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end
local NO_EMPTY_TEXTURE = ""
local NO_MULTIPLE_ITEMS_TEXTURE = ""
ZO_CraftingMultiSlotBase . Initialize ( self , owner , control , SLOT_TYPE_PENDING_CRAFTING_COMPONENT , NO_EMPTY_TEXTURE , NO_MULTIPLE_ITEMS_TEXTURE , craftingInventory )
end
return true
end
return false
end
return true
end
return false
end
return true
end
return false
end
end
end
self . nameLabel : SetText ( zo_strformat ( SI_CRAFTING_SLOT_MULTIPLE_SELECTED , ZO_CommaDelimitNumber ( self : GetStackCount ( ) ) ) )
else
self . nameLabel : SetText ( zo_strformat ( SI_SMITHING_NEED_MORE_TO_EXTRACT , GetRequiredSmithingRefinementStackSize ( ) ) )
else
end
end
end
local ALWAYS_SHOW_STACK_COUNT = true
else
local AUTO_SHOW_STACK_COUNT = false
local MIN_QUANTITY = 0
end
end
end
return smithingExtraction
end
function ZO_SharedSmithingExtraction : Initialize ( extractionSlotControl , extractLabel , owner , refinementOnly )
end
self . extractionSlot = ZO_SmithingExtractionSlot : New ( self , self . extractionSlotControl , self . inventory )
end )
self . slotAnimation = ZO_CraftingSmithingExtractSlotAnimation : New ( sceneName , function ( ) return not self . extractionSlotControl : IsHidden ( ) end )
end
function ZO_SharedSmithingExtraction_DoesItemMeetRefinementStackRequirement ( bagId , slotIndex , stackCount )
end
return true
end
return CanItemBeDeconstructed ( itemData . bagId , itemData . slotIndex , GetCraftingInteractionType ( ) ) and not IsItemPlayerLocked ( itemData . bagId , itemData . slotIndex )
end
end
return CanItemBeRefined ( bagId , slotIndex , GetCraftingInteractionType ( ) ) or CanItemBeDeconstructed ( bagId , slotIndex , GetCraftingInteractionType ( ) )
end
end
-- since we use this class for both refinement and extraction, but the lists for each are generated in different ways
-- we need to branch our logic when dealing with those lists so that they can be handled properly
end )
else
end
end
end
end
end
end
end
end
end
local newStackCount = self . extractionSlot : GetStackCount ( ) + zo_max ( 1 , self . inventory : GetStackCount ( bagId , slotIndex ) ) -- non virtual items will have a stack count of 0, but still count as 1 item
local stackCountPerIteration = self : IsInRefineMode ( ) and GetRequiredSmithingRefinementStackSize ( ) or 1
local maxStackCount = MAX_ITERATIONS_PER_DECONSTRUCTION * stackCountPerIteration
ZO_Alert ( UI_ALERT_CATEGORY_ERROR , SOUNDS . NEGATIVE_CLICK , GetString ( "SI_TRADESKILLRESULT" , CRAFTING_RESULT_TOO_MANY_CRAFTING_INPUTS ) )
-- prevent slotting if it would take us above the iteration limit, but allow it if nothing else has been slotted yet so we can support single stacks that are larger than the limit
ZO_Alert ( UI_ALERT_CATEGORY_ERROR , SOUNDS . NEGATIVE_CLICK , GetString ( "SI_TRADESKILLRESULT" , CRAFTING_RESULT_TOO_MANY_CRAFTING_ITERATIONS ) )
else
end
end
end
end
return true
end
end
end
end
end
end
do
return left . quantity < right . quantity
end
local sortedItems = { }
end
local addedAllItems = true
addedAllItems = false
break
end
end
if addedAllItems then
end
end
end
-- single extracts do not need a confirmation dialog
return
end
end
ZO_Dialogs_ShowPlatformDialog ( "CONFIRM_REFINE_MULTIPLE_ITEMS" , { refineFn = PerformExtract } , { mainTextParams = { ZO_CommaDelimitNumber ( self . extractionSlot : GetStackCount ( ) ) } } )
else
ZO_Dialogs_ShowPlatformDialog ( "CONFIRM_DECONSTRUCT_MULTIPLE_ITEMS" , { deconstructFn = PerformExtract } , { mainTextParams = { ZO_CommaDelimitNumber ( self . extractionSlot : GetNumItems ( ) ) } } )
end
end
end
end
end
end
end
end
do
local CRAFTING_TYPE_TO_DECONSTRUCTION_TYPE =
{
[ CRAFTING_TYPE_BLACKSMITHING ] = SMITHING_DECONSTRUCTION_TYPE_WEAPONS_AND_ARMOR ,
[ CRAFTING_TYPE_CLOTHIER ] = SMITHING_DECONSTRUCTION_TYPE_ARMOR ,
[ CRAFTING_TYPE_WOODWORKING ] = SMITHING_DECONSTRUCTION_TYPE_WEAPONS_AND_ARMOR ,
[ CRAFTING_TYPE_JEWELRYCRAFTING ] = SMITHING_DECONSTRUCTION_TYPE_JEWELRY ,
}
return SMITHING_DECONSTRUCTION_TYPE_RAW_MATERIALS
else
return CRAFTING_TYPE_TO_DECONSTRUCTION_TYPE [ craftingType ]
end
end
end
end
end |