Back to Home

ESO Lua File v100031

ingame/death/death.lua

[◄ back to folders ]
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
--Death Type
--------------
local DeathType = ZO_Object:Subclass()
function DeathType:New(...)
    local deathType = ZO_Object.New(self)
    deathType:Initialize(...)    
    return deathType
end
do
    local BUTTON_KEYBINDS = { "DEATH_PRIMARY", "DEATH_SECONDARY", "DEATH_TERTIARY" }
    function DeathType:Initialize(control)
        self.control = control
        self.buttons = { GetControl(control, "Button1"), GetControl(control, "Button2"), GetControl(control, "Button3") }
        for i, button in ipairs(self.buttons) do
            self:MixinDeathKeybindButton(button)
            button:SetKeybind(BUTTON_KEYBINDS[i])
        end
    
        local deathRecapToggleButton = control:GetNamedChild("DeathRecapToggleButton")
        if deathRecapToggleButton then
            self:MixinDeathKeybindButton(deathRecapToggleButton)
            deathRecapToggleButton:SetText(GetString(SI_DEATH_RECAP_TOGGLE_KEYBIND))
            deathRecapToggleButton:SetKeybind("DEATH_RECAP_TOGGLE")
            deathRecapToggleButton:SetCallback(function() DEATH_RECAP:SetWindowOpen(not DEATH_RECAP:IsWindowOpen()) end)
            self.deathRecapToggleButton = deathRecapToggleButton
        end
    end
end
do
    local DeathKeybindButtonMixin =
    {     
        SetText = function(control, text)
            control.originalText = text
            ZO_KeybindButtonMixin.SetText(control, text)
        end,
        RefreshText = function(control)
            if control.originalText then
                ZO_KeybindButtonMixin.SetText(control, control.originalText)
            end
        end,
    }
    function DeathType:MixinDeathKeybindButton(button)
        zo_mixin(button, DeathKeybindButtonMixin)
    end
end
    self.deathRecapToggleButton:SetEnabled(enabled)
end
function DeathType:ToggleDeathRecap()
    self.deathRecapToggleButton:OnClicked()
end
function DeathType:GetButtonByKeybind(keybind)
    if(keybind == "DEATH_PRIMARY") then
        return self.buttons[1]
    elseif(keybind == "DEATH_SECONDARY") then
        return self.buttons[2]
    else
        return self.buttons[3]
    end
end
function DeathType:GetButton(index)
    return self.buttons[index]
end
function DeathType:SetHidden(hidden)
    if(self.control) then
        self.control:SetHidden(hidden)
    end
end
function DeathType:IsHidden()
    return self.control:IsHidden()
end
function DeathType:SelectOption(keybind)
    local button = self:GetButtonByKeybind(keybind)
    if(button) then
        button:OnClicked()
    end
end
function DeathType:UpdateDisplay()
    
end
function DeathType:UpdateCyclicTimer()
end
local SOUL_GEM_FILLED_TEXT = GetString(SI_SOUL_GEM_FILLED)
local SOUL_GEM_ICON_MARKUP = "|t32:32:%s|t"
local SOUL_GEM_ICON_MARKUP_INHERIT_COLOR = "|t32:32:%s:inheritColor|t"
    local name, soulGemIcon, soulGemStackCount, soulGemQuality = GetSoulGemInfo(SOUL_GEM_TYPE_FILLED, level)
    local coloredFilledText
    local coloredSoulGemIconMarkup
    local success
    if(soulGemStackCount > 0) then
        local qualityColor = ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS, soulGemQuality))
        coloredFilledText = qualityColor:Colorize(SOUL_GEM_FILLED_TEXT)
        coloredSoulGemIconMarkup = string.format(SOUL_GEM_ICON_MARKUP, soulGemIcon)
        success = true
    else
        local _, soulGemIcon = GetSoulGemInfo(SOUL_GEM_TYPE_FILLED, level, false)
        coloredFilledText = ZO_ERROR_COLOR:Colorize(SOUL_GEM_FILLED_TEXT)
        coloredSoulGemIconMarkup = ZO_ERROR_COLOR:Colorize(string.format(SOUL_GEM_ICON_MARKUP_INHERIT_COLOR, soulGemIcon))
        success = false
    end
    return success, coloredFilledText, coloredSoulGemIconMarkup
end
    return IsPlayerInRaid()
end
    return IsPlayerInReviveCounterRaid() and not IsPlayerInRaidStagingArea() and not HasRaidEnded()
end
function DeathType:LayoutHereButton(hereButton)
    local soulGemAvailable, freeRevive = select(9, GetDeathInfo())
    local inReviveCounterRaid = IsPlayerInReviveCounterRaid()
    if(freeRevive and not inReviveCounterRaid) then
        hereButton:SetEnabled(true)
        hereButton:SetText(GetString(SI_DEATH_PROMPT_HERE))
        return
    end
    
