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local GROUP_TYPE_TO_MAX_SIZE =
{
[ LFG_GROUP_TYPE_REGULAR ] = SMALL_GROUP_SIZE_THRESHOLD ,
[ LFG_GROUP_TYPE_MEDIUM ] = RAID_GROUP_SIZE_THRESHOLD ,
[ LFG_GROUP_TYPE_LARGE ] = GROUP_SIZE_MAX ,
[ LFG_GROUP_TYPE_NONE ] = 1 ,
}
if entry1 . sortOrder ~= entry2 . sortOrder then
return entry1 . sortOrder > entry2 . sortOrder
elseif entry1 . championPointsMin ~= entry2 . championPointsMin then
return entry1 . championPointsMin < entry2 . championPointsMin
elseif entry1 . levelMin ~= entry2 . levelMin then
return entry1 . levelMin < entry2 . levelMin
elseif entry1 . championPointsMax ~= entry2 . championPointsMax then
return entry1 . championPointsMax < entry2 . championPointsMax
elseif entry1 . levelMax ~= entry2 . levelMax then
return entry1 . levelMax < entry2 . levelMax
else
return entry1 . rawName < entry2 . rawName
end
end
if activityType == LFG_ACTIVITY_MASTER_DUNGEON then
else
end
end
if activityType == LFG_ACTIVITY_MASTER_DUNGEON then
else
end
end
if playerChampionPoints < pointsMin then
elseif playerChampionPoints > pointsMax then
end
else
if playerLevel < levelMin then
elseif playerLevel > levelMax then
end
end
end
return isDPS or isHeal or isTank
end
local name , levelMin , levelMax , championPointsMin , championPointsMax , groupType , minNumMembers , description , sortOrder = GetLFGOption ( activityType , lfgIndex )
local descriptionTextureSmallKeyboard , descriptionTextureLargeKeyboard = GetLFGOptionKeyboardDescriptionTextures ( activityType , lfgIndex )
return
{
activityType = activityType ,
lfgIndex = lfgIndex ,
description = description ,
descriptionTextureSmallKeyboard = descriptionTextureSmallKeyboard ,
descriptionTextureLargeKeyboard = descriptionTextureLargeKeyboard ,
descriptionTextureGamepad = descriptionTextureGamepad ,
levelMin = levelMin ,
levelMax = levelMax ,
championPointsMin = championPointsMin ,
championPointsMax = championPointsMax ,
groupType = groupType ,
minGroupSize = minNumMembers ,
requiredCollectible = requiredCollectible ,
sortOrder = sortOrder ,
}
end
------------------
--Initialization--
------------------
return singleton
end
end
end
end
end
end
end
end
end
end
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_ACTIVITY_FINDER_STATUS_UPDATE , function ( eventCode , ... ) self : OnActivityFinderStatusUpdate ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_ACTIVITY_FINDER_COOLDOWNS_UPDATE , OnCooldownsUpdate )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_CURRENT_CAMPAIGN_CHANGED , MarkDataDirty )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_COLLECTION_UPDATED , MarkDataDirty )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_COLLECTIBLE_UPDATED , MarkDataDirty )
--We should clear selections when switching filters, but we won't necessarily clear them when closing scenes
--However, we can't ensure that gamepad and keyboard will stay on the same filter, so we'll clear selections when switching between modes
--This won't require rechecking lock statuses
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_GAMEPAD_PREFERRED_MODE_CHANGED , ClearSelections )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_CHAMPION_POINT_UPDATE , OnLevelUpdate )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_PLAYER_ACTIVATED , OnPlayerActivate )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_GROUP_MEMBER_LEFT , UpdateGroupStatus )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_UNIT_CREATED , function ( eventCode , unitTag )
end
end )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_LEADER_UPDATE , UpdateGroupStatus )
end
local locationsLookupData = { }
local sortedLocationsData = { }
local randomActivityTypeGroupSizeRanges = { }
for activityType = LFG_ACTIVITY_MIN_VALUE , LFG_ACTIVITY_MAX_VALUE do
local lookupActivityData = { }
local sortedActivityData = { }
local minGroupSize , maxGroupSize
if numOptions > 0 then
for lfgIndex = 1 , numOptions do
end
end
end
else
minGroupSize = 1
maxGroupSize = 1
end
locationsLookupData [ activityType ] = lookupActivityData
sortedLocationsData [ activityType ] = sortedActivityData
end
end
-----------
--Updates--
