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-- TODO: One day I'd like to fold LFGReward into the RewardDef system. This is a stop gap solution.
-- This will allow us to eaily define unique custom reward types that won't collide with the REWARD_ENTRY_TYPE enum values
ZO_REWARD_CUSTOM_ENTRY_TYPE =
{
LFG_ACTIVITY = { 1 } ,
}
end
end
end
end
end
end
end
end
end
end
end
-- self.quality is deprecated, included here for addon backwards compatibility
end
end
end
end
end
end
end
end
end
end
end
end
end
end
-- self.quality is deprecated, included here for addon backwards compatibility
end
-- self.quality is deprecated, included here for addon backwards compatibility
end
end
end
-- if no gamepadIcon is used, icon is used for both
end
else
end
end
end
-- If no gamepadLootIcon is used, lootIcon is used for both.
-- If neither exist we fall back to regular non-loot icon behavior
end
else
end
end
end
end
end
end
end
end
end
-- if there is no gamepad name, the keyboard name is used for both
end
end
end
end
end
end
end
end
---------------------
-- Rewards Manager
---------------------
return rewards
end
end
do
local PARENT_CHOICE = nil
local VALIDATION_FUNCTION = nil
local SELECTED_CHOICE_FUNCTION = nil
return self : GetInfoForReward ( rewardId , quantity , PARENT_CHOICE , VALIDATION_FUNCTION , SELECTED_CHOICE_FUNCTION )
end
end
function ZO_RewardsManager : GetAllRewardInfoForRewardList ( rewardListId , parentChoice , validationFunction , isSelectedChoiceFunction )
local rewardListInfo = { }
for rewardIndex = 1 , numRewards do
local rewardData = self : GetInfoForReward ( rewardId , quantity , parentChoice , validationFunction , isSelectedChoiceFunction )
if rewardData then
end
end
return rewardListInfo
end
for rewardIndex = 1 , numRewards do
if entryType == REWARD_ENTRY_TYPE_MAIL_ITEM then
return true
end
end
return false
end
function ZO_RewardsManager : GetInfoForReward ( rewardId , quantity , parentChoice , validationFunction , isSelectedChoiceFunction )
local rewardData
if entryType == REWARD_ENTRY_TYPE_ADD_CURRENCY then
elseif entryType == REWARD_ENTRY_TYPE_COLLECTIBLE then
elseif entryType == REWARD_ENTRY_TYPE_ITEM then
elseif entryType == REWARD_ENTRY_TYPE_LOOT_CRATE then
elseif entryType == REWARD_ENTRY_TYPE_CHOICE then
rewardData = self : GetChoiceEntryInfo ( rewardId , parentChoice , validationFunction , isSelectedChoiceFunction )
elseif entryType == REWARD_ENTRY_TYPE_INSTANT_UNLOCK then
elseif entryType == REWARD_ENTRY_TYPE_EXPERIENCE then
elseif entryType == REWARD_ENTRY_TYPE_SKILL_LINE_EXPERIENCE then
elseif entryType == REWARD_ENTRY_TYPE_TRIBUTE_CARD_UPGRADE then
end
if rewardData then
end
if parentChoice then
rewardData : SetIsSelectedChoice ( isSelectedChoiceFunction and isSelectedChoiceFunction ( parentChoice . rewardId , rewardData . rewardId ) )
end
end
return rewardData
end
function ZO_RewardsManager : GetChoiceEntryInfo ( rewardId , parentChoice , validationFunction , isSelectedChoiceFunction )
-- There doesn't seem to be any special formatting done for "Choice rewards," so the raw name and formatted name are the same in this instance.