    local level = GetUnitEffectiveLevel("player")
    local name, soulGemIcon, soulGemStackCount, soulGemQuality = GetSoulGemInfo(SOUL_GEM_TYPE_FILLED, level)
    local enabled = (soulGemStackCount > 0 or freeRevive) and not self:AreButtonsDisabledDueToCyclicRespawn()
    hereButton:SetEnabled(enabled)
    
    local soulGemSuccess, coloredFilledText, coloredSoulGemIconMarkup = ZO_Death_GetResurrectSoulGemText(level)
    hereButton:SetText(zo_strformat(soulGemSuccess and SI_DEATH_PROMPT_HERE_GEM or SI_DEATH_PROMPT_HERE_GEM_FAILED, coloredFilledText, coloredSoulGemIconMarkup))
end
    return IsQueuedForCyclicRespawn() and not IsResurrectPending()
end
function DeathType:LayoutWayshrineButton(wayshrineButton)
     if IsInImperialCity() then
          wayshrineButton:SetText(GetString(SI_DEATH_PROMPT_RELEASE))
     else
          wayshrineButton:SetText(GetString(SI_DEATH_PROMPT_WAYSHRINE))
    end
end
function DeathType:ApplyStyleToKeybindButton(button, isGamepad)
    local reviveTextLabel = button:GetNamedChild("ReviveText")
    local buttonTemplate
    if reviveTextLabel then
        buttonTemplate = ZO_GetPlatformTemplate("ZO_DeathReviveButton")
    else
        buttonTemplate = ZO_GetPlatformTemplate("ZO_DeathKeybindButton")
    end
    ApplyTemplateToControl(button, buttonTemplate)
    button:SetNormalTextColor(isGamepad and ZO_SELECTED_TEXT or ZO_NORMAL_TEXT)
    button:RefreshText()
end
function DeathType:ApplyStyle(isGamepad)
    for i, button in ipairs(self.buttons) do
        self:ApplyStyleToKeybindButton(button, isGamepad)
    end
    if self.deathRecapToggleButton then
        self:ApplyStyleToKeybindButton(self.deathRecapToggleButton, isGamepad)
    end
end
--AvA Death Type
-----------------
local AvADeath = DeathType:Subclass()
function AvADeath:New(control)
    local ava = DeathType.New(self, control)
    
