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 |
local DEFAULT_SELECTED_QUEST_INDEX = 1
return manager
end
EVENT_MANAGER : RegisterForEvent ( "ZO_CraftAdvisorManager" , EVENT_CRAFTING_STATION_INTERACT , function ( eventCode , craftingType , sameStation )
--If we are at a different type of crafting station, we need to update the list
--Otherwise, if anything has changed, we will have already attempted to refresh via the quest events
--We also need to refresh if the player goes to a new smithing station, since they might be changing to a new set station
if craftingType ~= self . craftingInteractionType or ( not sameStation and IsSmithingCraftingType ( craftingType ) ) then
end
end )
if mainStepChanged then
end
if currentlySelectedQuest and currentlySelectedQuest . questIndex == questIndex then
--Tell the craft advisor that it needs to refresh the quest display
end
end
--Register for the various quest change events
EVENT_MANAGER : RegisterForEvent ( "ZO_CraftAdvisorManager" , EVENT_QUEST_CONDITION_COUNTER_CHANGED , function ( _ , questIndex ) UpdateQuestConditions ( questIndex ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_CraftAdvisorManager" , EVENT_QUEST_ADVANCED , function ( _ , questIndex , questName , isPushed , isComplete , mainStepChanged ) UpdateQuestConditions ( questIndex , mainStepChanged ) end )
--We need to register for this event to detect if a new translation has been discovered
--Presumably, this can only happen while enchanting, so if the enchanting scene is not showing, we shouldn't care
end
end )
--We need to rebuild when the inventory changes so we can make sure we display the proper messaging if there are missing materials/runes/reagents/etc
EVENT_MANAGER : RegisterForEvent ( "ZO_CraftAdvisorManager" , EVENT_INVENTORY_FULL_UPDATE , function ( ) self : FireCallbacks ( "SelectedQuestConditionsUpdated" ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_CraftAdvisorManager" , EVENT_INVENTORY_SINGLE_SLOT_UPDATE , function ( ) self : FireCallbacks ( "SelectedQuestConditionsUpdated" ) end )
--We need to rebuild when we learn a new recipe so we can make sure we display the proper messaging for missing recipes
EVENT_MANAGER : RegisterForEvent ( "ZO_CraftAdvisorManager" , EVENT_RECIPE_LEARNED , function ( ) self : FireCallbacks ( "SelectedQuestConditionsUpdated" ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_CraftAdvisorManager" , EVENT_MULTIPLE_RECIPES_LEARNED , function ( ) self : FireCallbacks ( "SelectedQuestConditionsUpdated" ) end )
--We need to rebuild if the player's solvent proficiency changed or they got the Laboratory Use skill, to ensure the error messaging refreshes
EVENT_MANAGER : RegisterForEvent ( "ZO_CraftAdvisorManager" , EVENT_NON_COMBAT_BONUS_CHANGED , function ( eventCode , nonCombatBonusType )
if nonCombatBonusType == NON_COMBAT_BONUS_ALCHEMY_THIRD_SLOT or nonCombatBonusType == NON_COMBAT_BONUS_ALCHEMY_LEVEL then
end
end )
QUEST_JOURNAL_MANAGER : RegisterCallback ( "QuestListUpdated" , function ( ) self : RefreshQuestMasterList ( ) end )
end
end
--Grab the current quest information from the journal
--Clear out the current quest pin data
self : FireCallbacks ( "QuestInformationUpdated" , { patternIndices = { } , materialIndex = nil , traitId = nil , styleId = nil , recipeItemIds = { } , runeIds = { } , alchemyInfo = { } , improvementInfo = { } } )
--Filter out any non-crafting quests from the list
if questInfo . questType == QUEST_TYPE_CRAFTING then
local conditionCount = select ( 5 , GetJournalQuestStepInfo ( questInfo . questIndex , QUEST_MAIN_STEP_INDEX ) )
local conditionInfo = { }
for conditionIndex = 1 , conditionCount do
local conditionType = select ( 8 , GetJournalQuestConditionInfo ( questInfo . questIndex , QUEST_MAIN_STEP_INDEX , conditionIndex ) )
if conditionType == QUEST_CONDITION_TYPE_GATHER_ITEM then
local itemId , materialItemId , craftingType , itemFunctionalQuality = GetQuestConditionItemInfo ( questInfo . questIndex , QUEST_MAIN_STEP_INDEX , conditionIndex )
