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ZO_ACTIVITY_FINDER_SORT_PRIORITY =
{
GROUP = 0 ,
PROMOTIONAL_EVENTS = 100 ,
GROUP_FINDER = 200 ,
TIMED_ACTIVITIES = 300 ,
ZONE_STORIES = 400 ,
DUNGEONS = 500 ,
BATTLEGROUNDS = 600 ,
TRIBUTE = 700 ,
HOUSE_TOURS = 800 ,
}
end
if entry1ChampionPointsMin ~= entry2ChampionPointsMin then
return entry1ChampionPointsMin < entry2ChampionPointsMin
elseif entry1LevelMin ~= entry2LevelMin then
return entry1LevelMin < entry2LevelMin
elseif entry1ChampionPointsMax ~= entry2ChampionPointsMax then
return entry1ChampionPointsMax < entry2ChampionPointsMax
elseif entry1LevelMax ~= entry2LevelMax then
return entry1LevelMax < entry2LevelMax
else
end
end
if playerChampionPoints < pointsMin then
elseif playerChampionPoints > pointsMax then
end
else
if playerLevel < levelMin then
elseif playerLevel > levelMax then
end
end
end
return activityType == LFG_ACTIVITY_MASTER_DUNGEON or activityType == LFG_ACTIVITY_DUNGEON
end
return activityType == LFG_ACTIVITY_BATTLE_GROUND_LOW_LEVEL or activityType == LFG_ACTIVITY_BATTLE_GROUND_CHAMPION or activityType == LFG_ACTIVITY_BATTLE_GROUND_NON_CHAMPION
end
return activityType == LFG_ACTIVITY_MASTER_DUNGEON or activityType == LFG_ACTIVITY_DUNGEON
end
------------------
--Initialization--
------------------
return singleton
end
{
[ LFG_COOLDOWN_ACTIVITY_STARTED ] =
{
isOnCooldown = false ,
expiresAtS = 0 ,
conciseFormatter = SI_LFG_LOCK_REASON_QUEUE_COOLDOWN_CONCISE ,
verboseFormatter = SI_LFG_LOCK_REASON_QUEUE_COOLDOWN_VERBOSE ,
} ,
[ LFG_COOLDOWN_BATTLEGROUND_DESERTED_QUEUE ] =
{
isOnCooldown = false ,
expiresAtS = 0 ,
conciseFormatter = SI_LFG_LOCK_REASON_LEFT_BATTLEGROUND_EARLY_CONCISE ,
verboseFormatter = SI_LFG_LOCK_REASON_LEFT_BATTLEGROUND_EARLY_VERBOSE ,
} ,
[ LFG_COOLDOWN_TRIBUTE_DESERTED ] =
{
isOnCooldown = false ,
expiresAtS = 0 ,
conciseFormatter = SI_LFG_LOCK_REASON_LEFT_TRIBUTE_EARLY_CONCISE ,
verboseFormatter = SI_LFG_LOCK_REASON_LEFT_TRIBUTE_EARLY_VERBOSE ,
} ,
}
end
end
if collectionUpdateType == ZO_COLLECTION_UPDATE_TYPE . REBUILD then
else
return
end
end
end
end
end
end
end
end
local dirty = false
local wasOnCooldown = cooldownData . isOnCooldown
cooldownData . isOnCooldown = timeRemaining > 0
if wasOnCooldown ~= cooldownData . isOnCooldown then
dirty = true
end
end
if dirty then
end
end
end
end
end
end
end
end
end
end
end
end
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_ACTIVITY_FINDER_STATUS_UPDATE , function ( eventCode , ... ) self : OnActivityFinderStatusUpdate ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_ACTIVITY_FINDER_COOLDOWNS_UPDATE , OnCooldownsUpdate )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_CURRENT_CAMPAIGN_CHANGED , OnCurrentCampaignChanged )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_TRIBUTE_CLUB_INIT , OnTributeClubDataInitialized )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_TRIBUTE_PLAYER_CAMPAIGN_INIT , OnTributeCampaignDataInitialized )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_TRIBUTE_CLUB_EXPERIENCE_GAINED , OnTributeClubRankDataChanged )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_TRIBUTE_CAMPAIGN_CHANGE , OnTributeCampaignDataChanged )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_TRIBUTE_LEADERBOARD_RANK_RECEIVED , OnTributeLeaderboardRankChanged )
--We should clear selections when switching filters, but we won't necessarily clear them when closing scenes
--However, we can't ensure that gamepad and keyboard will stay on the same filter, so we'll clear selections when switching between modes
--This won't require rechecking lock statuses
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_GAMEPAD_PREFERRED_MODE_CHANGED , ClearSelections )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_CHAMPION_POINT_UPDATE , OnLevelUpdate )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_HOLIDAYS_CHANGED , OnHolidaysChanged )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_PLAYER_ACTIVATED , OnPlayerActivate )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_GROUP_MEMBER_LEFT , UpdateGroupStatus )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_UNIT_CREATED , function ( eventCode , unitTag )
end
end )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_LEADER_UPDATE , UpdateGroupStatus )
EVENT_MANAGER : RegisterForEvent ( "ActivityFinderRoot_Manager" , EVENT_DISABLED_ACTIVITIES_UPDATE , OnDisabledActivitiesUpdate )
end
local specificLocationsLookupData = { }
local locationSetsLookupData = { }
local sortedLocationsData = { }
for activityType = LFG_ACTIVITY_ITERATION_BEGIN , LFG_ACTIVITY_ITERATION_END do
local specificLookupActivityData = { }
local setLookupActivityData = { }
local sortedActivityData = { }
local minGroupSize , maxGroupSize
--Specific activities
if numActivities > 0 then
for activityIndex = 1 , numActivities do
if not minGroupSize or minGroupSize > dataMinGroupSize then