    local button1 = ava:GetButton(1)
    button1:SetText(GetString(SI_DEATH_PROMPT_CHOOSE_REVIVE_LOCATION))
    button1:SetCallback(function()
        ZO_WorldMap_ShowAvARespawns()
        ZO_WorldMap_ShowWorldMap()
    end)
    ava.messageLabel = GetControl(control, "Message")
    ava.messageLabel:SetText(GetString(SI_DEATH_PROMPT_AVA))
    ava.messageLabel:SetHidden(true)
    ava.timerCooldown = GetControl(control, "Timer")
    ava.timerCooldown:SetNumWarningSounds(5)
    ava.timerCooldown:SetHidden(true)
    ava.messageHidden = true
    control:SetHandler("OnUpdate", function() ava:UpdateDisplay() end)
    control:SetHandler("OnHide", function() ava.timerCooldown:Stop() end)
    return ava
end
function AvADeath:UpdateDisplay()
    local _, timeUntilAutoReleaseMs = GetDeathInfo()
    if(timeUntilAutoReleaseMs > 0 and timeUntilAutoReleaseMs < 60000) then
        if(self.messageHidden) then
            self.messageHidden = false
            self.messageLabel:SetHidden(false)
            self.timerCooldown:Start(timeUntilAutoReleaseMs)
            self.timerCooldown:SetHidden(false)
        end
    else
        if(not self.messageHidden) then
            self.messageHidden = true
            self.messageLabel:SetHidden(true)
            self.timerCooldown:Stop()
            self.timerCooldown:SetHidden(true)
        end
    end
end
--Imperial City PvP Death Type
-----------------
local ImperialPvPDeath = DeathType:Subclass()
function ImperialPvPDeath:New(control)
    local imperialPvP = DeathType.New(self, control)
    imperialPvP.UPDATE_RATE = 1000
    imperialPvP.lastUpdate = 0
    local button1 = imperialPvP:GetButton(1)
    button1:SetText(GetString(SI_DEATH_PROMPT_CHOOSE_REVIVE_LOCATION))
    button1:SetCallback(function()
        ZO_WorldMap_ShowAvARespawns()
        ZO_WorldMap_ShowWorldMap()
    end)
    imperialPvP.messageLabel = GetControl(control, "Message")
    imperialPvP.messageLabel:SetText(GetString(SI_DEATH_PROMPT_AVA))
    imperialPvP.messageLabel:SetHidden(true)
    imperialPvP.timerCooldown = GetControl(control, "Timer")
    imperialPvP.timerCooldown:SetNumWarningSounds(5)
    imperialPvP.timerCooldown:SetHidden(true)
    imperialPvP.messageHidden = true
    local button2 = imperialPvP:GetButton(2)
    button2:SetCallback(Release)
    button2:SetText(GetString(SI_DEATH_PROMPT_RELEASE))
    control:SetHandler("OnUpdate", function() imperialPvP:UpdateDisplay() end)
    control:SetHandler("OnHide", function() imperialPvP.timerCooldown:Stop() end)
    return imperialPvP
end
function ImperialPvPDeath:UpdateDisplay()
    local _, timeUntilAutoReleaseMs = GetDeathInfo()
    if(timeUntilAutoReleaseMs > 0 and timeUntilAutoReleaseMs < 60000) then
        if(self.messageHidden) then
            self.messageHidden = false
            self.messageLabel:SetHidden(false)
            self.timerCooldown:Start(timeUntilAutoReleaseMs)
            self.timerCooldown:SetHidden(false)
        end
    else
        if(not self.messageHidden) then
            self.messageHidden = true
            self.messageLabel:SetHidden(true)
            self.timerCooldown:Stop()
            self.timerCooldown:SetHidden(true)
        end
    end
end
--Cyclic Respawn Death Type
-----------------
local CyclicRespawnDeath = DeathType:Subclass()
function CyclicRespawnDeath:New(control)
    local cyclicRespawn = DeathType.New(self, control)
    cyclicRespawn.cyclicRespawnLabel = GetControl(control, "RespawnTimerText")
    return cyclicRespawn
end
function CyclicRespawnDeath:UpdateCyclicTimer(timeLeft)
    if timeLeft then
        self.cyclicRespawnLabel:SetText(zo_strformat(SI_DEATH_PROMPT_WAITING_RELEASE, timeLeft))
    else
        self.cyclicRespawnLabel:SetText("")
    end
end
--Imperial City PvE Death Type
-----------------
local ImperialPvEDeath = DeathType:Subclass()
function ImperialPvEDeath:New(control)
    local imperialPvE = DeathType.New(self, control)
    imperialPvE.UPDATE_RATE = 1000
    imperialPvE.lastUpdate = 0
    local button1 = imperialPvE:GetButton(1)
    button1:SetCallback(Revive)
    local button2 = imperialPvE:GetButton(2)
    button2:SetCallback(Release)
    button2:SetText(GetString(SI_DEATH_PROMPT_RELEASE))
    control:SetHandler("OnUpdate", function() imperialPvE:UpdateDisplay() end)
    return imperialPvE
end
function ImperialPvEDeath:CheckUpdateTimer()
    local time = GetGameTimeMilliseconds()
    if(time - self.lastUpdate > self.UPDATE_RATE) then
        self.lastUpdate = time
        return true
    end
end
function ImperialPvEDeath:UpdateDisplay()
    if self:CheckUpdateTimer() then
        self:LayoutHereButton(self:GetButton(1))
    end
end
--BG Death Type
-----------------
local BGDeath = DeathType:Subclass()
function BGDeath:New(control)
    local bg = DeathType.New(self, control)
    local button1 = bg:GetButton(1)
    button1:SetText(GetString(SI_DEATH_PROMPT_RELEASE))
    button1:SetCallback(JoinRespawnQueue)
    return bg
end
function BGDeath:UpdateDisplay()
end
--Release Only Death
----------------------
local ReleaseOnlyDeath = DeathType:Subclass()
function ReleaseOnlyDeath:New(control)
    local releaseOnly = DeathType.New(self, control)
    
    local button1 = releaseOnly:GetButton(1)
    button1:SetCallback(Release)    
    
