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ESO Lua File v101041

ingame/death/death.lua

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--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 = GetItemQualityColor(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)
    ENDLESS_DUNGEON_MANAGER:RegisterCallback("StateChanged", function(newState, oldState)
        if self.currentType then
            self: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