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 |
local DIRTY =
{
ALL = 1 ,
NUM_CREATABLE = 2 ,
MEETS_REQUIREMENTS = 3 ,
}
return obj
end
self . dirtyFlags = { }
self . dirtyFlags [ DIRTY . ALL ] = true
end )
end )
end )
EVENT_MANAGER : RegisterForEvent ( "ZO_ProvisionerManager" , EVENT_INVENTORY_SINGLE_SLOT_UPDATE , function ( )
end )
EVENT_MANAGER : RegisterForEvent ( "ZO_ProvisionerManager" , EVENT_NON_COMBAT_BONUS_CHANGED , function ( eventCode , nonCombatBonusType )
if GetTradeskillTypeForNonCombatBonusLevelType ( nonCombatBonusType ) ~= CRAFTING_TYPE_INVALID or nonCombatBonusType == NON_COMBAT_BONUS_PROVISIONING_RARITY_LEVEL then
end
end )
end
self . dirtyFlags [ flagValue ] = true
end
self . dirtyFlags [ flagValue ] = false
end
end
if currentCraftingStation ~= self . currentCraftingStationType or self . dirtyFlags [ DIRTY . ALL ] then
self . currentCraftingStationType = currentCraftingStation
else
if self . dirtyFlags [ DIRTY . NUM_CREATABLE ] then
recipe . maxIterationsForIngredients = self : CalculateMaxIterationsForIngredients ( recipe . recipeListIndex , recipe . recipeIndex , recipe . numIngredients )
end
end
end
if self . dirtyFlags [ DIRTY . MEETS_REQUIREMENTS ] then
end
end
end
end
return self . recipeLists
end
-- This calculates the number of times we could perform a craft with the ingredients we currently have, ignoring space or cost or other limits.
-- To find out how many iterations you can actually do in one go, use GetMaxIterationsPossibleForRecipe() instead.
function ZO_ProvisionerManager : CalculateMaxIterationsForIngredients ( recipeListIndex , recipeIndex , numIngredients )
if numIngredients == 0 then
return 0
end
local minCount = math . huge
for ingredientIndex = 1 , numIngredients do
local requiredQuantity = GetRecipeIngredientRequiredQuantity ( recipeListIndex , recipeIndex , ingredientIndex )
local ingredientCount = GetCurrentRecipeIngredientCount ( recipeListIndex , recipeIndex , ingredientIndex )
if minCount == 0 then
return 0
end
end
return minCount
end
return false
end
end
return true
end
if qualityReq == 0 then
return true
else
--Only exclusively provisioning system recipes have a quality requirement
end
end
do
local DEFAULT_RECIPE_CREATE_SOUND = SOUNDS . DEFAULT_RECIPE_CRAFTED
return function ( _ , lastIndex )
end
end
self . recipeLists = { }
local recipeListName , numRecipes , upIcon , downIcon , overIcon , _ , recipeListCreateSound = GetRecipeListInfo ( recipeListIndex )
local _ , recipeName , numIngredients , _ , qualityReq , specialIngredientType , requiredCraftingStationType , itemId = GetRecipeInfo ( recipeListIndex , recipeIndex )
local maxIterationsForIngredients = self : CalculateMaxIterationsForIngredients ( recipeListIndex , recipeIndex , numIngredients )
local tradeskillsLevelReqs = { }
local tradeskill , levelReq = GetRecipeTradeskillRequirement ( recipeListIndex , recipeIndex , tradeskillIndex )
tradeskillsLevelReqs [ tradeskill ] = levelReq
end
local createSound = recipeListCreateSound
if createSound == "" then
createSound = DEFAULT_RECIPE_CREATE_SOUND
end
local recipe =
{
recipeListName = recipeListName ,
recipeListIndex = recipeListIndex ,
recipeIndex = recipeIndex ,
qualityReq = qualityReq ,
specialIngredientType = specialIngredientType ,
numIngredients = numIngredients ,
maxIterationsForIngredients = maxIterationsForIngredients ,
createSound = createSound ,
iconFile = resultIcon ,
displayQuality = displayQuality ,
-- quality is deprecated, included here for addon backwards compatibility
quality = displayQuality ,
tradeskillsLevelReqs = tradeskillsLevelReqs ,
requiredCraftingStationType = requiredCraftingStationType ,
resultItemId = itemId ,
}
local recipeList = self . recipeLists [ recipeListIndex ]
if not recipeList then
recipeList =
{
recipeListName = recipeListName ,
recipeListIndex = recipeListIndex ,
upIcon = upIcon ,
downIcon = downIcon ,
overIcon = overIcon ,
recipes = { }
}
self . recipeLists [ recipeListIndex ] = recipeList
end
end
end
end
end
|