTS] =
        function(control, name, amount)
            SetupPartialSkillPointReward(control, amount)
        end,
     [REWARD_TYPE_WRIT_VOUCHERS] =
        function(control, name, amount, currencyOptions)
            SetupCurrencyReward(control, CURT_WRIT_VOUCHERS, amount, currencyOptions)
        end,
}
local currencyRewards =
{
    [REWARD_TYPE_MONEY] = true,
    [REWARD_TYPE_ALLIANCE_POINTS] = true,
    [REWARD_TYPE_INSPIRATION] = true,
    [REWARD_TYPE_TELVAR_STONES] = true,
     [REWARD_TYPE_WRIT_VOUCHERS] = true,
}
function ZO_SharedInteraction:IsCurrencyReward(rewardType)
    return currencyRewards[rewardType]
end
local currencyRewardToCurrencyType =
{
    [REWARD_TYPE_MONEY] = CURT_MONEY,
    [REWARD_TYPE_ALLIANCE_POINTS] = CURT_ALLIANCE_POINTS,
    [REWARD_TYPE_TELVAR_STONES] = CURT_TELVAR_STONES,
     [REWARD_TYPE_WRIT_VOUCHERS] = CURT_WRIT_VOUCHERS,
}
function ZO_SharedInteraction:GetCurrencyTypeFromReward(rewardType)
    return currencyRewardToCurrencyType[rewardType]
end
function ZO_SharedInteraction:TryGetMaxCurrencyWarningText(rewardType, rewardAmount)
    local currencyType = currencyRewardToCurrencyType[rewardType]
    if currencyType and (GetCarriedCurrencyAmount(currencyType) + rewardAmount >= MAX_PLAYER_MONEY) then
        return zo_strformat(SI_QUEST_REWARD_MAX_CURRENCY_ERROR, GetString("SI_CURRENCYTYPE", currencyType))
    end        
end
function ZO_SharedInteraction:GetRewardCreateFunc(rewardType)
    return REWARD_CREATORS[rewardType]
end
function ZO_SharedInteraction:GetRewardData(journalQuestIndex)
    local data = {}
    local numRewards = GetJournalQuestNumRewards(journalQuestIndex)
    for i = 1, numRewards do
        local rewardType, name, amount, icon, meetsUsageRequirement, itemQuality, itemType = GetJournalQuestRewardInfo(journalQuestIndex, i)
        --We don't want to show a collectible if we already own it
        local isCollectible = rewardType == REWARD_TYPE_AUTO_ITEM and itemType == REWARD_ITEM_TYPE_COLLECTIBLE
        local hideOwnedCollectible = isCollectible and not meetsUsageRequirement
        if not hideOwnedCollectible then
            local rewardData = {
                rewardType = rewardType,
                name = name,
                amount = amount,
                icon = icon,
                meetsUsageRequirement = meetsUsageRequirement,
                quality = itemQuality,
                index = i,
                itemType = itemType
            }
            table.insert(data, rewardData)
        end
    end
    return data
end
-- Functions needing to be overridden
-------------------------------------
function ZO_SharedInteraction:OnScreenResized()
    -- Should be overridden
end
function ZO_SharedInteraction:InitInteraction()
    -- Should be overridden
end
function ZO_SharedInteraction:ResetInteraction(bodyText)
    -- Should be overridden
end
function ZO_SharedInteraction:EndInteraction()
    -- Should be overridden
end
function ZO_SharedInteraction:SelectChatterOptionByIndex(optionIndex)
    -- Should be overridden
end
function ZO_SharedInteraction:UpdateChatterOptions(optionCount, backToTOCOption)
    -- Should be overridden
end
function ZO_SharedInteraction:PopulateChatterOption(optionCount, backToTOCOption)
    -- Should be overridden
end
function ZO_SharedInteraction:FinalizeChatterOptions(optionCount)
    -- Should be overridden
end
function ZO_SharedInteraction:ShowQuestRewards(journalQuestIndex)
    -- Should be overridden
end
function ZO_SharedInteraction:UpdateClemencyOnTimeComplete(control, data)
    --Should be overridden
end
function ZO_SharedInteraction:UpdateShadowyConnectionsOnTimeComplete(control, data)
    --Should be overridden
end