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end
if entry1ChampionPointsMin ~= entry2ChampionPointsMin then
return entry1ChampionPointsMin < entry2ChampionPointsMin
elseif entry1LevelMin ~= entry2LevelMin then
return entry1LevelMin < entry2LevelMin
elseif entry1ChampionPointsMax ~= entry2ChampionPointsMax then
return entry1ChampionPointsMax < entry2ChampionPointsMax
elseif entry1LevelMax ~= entry2LevelMax then
return entry1LevelMax < entry2LevelMax
else
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
return activityType == LFG_ACTIVITY_AVA
end
return activityType == LFG_ACTIVITY_MASTER_DUNGEON or activityType == LFG_ACTIVITY_DUNGEON
end
return activityType == LFG_ACTIVITY_HOME_SHOW
end
return activityType == LFG_ACTIVITY_BATTLE_GROUND_LOW_LEVEL or activityType == LFG_ACTIVITY_BATTLE_GROUND_CHAMPION or activityType == LFG_ACTIVITY_BATTLE_GROUND_NON_CHAMPION
end
------------------
--Initialization--
------------------
return singleton
end
self . groupSize = 0
self . cooldowns =
{
[ LFG_COOLDOWN_ACTIVITY_STARTED ] =
{
isOnCooldown = false ,
expiresAtS = 0 ,
conciseFormatter = SI_LFG_LOCK_REASON_QUEUE_COOLDOWN_CONCISE ,
verboseFormatter = SI_LFG_LOCK_REASON_QUEUE_COOLDOWN_VERBOSE ,
} ,
[ LFG_COOLDOWN_BATTLEGROUND_DESERTED ] =
{
isOnCooldown = false ,
expiresAtS = 0 ,
conciseFormatter = SI_LFG_LOCK_REASON_LEFT_BATTLEGROUND_EARLY_CONCISE ,
verboseFormatter = SI_LFG_LOCK_REASON_LEFT_BATTLEGROUND_EARLY_VERBOSE ,
} ,
}
end
end
end
end
end
end
local dirty = false
local wasOnCooldown = cooldownData . isOnCooldown
cooldownData . isOnCooldown = timeRemaining > 0
if wasOnCooldown ~= cooldownData . isOnCooldown then
dirty = true
end
end
if dirty then
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_GROUP_MEMBER_ROLES_CHANGED , MarkDataDirty )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_LEADER_UPDATE , UpdateGroupStatus )
end
local specificLocationsLookupData = { }
local locationSetsLookupData = { }
local sortedLocationsData = { }
local randomActivityTypeGroupSizeRanges = { }
for activityType = LFG_ACTIVITY_MIN_VALUE , LFG_ACTIVITY_MAX_VALUE do
local specificLookupActivityData = { }
local setLookupActivityData = { }
local sortedActivityData = { }
local minGroupSize , maxGroupSize
--Specific activities
if numActivities > 0 then
for activityIndex = 1 , numActivities do
if not minGroupSize or minGroupSize > dataMinGroupSize then
minGroupSize = dataMinGroupSize
end
if not maxGroupSize or maxGroupSize < dataMaxGroupSize then
maxGroupSize = dataMaxGroupSize
end
end
else
minGroupSize = 1
maxGroupSize = 1
end
specificLocationsLookupData [ activityType ] = specificLookupActivityData
--Activity sets
for activitySetIndex = 1 , numActivitySets do
if not minGroupSize or minGroupSize > dataMinGroupSize then
minGroupSize = dataMinGroupSize
end
if not maxGroupSize or maxGroupSize < dataMaxGroupSize then
maxGroupSize = dataMaxGroupSize
end
end
locationSetsLookupData [ activityType ] = setLookupActivityData
sortedLocationsData [ activityType ] = sortedActivityData
end
self . sortedLocationsData = sortedLocationsData
self . specificLocationsLookupData = specificLocationsLookupData
self . locationSetsLookupData = locationSetsLookupData
self . randomActivityTypeGroupSizeRanges = randomActivityTypeGroupSizeRanges
self . numSelected = 0
self . randomActivityTypeLockReasons = { }
self . randomActivitySelections = { }
end
-----------
--Updates--
-----------
if self . dataDirty then
end
end
self . dataDirty = true
end
local wasGrouped = self . playerIsGrouped
local wasLeader = self . playerIsLeader
local groupStateChanged = wasGrouped ~= self . playerIsGrouped or wasLeader ~= self . playerIsLeader
if groupStateChanged then
self : FireCallbacks ( "OnUpdateGroupStatus" , wasGrouped , self . playerIsGrouped , wasLeader , self . playerIsLeader )
end
end
return self . playerIsGrouped , self . playerIsLeader , self . groupSize
end
--Determine lock status for each location
if inAGroup then
end
local activityRequiresRoles = isActivityDungeon
local isGroupRelevant = inAGroup and not isActivityHomeShow
local activityAvailableFromAvAWorld = isActivityAvA or isActivityBattleground
local anyEligible = false
local anyLockReason = nil
local CONCISE_COOLDOWN_TEXT = false