-----------
end
end
end
if groupStateChanged then
self : FireCallbacks ( "OnUpdateGroupStatus" , wasGrouped , self . playerIsGrouped , wasLeader , self . playerIsLeader )
end
end
end
--Determine lock status for each location
local activityIsAvA = activityType == LFG_ACTIVITY_AVA
local activityIsNotHomeShow = activityType ~= LFG_ACTIVITY_HOME_SHOW
local isGroupRelevant = inAGroup and activityIsNotHomeShow
local anyEligible = false
local anyLockReason = nil
location . isLocked = true
location . countsForAverageRoleTime = not activityIsAvA
elseif location . requiredCollectible ~= 0 and not IsCollectibleUnlocked ( location . requiredCollectible ) then
location . lockReasonText = zo_strformat ( SI_LFG_LOCK_REASON_DLC_NOT_UNLOCKED , GetCollectibleName ( location . requiredCollectible ) )
location . countsForAverageRoleTime = false
elseif not isRoleSelected and activityIsNotHomeShow then
elseif activityIsAvA and not isPlayerInAvAWorld then
elseif not activityIsAvA and isPlayerInAvAWorld then
else
local groupTooLarge = isGroupRelevant and self . groupSize > GROUP_TYPE_TO_MAX_SIZE [ location . groupType ]
if groupTooLarge then
elseif not location . playerMeetsLevelRequirements then
location . lockReasonText = GetLevelOrChampionPointsRequirementText ( location . levelMin , location . levelMax , location . championPointsMin , location . championPointsMax )
location . countsForAverageRoleTime = false
elseif isGroupRelevant and not location . groupMeetsLevelRequirements then
elseif isGroupRelevant and not isLeader then
else
location . isLocked = false
location . lockReasonText = ""
anyEligible = true
end
end
if location . lockReasonText ~= "" then
anyLockReason = location . lockReasonText
end
end
if anyEligible then
else
end
end
end
location . isSelected = false
end
end
end
local activityTypeLookup = { }
activityTypeLookup [ activityType ] = true
end
for i = 1 , activeRequests do
if activityTypeLookup [ activityType ] then
location . isSelected = true
end
end
end
--A clear and update is required when the selections may change due to requirement changes. (Ex: a group member
--joins that doesn't meet the level requirement of a location already selected. The location needs to be unselected
--and locked, and then all other locations need to be refreshed again in case they are now unlocked. Instead of
--nesting refreshes, just clear and update when an event occurs that can lead to this.)
end
end
-------------
--Accessors--
-------------
if activityType then
else
end
end
if locationsByActivity then
local location = locationsByActivity [ lfgIndex ]
if location then
return location
end
end
assert ( false ) --We should never be asking for a location using a bad activity or lfgIndex, fix the code that called this
end
local lowestAverage
if location . countsForAverageRoleTime then
if dataFound then
if lowestAverage then
else
lowestAverage = averageForLocation
end
end
end
end
end
return lowestAverage or 0
end
return self . activityFinderStatus == ACTIVITY_FINDER_STATUS_QUEUED or self . activityFinderStatus == ACTIVITY_FINDER_STATUS_READY_CHECK
end
end
return
end
location . isSelected = selected
local delta = location . isSelected and 1 or - 1
end
end
if not self : CanChooseRandomForActivityType ( activityType ) or IsCurrentlySearchingForGroup ( ) or self . randomActivitySelections [ activityType ] == selected then
return
end
local delta = selected and 1 or - 1
end
if not anySelected and includeSpecificLocations then
if location . isSelected then
anySelected = true
break
end
end
end
return anySelected
end
end
if locationsByActivity then
return # locationsByActivity
end
return 0
end
end
end
end
end
--Home Show ignores the group
local INCLUDE_SPECIFICS = true
if ZO_ACTIVITY_FINDER_ROOT_MANAGER : IsActivityTypeSelected ( LFG_ACTIVITY_HOME_SHOW , INCLUDE_SPECIFICS ) then
return false
end
return true
end
return false
end
end
return
end
return
end
--Add locations
end
if location . isSelected then
end
end
end
if result ~= ACTIVITY_QUEUE_RESULT_SUCCESS then
end
end
--Any response should clear the prompt, but only acceptance sends the request
end
end
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