    return releaseOnly   
end
function ReleaseOnlyDeath:UpdateDisplay()
end
--Two Option Death
---------------------
local TwoOptionDeath = DeathType:Subclass()
function TwoOptionDeath:New(control)
    local twoOption = DeathType.New(self, control)
    twoOption.UPDATE_RATE = 1000
    twoOption.lastUpdate = 0
    local button1 = twoOption:GetButton(1)
    button1:SetCallback(Revive)
    local button2 = twoOption:GetButton(2)
    button2:SetCallback(Release)
    control:SetHandler("OnUpdate", function() twoOption:UpdateDisplay() end)
    
    return twoOption
end
function TwoOptionDeath:CheckUpdateTimer()
    local time = GetGameTimeMilliseconds()
    if(time - self.lastUpdate > self.UPDATE_RATE) then
        self.lastUpdate = time
        return true
    end
end
function TwoOptionDeath:UpdateDisplay()
    if self:CheckUpdateTimer() then
        self:LayoutHereButton(self:GetButton(1))
    end
end
--Resurrect Pending
-------------------
local ResurrectPending = DeathType:Subclass()
function ResurrectPending:New(control)
    local resurrect = DeathType.New(self, control)
    resurrect.messageLabel = GetControl(control, "Message")
    resurrect.timerCooldown = GetControl(control, "Timer")
    resurrect.timerCooldown:SetNumWarningSounds(5)
    control:SetHandler("OnHide", function()
        resurrect.timerCooldown:Stop()
    end)
    local button1 = resurrect:GetButton(1)
    button1:SetText(GetString(SI_DIALOG_ACCEPT))
    button1:SetCallback(AcceptResurrect)
    local button2 = resurrect:GetButton(2)
    button2:SetText(GetString(SI_DIALOG_DECLINE))
    button2:SetCallback(DeclineResurrect)
    return resurrect
end
function ResurrectPending:UpdateDisplay()
    local resurrectRequesterCharacterName, timeLeftToAcceptMs, resurrectRequesterDisplayName = GetPendingResurrectInfo()
    local text = zo_strformat(SI_DEATH_PROMPT_RESURRECT_TEXT, ZO_GetPrimaryPlayerName(resurrectRequesterDisplayName, resurrectRequesterCharacterName))
    self.messageLabel:SetText(text)
    self.timerCooldown:Start(timeLeftToAcceptMs)
end
--In Encounter
---------------
local InEncounter = DeathType:Subclass()
function InEncounter:New(control)
    local inEncounter = DeathType.New(self, control)
    inEncounter.message = GetControl(control, "Message")
    return inEncounter
end
function InEncounter:ApplyTemplateToMessage(template)
    self.message:ApplyTemplateToLabel(template)
end
--Death
-------------
local DEATH_TYPE_TWO_OPTION = "Death"
local DEATH_TYPE_RELEASE_ONLY = "ReleaseOnly"
local DEATH_TYPE_AVA = "AvA"
local DEATH_TYPE_IMPERIAL_PVP = "ImperialPvP"
local DEATH_TYPE_IMPERIAL_PVE = "ImperialPvE"
local DEATH_TYPE_BATTLE_GROUND = "BG"
local DEATH_TYPE_RESURRECT_PENDING = "Resurrect"
local DEATH_TYPE_IN_ENCOUNTER = "InEncounter"
local DEATH_TYPE_CYCLIC_RESPAWN = "CyclicRespawn"
local DEATH_PROMPT_DELAY_MS = 2000
local Death = ZO_CallbackObject:Subclass()
function Death:New(control)
    local death = ZO_CallbackObject.New(self)
    death.control = control
    death.waitingToShowPrompt = false
    death.isPlayerDead = IsUnitDead("player")
    death.cyclicRespawnTimer = GetControl(control, "CyclicRespawnTimer")
    death.types = {}
    death.types[DEATH_TYPE_AVA] = AvADeath:New(GetControl(control, "AvA"))
    death.types[DEATH_TYPE_IMPERIAL_PVP] = ImperialPvPDeath:New(GetControl(control, "ImperialPvP"))
    death.types[DEATH_TYPE_IMPERIAL_PVE] = ImperialPvEDeath:New(GetControl(control, "ImperialPvE"))
    death.types[DEATH_TYPE_BATTLE_GROUND] = BGDeath:New(GetControl(control, "BG"))
    death.types[DEATH_TYPE_RELEASE_ONLY] = ReleaseOnlyDeath:New(GetControl(control, "ReleaseOnly"))
    death.types[DEATH_TYPE_TWO_OPTION] = TwoOptionDeath:New(GetControl(control, "TwoOption"))
    death.types[DEATH_TYPE_RESURRECT_PENDING] = ResurrectPending:New(GetControl(control, "Resurrect"))
    death.types[DEATH_TYPE_IN_ENCOUNTER] = InEncounter:New(GetControl(control, "InEncounter"))