minGroupSize = dataMinGroupSize
end
if not maxGroupSize or maxGroupSize < dataMaxGroupSize then
maxGroupSize = dataMaxGroupSize
end
end
else
minGroupSize = 1
maxGroupSize = 1
end
specificLocationsLookupData [ activityType ] = specificLookupActivityData
--Activity sets
for activitySetIndex = 1 , numActivitySets do
if not minGroupSize or minGroupSize > dataMinGroupSize then
minGroupSize = dataMinGroupSize
end
if not maxGroupSize or maxGroupSize < dataMaxGroupSize then
maxGroupSize = dataMaxGroupSize
end
end
locationSetsLookupData [ activityType ] = setLookupActivityData
sortedLocationsData [ activityType ] = sortedActivityData
end
end
-----------
--Updates--
-----------
end
end
end
local groupStateChanged = wasGrouped ~= self . playerIsGrouped or wasLeader ~= self . playerIsLeader or previousGroupSize ~= self . groupSize
if groupStateChanged then
self : FireCallbacks ( "OnUpdateGroupStatus" , wasGrouped , self . playerIsGrouped , wasLeader , self . playerIsLeader )
end
end
end
--Determine lock status for each location
local isGroupRelevant = inAGroup
local CONCISE_COOLDOWN_TEXT = false
local isLockedByAvailabilityRequirement , availabilityRequirementErrorStringId = location : IsLockedByAvailablityRequirementList ( )
if isLockedByAvailabilityRequirement then
if lockReasonText == "" then
lockReasonText = GetString ( "SI_ACTIVITYQUEUERESULT" , ACTIVITY_QUEUE_RESULT_DESTINATION_NO_LONGER_VALID )
end
else
local cooldownText
if applicableCooldowns and applicableCooldowns . queueCooldownType then
cooldownText = self : GetLFGCooldownLockText ( applicableCooldowns . queueCooldownType , CONCISE_COOLDOWN_TEXT )
end
if cooldownText then
else
end
local lockReasonStringId = nil
lockReasonStringId = SI_LFG_LOCK_REASON_COLLECTIBLE_NOT_UNLOCKED_UPGRADE
lockReasonStringId = SI_LFG_LOCK_REASON_COLLECTIBLE_NOT_UNLOCKED_CROWN_STORE
else
lockReasonStringId = SI_LFG_LOCK_REASON_COLLECTIBLE_NOT_UNLOCKED
end
local lockReasonText = zo_strformat ( lockReasonStringId , collectibleData : GetName ( ) , collectibleData : GetCategoryName ( ) )
else
if groupTooLarge then
location : SetLockReasonText ( GetLevelOrChampionPointsRequirementText ( levelMin , levelMax , championPointsMin , championPointsMax ) )
elseif isGroupRelevant and not isLeader then
else
end
end
end
end
end
end
end
end
end
if previousNumSelected > 0 then
end
end
local activityTypeLookup = { }
activityTypeLookup [ activityType ] = true
end
for i = 1 , activeRequests do
if activitySetId ~= 0 then
if activityTypeLookup [ activityType ] then
local location = locationSetsData [ activitySetId ]
if location then
end
end
end
else
if activityTypeLookup [ activityType ] then
end
end
end
end
--A clear and update is required when the selections may change due to requirement changes. (Ex: a group member
--joins that doesn't meet the level requirement of a location already selected. The location needs to be unselected
--and locked, and then all other locations need to be refreshed again in case they are now unlocked. Instead of
--nesting refreshes, just clear and update when an event occurs that can lead to this.)
end
end
-------------
--Accessors--
-------------
if activityType then
else
end
end
if locationsByActivity then
local location = locationsByActivity [ activityId ]
if location then
return location
end
end
end
assert ( false ) --We should never be asking for a location using a bad activity or lfgIndex, fix the code that called this
end
local lowestAverage
if dataFound then
if lowestAverage then
else
lowestAverage = averageForLocation
end
end
end
end
end
return lowestAverage or 0
end
return self . activityFinderStatus == ACTIVITY_FINDER_STATUS_QUEUED or self . activityFinderStatus == ACTIVITY_FINDER_STATUS_READY_CHECK
end
end
if IsCurrentlySearchingForGroup ( ) or location : IsSelected ( ) == selected or ( location : IsLocked ( ) and selected ) then
return
end
local delta = selected and 1 or - 1
end
return true
end
end
return false
end
end
if locationsByActivity then
if not visibleEntryTypes then
return # locationsByActivity
else
local numLocations = 0
numLocations = numLocations + 1
break
end
end
end
return numLocations
end
end
return 0
end
end
if cooldownData then
return cooldownData . isOnCooldown
end
return false
end
if cooldownData then
return cooldownData . expiresAtS
end
return 0
end
if cooldownData and cooldownData . isOnCooldown then
if verbose then
local formattedTimeText = ZO_FormatTime ( timeRemainingS , TIME_FORMAT_STYLE_COLONS , TIME_FORMAT_PRECISION_TWELVE_HOUR )
else
end
end
--If we're not on cooldown, we return nil because a nil lock text has meaning for activity finders
return nil
end
return
end
--Add locations
end
end
end
if result ~= ACTIVITY_QUEUE_RESULT_SUCCESS then
end
end
--Any response should clear the prompt, but only acceptance sends the request
end
end
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