--If any of the condition crafting types match the current interaction type, we want to include this quest
--Provisioning is special in that in can be done at any crafting station type, so we need to do a slightly different check for it
if craftingType == CRAFTING_TYPE_PROVISIONING then
end
if shouldShowQuest then
{
conditionIndex = conditionIndex ,
itemId = itemId ,
materialItemId = materialItemId ,
craftingType = craftingType ,
itemFunctionalQuality = itemFunctionalQuality ,
isMasterWrit = false ,
}
end
elseif conditionType == QUEST_CONDITION_TYPE_CRAFT_RANDOM_WRIT_ITEM then
local itemId , materialItemId , craftingType , itemFunctionalQuality , itemTemplateId , itemSetId , itemTraitType , itemStyleId , encodedAlchemyTraits = GetQuestConditionMasterWritInfo ( questInfo . questIndex , QUEST_MAIN_STEP_INDEX , conditionIndex )
--If any of the condition crafting types match the current interaction type, we want to include this quest
--Provisioning is special in that in can be done at any crafting station type, so we need to do a slightly different check for it
if craftingType == CRAFTING_TYPE_PROVISIONING then
end
if shouldShowQuest then
{
conditionIndex = conditionIndex ,
itemId = itemId ,
materialItemId = materialItemId ,
craftingType = craftingType ,
itemFunctionalQuality = itemFunctionalQuality ,
itemTemplateId = itemTemplateId ,
itemSetId = itemSetId ,
itemTraitType = itemTraitType ,
itemStyleId = itemStyleId ,
encodedAlchemyTraits = encodedAlchemyTraits ,
isMasterWrit = true ,
}
--Smithing master writs should only show up at their specific set station
end
else
end
end
end
end
if # conditionInfo > 0 then
questInfo . conditionData = conditionInfo
end
end
end
end
--If we have already met the condition requirements, we no longer care about what components we have
if currentCount < maxCount then
if conditionInfo . craftingType == CRAFTING_TYPE_ENCHANTING then
local potencyRune , essenceRune , aspectRune = GetRunesForItemIdIfKnown ( conditionInfo . itemId , conditionInfo . materialItemId , conditionInfo . itemFunctionalQuality )
--GetRunesForItemIdIfKnown will return nil for all values if any of the runes are unknown
--Therefore, checking any of them for nil would be sufficient, it doesn't have to be potency
if potencyRune == nil then
return GetString ( SI_CRAFTING_MISSING_ITEMS ) , GetString ( SI_CRAFT_ADVISOR_ENCHANTING_MISSING_ITEMS_TOOLTIP )
end
elseif conditionInfo . craftingType == CRAFTING_TYPE_PROVISIONING then
--Look for a matching recipe
--If we have a match, then we're done, return early
if recipe . resultItemId == conditionInfo . itemId then
return
end
end
end
--If we get here, that means we are missing the recipe
return GetString ( SI_PROVISIONER_MISSING_RECIPE ) , GetString ( SI_CRAFT_ADVISOR_PROVISIONING_MISSING_RECIPE_TOOLTIP )
elseif conditionInfo . craftingType == CRAFTING_TYPE_ALCHEMY then
local validCombinationFound = false
local needsThirdSlot = conditionInfo . isMasterWrit and GetNonCombatBonus ( NON_COMBAT_BONUS_ALCHEMY_THIRD_SLOT ) == 0
--Check and see if the alchemy logic has found any valid combinations
else
end
if needsThirdSlot then
return GetString ( SI_ALCHEMY_REQUIRES_THIRD_SLOT ) , GetString ( SI_CRAFT_ADVISOR_ALCHEMY_REQUIRES_THIRD_SLOT_TOOLTIP )
elseif not validCombinationFound then
return GetString ( SI_ALCHEMY_MISSING_OR_UNKNOWN ) , GetString ( SI_CRAFT_ADVISOR_ALCHEMY_MISSING_OR_UNKNOWN_TOOLTIP )
end
end
end
end
local craftingQuestIndices =
{
patternIndices = { } ,
materialIndex = nil ,
traitId = nil ,
styleId = nil ,
recipeItemIds = { } ,
runeIds = { } ,
alchemyInfo = { } ,
improvementInfo = { } ,
}
if questInfo then
--Determine the pattern and material information for each relevant condition
local _ , curCount , maxCount = GetJournalQuestConditionInfo ( questInfo . questIndex , QUEST_MAIN_STEP_INDEX , conditionInfo . conditionIndex )
--If this is a master writ, we need different information from normal ones