    death.types[DEATH_TYPE_CYCLIC_RESPAWN] = CyclicRespawnDeath:New(GetControl(control, "CyclicRespawn"))
    local function UpdateDisplay()
        death:UpdateDisplay()
    end
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_PLAYER_DEAD, function() death:OnPlayerDead() end)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_PLAYER_ALIVE, function() death:OnPlayerAlive() end)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_RESURRECT_REQUEST, UpdateDisplay)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_RESURRECT_REQUEST_REMOVED, UpdateDisplay)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_GRAVEYARD_USAGE_FAILURE, UpdateDisplay)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_RAID_TRIAL_COMPLETE, UpdateDisplay)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_RAID_TRIAL_FAILED, UpdateDisplay)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_PLAYER_DEATH_REQUEST_FAILURE, UpdateDisplay)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_PLAYER_DEATH_INFO_UPDATE, UpdateDisplay)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_PLAYER_QUEUED_FOR_CYCLIC_RESPAWN, UpdateDisplay)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_RAID_REVIVE_COUNTER_UPDATE, function() 
          if(self.currentType) then
            self.types[self.currentType]:UpdateDisplay()
        end
     end)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_PLAYER_ACTIVATED, function()
        death:UpdateDisplay()
    end)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_RAID_TIMER_STATE_UPDATE, function()
        death:UpdateDisplay()
    end)
    DEATH_FRAGMENT = ZO_HUDFadeSceneFragment:New(control)
    DEATH_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState)
        death:UpdateBindingLayer()
    end)
    DEATH_FRAGMENT:SetHiddenForReason("NotShowingAsDead", true)
    death:UpdateDisplay()
    death:ApplyStyle() -- Setup initial visual style based on current mode.
    control:RegisterForEvent(EVENT_GAMEPAD_PREFERRED_MODE_CHANGED, function() death:OnGamepadPreferredModeChanged() end)
    return death
end
function Death:GetDeathType()
    if(IsResurrectPending()) then
        return DEATH_TYPE_RESURRECT_PENDING
    else
        local isEncounterInProgress, isAVADeath, isBattleGroundDeath, isReleaseOnly, _, _, isRaidDeath, _, respawnQueueDuration = select(5, GetDeathInfo())
        local useCyclicRespawn = respawnQueueDuration > 0
        local deathType
        if useCyclicRespawn and IsQueuedForCyclicRespawn() then
            deathType = DEATH_TYPE_CYCLIC_RESPAWN
        elseif IsInImperialCity() then -- Special snowflake scenario
               if isReleaseOnly then
                    deathType = DEATH_TYPE_RELEASE_ONLY
               else
                    deathType = isAVADeath and DEATH_TYPE_IMPERIAL_PVP or DEATH_TYPE_IMPERIAL_PVE
               end
        elseif isBattleGroundDeath then
            deathType = DEATH_TYPE_BATTLE_GROUND
        elseif isAVADeath then 
            deathType = DEATH_TYPE_AVA
        elseif isEncounterInProgress then
            deathType = DEATH_TYPE_IN_ENCOUNTER
        elseif isRaidDeath then
            if isReleaseOnly then
                deathType = DEATH_TYPE_RELEASE_ONLY
            else
                deathType = DEATH_TYPE_TWO_OPTION
            end
        elseif isReleaseOnly then 
            deathType = DEATH_TYPE_RELEASE_ONLY
        else
            deathType = DEATH_TYPE_TWO_OPTION
        end
        return deathType, useCyclicRespawn
    end
end
    for _, deathType in pairs(self.types) do
        deathType:SetDeathRecapToggleButtonEnabled(enabled)
    end
end
function Death:UpdateDisplay()
    if(self.waitingToShowPrompt) then
        return
    end
    if not self.isPlayerDead and self.cyclicRespawnTimer.isRunning then
        self:StopCyclicRespawnTimer()
    end
    DEATH_FRAGMENT:SetHiddenForReason("NotShowingAsDead", not self.isPlayerDead)
    