local cooldownText
if applicableCooldowns then
if cooldownText then
break
end
end
end
if cooldownText then
elseif isActivityAvA and not isPlayerInAvAWorld then
elseif not activityAvailableFromAvAWorld and isPlayerInAvAWorld then
local lockReasonText
else
lockReasonText = zo_strformat ( SI_LFG_LOCK_REASON_DLC_NOT_UNLOCKED , GetCollectibleName ( collectibleId ) )
end
elseif activityRequiresRoles and not isRoleDataValid then
else
if groupTooLarge then
location : SetLockReasonText ( GetLevelOrChampionPointsRequirementText ( levelMin , levelMax , championPointsMin , championPointsMax ) )
elseif isGroupRelevant and not isLeader then
else
anyEligible = true
end
end
end
end
if anyEligible then
self . randomActivityTypeLockReasons [ activityType ] = nil
else
self . randomActivityTypeLockReasons [ activityType ] = anyLockReason
end
end
end
self . randomActivitySelections [ activityType ] = false
end
end
self . numSelected = 0
end
local activityTypeLookup = { }
activityTypeLookup [ activityType ] = true
end
for i = 1 , activeRequests do
if activitySetId ~= 0 then
if activityTypeLookup [ activityType ] then
local location = locationSetsData [ activitySetId ]
if location then
self . numSelected = self . numSelected + 1
end
end
end
else
if activityTypeLookup [ activityType ] then
local location = self . specificLocationsLookupData [ activityType ] [ activityId ]
self . numSelected = self . numSelected + 1
end
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.)
self . dataDirty = false
end
self . activityFinderStatus = status
end
-------------
--Accessors--
-------------
if activityType then
return self . sortedLocationsData [ activityType ]
else
return self . sortedLocationsData
end
end
if locationsByActivity then
local location = locationsByActivity [ activityId ]
if location then
return location
end
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 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
if IsCurrentlySearchingForGroup ( ) or location : IsSelected ( ) == selected or ( location : IsLocked ( ) and selected ) then
return
end
local delta = selected and 1 or - 1
self . numSelected = self . numSelected + delta
end
end
if not self : CanChooseRandomForActivityType ( activityType ) or IsCurrentlySearchingForGroup ( ) or self . randomActivitySelections [ activityType ] == selected then
return
end
self . randomActivitySelections [ activityType ] = selected
local delta = selected and 1 or - 1
self . numSelected = self . numSelected + delta
end
local anySelected = self . randomActivitySelections [ activityType ]
if not anySelected and includeSpecificLocations then
local locationsByActivity = self . sortedLocationsData [ activityType ]
anySelected = true
break
end
end
end
return anySelected
end
return self . numSelected > 0
end
local locationsByActivity = self . sortedLocationsData [ activityType ]
if locationsByActivity then
if not visibleEntryTypes then
return # locationsByActivity
else
local numLocations = 0
numLocations = numLocations + 1
break
end
end
end
return numLocations
end
end
return 0
end
return self . randomActivityTypeLockReasons [ activityType ] == nil
end
return self . randomActivityTypeLockReasons [ activityType ]
end
local groupSizeRangeTable = self . randomActivityTypeGroupSizeRanges [ activityType ]
end
if self . playerIsGrouped and not self . playerIsLeader then
--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
local cooldownData = self . cooldowns [ cooldownType ]
if cooldownData then
return cooldownData . isOnCooldown
end
return false
end
local cooldownData = self . cooldowns [ cooldownType ]
if cooldownData then
return cooldownData . expiresAtS
end
return 0
end
local cooldownData = self . cooldowns [ cooldownType ]
if cooldownData and cooldownData . isOnCooldown then
if verbose then
local formattedTimeText = ZO_FormatTime ( timeRemainingS , TIME_FORMAT_STYLE_COLONS , TIME_FORMAT_PRECISION_TWELVE_HOUR )
else
end
end
--If we're not on cooldown, we return nil because a nil lock text has meaning for activity finders
return nil
end
return
end
--Add locations
if self . randomActivitySelections [ activityType ] then
end
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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