if conditionInfo . isMasterWrit then
local patternIndex , materialIndex , desiredItemId = GetSmithingPatternInfoForItemSet ( conditionInfo . itemTemplateId , conditionInfo . itemSetId , conditionInfo . materialItemId , conditionInfo . itemTraitType )
if patternIndex and materialIndex and curCount < maxCount then
craftingQuestIndices . patternIndices [ patternIndex ] = true
craftingQuestIndices . materialIndex = materialIndex
craftingQuestIndices . traitId = conditionInfo . itemTraitType
craftingQuestIndices . styleId = conditionInfo . itemStyleId
craftingQuestIndices . hasPatterns = true
if desiredItemId and conditionInfo . itemFunctionalQuality and conditionInfo . materialItemId and conditionInfo . itemTraitType and conditionInfo . itemStyleId then
craftingQuestIndices . improvementInfo =
{
desiredItemId = desiredItemId ,
desiredQuality = conditionInfo . itemFunctionalQuality ,
desiredMaterial = conditionInfo . materialItemId ,
desiredTrait = conditionInfo . itemTraitType ,
desiredStyle = conditionInfo . itemStyleId ,
}
craftingQuestIndices . hasItemToImproveForWrit = HasItemToImproveForWrit ( desiredItemId , conditionInfo . materialItemId , conditionInfo . itemTraitType , conditionInfo . itemStyleId , conditionInfo . itemFunctionalQuality )
end
end
else
local patternIndex , materialIndex = GetSmithingPatternInfoForItemId ( conditionInfo . itemId , conditionInfo . materialItemId , conditionInfo . craftingType )
if patternIndex and materialIndex and curCount < maxCount then
craftingQuestIndices . patternIndices [ patternIndex ] = true
craftingQuestIndices . materialIndex = materialIndex
craftingQuestIndices . hasPatterns = true
elseif curCount < maxCount then
craftingQuestIndices . smithingItemId = conditionInfo . itemId
end
end
elseif conditionInfo . craftingType == CRAFTING_TYPE_PROVISIONING then
local _ , curCount , maxCount = GetJournalQuestConditionInfo ( questInfo . questIndex , QUEST_MAIN_STEP_INDEX , conditionInfo . conditionIndex )
if curCount < maxCount then
craftingQuestIndices . recipeItemIds [ conditionInfo . itemId ] = true
craftingQuestIndices . hasRecipesForQuest = true
end
elseif conditionInfo . craftingType == CRAFTING_TYPE_ENCHANTING then
local _ , curCount , maxCount = GetJournalQuestConditionInfo ( questInfo . questIndex , QUEST_MAIN_STEP_INDEX , conditionInfo . conditionIndex )
local potencyRune , essenceRune , aspectRune = GetRunesForItemIdIfKnown ( conditionInfo . itemId , conditionInfo . materialItemId , conditionInfo . itemFunctionalQuality )
if potencyRune and essenceRune and aspectRune and curCount < maxCount then
craftingQuestIndices . runeIds =
{
potency = potencyRune ,
essence = essenceRune ,
aspect = aspectRune
}
else
craftingQuestIndices . runeIds =
{
hasRequiredGlyph = curCount >= maxCount
}
end
elseif conditionInfo . craftingType == CRAFTING_TYPE_ALCHEMY then
local _ , curCount , maxCount = GetJournalQuestConditionInfo ( questInfo . questIndex , QUEST_MAIN_STEP_INDEX , conditionInfo . conditionIndex )
--If this is a master writ, we need different alchemy information than for normal writs
if conditionInfo . isMasterWrit then
if conditionInfo . encodedAlchemyTraits and curCount < maxCount then
craftingQuestIndices . alchemyInfo =
{
basePotionItemId = conditionInfo . itemId ,
materialItemId = conditionInfo . materialItemId ,
encodedTraits = conditionInfo . encodedAlchemyTraits ,
isMasterWrit = true
}
else
craftingQuestIndices . alchemyInfo =
{
hasDesiredPotion = curCount >= maxCount
}
end
else
if desiredTraitId ~= 0 and curCount < maxCount then
craftingQuestIndices . alchemyInfo =
{
basePotionItemId = conditionInfo . itemId ,
materialItemId = conditionInfo . materialItemId ,
desiredTrait = desiredTraitId
}
else
craftingQuestIndices . alchemyInfo =
{
hasDesiredPotion = curCount >= maxCount
}
end
end
end
end
end
--Send out the updated data necessary for the quest pins
end
--Locate the newly selected quest
if questInfo . questIndex == questIndex then
return
end
end
end
end
|