    local nextType, useCyclicRespawn
    if(self.isPlayerDead) then
        nextType, useCyclicRespawn = self:GetDeathType()
    end
    local deathTypeChanged = false
    if(self.currentType ~= nextType) then
        if(self.currentType) then
            self.types[self.currentType]:SetHidden(true)
        end
        if(nextType) then
            self.types[nextType]:SetHidden(false)
        end
        self.currentType = nextType
        deathTypeChanged = true
    end
    if useCyclicRespawn and not self.cyclicRespawnTimer.isRunning then
        self:StartCyclicRespawnTimer()
    end
    if(self.currentType) then
        self.types[self.currentType]:UpdateDisplay()
        INSTANCE_KICK_WARNING_DEAD:SetHiddenForReason("deathHidden", false)
    else
        INSTANCE_KICK_WARNING_DEAD:SetHiddenForReason("deathHidden", true)
    end
    if(deathTypeChanged) then
        self:FireCallbacks("OnDeathTypeChanged", nextType)
    end
end
function Death:UpdateBindingLayer()
    if(not self.control:IsHidden() and self.currentType ~= nil) then
        InsertNamedActionLayerAbove("Death", GetString(SI_KEYBINDINGS_LAYER_GENERAL))
    else
        RemoveActionLayerByName("Death")
    end
end
function Death:ApplyStyle()
    local isGamepad = IsInGamepadPreferredMode()
    for _, deathType in pairs(self.types) do
        deathType:ApplyStyle(isGamepad)
    end
    self.types[DEATH_TYPE_IN_ENCOUNTER]:ApplyTemplateToMessage(ZO_GetPlatformTemplate("ZO_DeathInEncouterLoadingLabel"))
end
--Cyclic Respawn Timer
function Death:InitializeCyclicRespawnTimer()
    self.cyclicRespawnTimer.isRunning = false
    self.cyclicRespawnTimer.loadBar = GetControl(self.cyclicRespawnTimer, "LoadBar")
end
function Death:StartCyclicRespawnTimer()
    self.cyclicRespawnTimer.isRunning = true
    self.cyclicRespawnTimer:SetHidden(false)
    EVENT_MANAGER:RegisterForUpdate("CyclicRespawnTimer", 0, function() self:UpdateCyclicRespawnTimer() end)
end
function Death:UpdateCyclicRespawnTimer()
    local respawnQueueDuration, respawnQueueTimeLeft = select(13, GetDeathInfo())
    local screenWidth = GuiRoot:GetWidth()
    local progress = 0
    if respawnQueueDuration > 0 then
        progress = (respawnQueueDuration - respawnQueueTimeLeft) / respawnQueueDuration
    end
    self.cyclicRespawnTimer.loadBar:SetWidth(screenWidth * progress)
    if IsQueuedForCyclicRespawn() then
        local secondsToWait = respawnQueueTimeLeft / 1000
        secondsToWait = zo_max(secondsToWait, 0)
        self.types[self.currentType]:UpdateCyclicTimer(ZO_FormatTimeAsDecimalWhenBelowThreshold(secondsToWait))
    else
        self.types[self.currentType]:UpdateCyclicTimer()
    end
end
function Death:StopCyclicRespawnTimer()
    self.cyclicRespawnTimer.isRunning = false
    self.cyclicRespawnTimer:SetHidden(true)
    EVENT_MANAGER:UnregisterForUpdate("CyclicRespawnTimer")
end
--bindings
function Death:SelectOption(keybind)
    if(self.currentType) then
        self.types[self.currentType]:SelectOption(keybind)
    end
end
function Death:ToggleDeathRecap()
    if(self.currentType) then
        self.types[self.currentType]:ToggleDeathRecap()
    end
end
--Events
function Death:OnPlayerAlive()
    self.isPlayerDead = false
    self.waitingToShowPrompt = false
    EVENT_MANAGER:UnregisterForUpdate("WaitToShowDeath")
    self:UpdateDisplay()
end
function Death:OnPlayerDead()
    self.isPlayerDead = true
    if(not self.waitingToShowPrompt) then
        self.waitingToShowPrompt = true
        EVENT_MANAGER:RegisterForUpdate("WaitToShowDeath", DEATH_PROMPT_DELAY_MS, function()
            self.waitingToShowPrompt = false
            EVENT_MANAGER:UnregisterForUpdate("WaitToShowDeath")
            self:UpdateDisplay()
        end)
    end
end
    self:ApplyStyle()
end
--Global XML
    DEATH = Death:New(self)
end
    if (DEATH) then
        DEATH:UpdateBindingLayer()        
    end
end
    if (DEATH) then
        DEATH:UpdateBindingLayer()        
    end
end