local choices = self : GetAllRewardInfoForRewardList ( choiceListId , rewardData , validationFunction , isSelectedChoiceFunction )
return rewardData
end
local IS_PLURAL = false
local IS_UPPER = false
local formattedNameWithStackKeyboard = zo_strformat ( SI_CURRENCY_NAME_FORMAT , ZO_Currency_FormatKeyboard ( currencyType , quantity , ZO_CURRENCY_FORMAT_AMOUNT_NAME ) )
local formattedNameWithStackGamepad = zo_strformat ( SI_CURRENCY_NAME_FORMAT , ZO_Currency_FormatGamepad ( currencyType , quantity , ZO_CURRENCY_FORMAT_AMOUNT_NAME ) )
local abbreviatedQuantity = ZO_AbbreviateAndLocalizeNumber ( quantity , NUMBER_ABBREVIATION_PRECISION_TENTHS , USE_LOWERCASE_NUMBER_SUFFIXES )
rewardData : SetLootIcon ( GetCurrencyLootKeyboardIcon ( currencyType ) , GetCurrencyLootGamepadIcon ( currencyType ) )
return rewardData
end
rewardData : SetFormattedNameWithStack ( zo_strformat ( SI_REWARDS_FORMAT_REWARD_WITH_AMOUNT , displayName , ZO_SELECTED_TEXT : Colorize ( quantity ) ) )
return rewardData
end
local formattedNameWithStack = zo_strformat ( SI_REWARDS_FORMAT_REWARD_WITH_AMOUNT , displayName , ZO_SELECTED_TEXT : Colorize ( quantity ) )
return rewardData
end
return rewardData
end
local abbreviatedQuantity = ZO_AbbreviateAndLocalizeNumber ( quantity , NUMBER_ABBREVIATION_PRECISION_TENTHS , USE_LOWERCASE_NUMBER_SUFFIXES )
local formattedNameWithStack = zo_strformat ( SI_REWARDS_FORMAT_REWARD_WITH_AMOUNT , displayName , ZO_SELECTED_TEXT : Colorize ( commaDelimitedQuantity ) )
return rewardData
end
local abbreviatedQuantity = ZO_AbbreviateAndLocalizeNumber ( quantity , NUMBER_ABBREVIATION_PRECISION_TENTHS , USE_LOWERCASE_NUMBER_SUFFIXES )
local formattedNameWithStack = zo_strformat ( SI_REWARDS_FORMAT_SKILL_LINE_EXPERIENCE_WITH_AMOUNT , displayName , ZO_SELECTED_TEXT : Colorize ( commaDelimitedQuantity ) )
return rewardData
end
return rewardData
end
-- Helper function to make LFGActivityRewardUIData play nice with other rewards
local rewardListInfo = { }
for nodeIndex = 1 , numNodes do
end
return rewardListInfo
end
-- Helper function to make LFGActivityRewardUIData play nice with other rewards
return rewardData
end
return data1 . choiceIndex < data2 . choiceIndex
end
end
-- COLLECTIBLE is implemented on specific gui version of this manager
if entryType == REWARD_ENTRY_TYPE_ADD_CURRENCY then
local IS_PLURAL = false
local IS_UPPER = false
elseif entryType == REWARD_ENTRY_TYPE_ITEM then
local QUANTITY = 1
if itemType ~= ITEMTYPE_NONE then
if equipType ~= EQUIP_TYPE_INVALID then
else
end
end
end
return nil
end
------------------
-- XML Functions
------------------
function ZO_Rewards_Shared_OnMouseEnter ( control , anchorPoint , anchorPointRelativeTo , anchorOffsetX , anchorOffsetY )
if rewardData then
if rewardType and rewardType ~= REWARD_ENTRY_TYPE_CHOICE then
anchorPoint = anchorPoint or LEFT
anchorPointRelativeTo = anchorPointRelativeTo or RIGHT
anchorOffsetX = anchorOffsetX or 0
anchorOffsetY = anchorOffsetY or 0
InitializeTooltip ( ItemTooltip , control , anchorPoint , anchorOffsetX , anchorOffsetY , anchorPointRelativeTo )
if rewardType == REWARD_ENTRY_TYPE_ITEM then
local USE_RELATIVE_ANCHORS = true
-- These tooltip animations are not available for internal ingame.
end
ZO_Tooltips_SetupDynamicTooltipAnchors ( ItemTooltip , control , ComparativeTooltip1 , ComparativeTooltip2 , USE_RELATIVE_ANCHORS )
end
end
end
end
end |