ESO Lua File v100010

ingame/group/zo_groupingtools_shared.lua

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local ACTIVITY_DATA = {
    [LFG_ACTIVITY_WORLD] = {
        name = GetString("SI_LFGACTIVITY", LFG_ACTIVITY_WORLD),
        type = LFG_ACTIVITY_WORLD,
        texture = "EsoUI/Art/LFG/Keyboard/LFG_activityArt_world_keyboard.dds",
        textureGamepad = "EsoUI/Art/LFG/Gamepad/LFG_activityArt_world_gamepad.dds",
        allDescription = GetString(SI_LFG_WORLD_DESCRIPTION),
    },
    [LFG_ACTIVITY_AVA] = {
        name = GetString("SI_LFGACTIVITY", LFG_ACTIVITY_AVA),
        type = LFG_ACTIVITY_AVA,
        texture = "EsoUI/Art/LFG/Keyboard/LFG_activityArt_ava_keyboard.dds",
        textureGamepad = "EsoUI/Art/LFG/Gamepad/LFG_activityArt_ava_gamepad.dds",
        allDescription = GetString(SI_LFG_AVA_DESCRIPTION),
    },
    [LFG_ACTIVITY_DUNGEON] = {
        name = GetString("SI_LFGACTIVITY", LFG_ACTIVITY_DUNGEON),
        type = LFG_ACTIVITY_DUNGEON,
        texture = "EsoUI/Art/LFG/Keyboard/LFG_activityArt_dungeon_keyboard.dds",
        textureGamepad = "EsoUI/Art/LFG/Gamepad/LFG_activityArt_dungeon_gamepad.dds",
        allText = GetString(SI_LFG_ANY_DUNGEON),
        allDescription = GetString(SI_LFG_ANY_DUNGEON_DESCRIPTION),
    },
    [LFG_ACTIVITY_MASTER_DUNGEON] = {
        name = GetString("SI_LFGACTIVITY", LFG_ACTIVITY_MASTER_DUNGEON),
        type = LFG_ACTIVITY_MASTER_DUNGEON,
        texture = "EsoUI/Art/LFG/Keyboard/LFG_activityArt_vetDungeon_keyboard.dds",
        textureGamepad = "EsoUI/Art/LFG/Gamepad/LFG_activityArt_vetDungeon_gamepad.dds",
        allText = GetString(SI_LFG_ANY_VETERAN_DUNGEON),
        allDescription = GetString(SI_LFG_ANY_VETERAN_DUNGEON_DESCRIPTION),
    },
    [LFG_ACTIVITY_TRIAL] = {
        name = GetString("SI_LFGACTIVITY", LFG_ACTIVITY_TRIAL),
        type = LFG_ACTIVITY_TRIAL,
        texture = "EsoUI/Art/LFG/Keyboard/LFG_activityArt_vetDungeon_keyboard.dds",
        textureGamepad = "EsoUI/Art/LFG/Gamepad/LFG_activityArt_vetDungeon_gamepad.dds",
    },
}
local NO_TEXTURE_FILE = "/esoui/art/icons/icon_missing.dds"
ZO_GROUP_TYPE_TO_SIZE = {
    [LFG_GROUP_TYPE_REGULAR] = SMALL_GROUP_SIZE_THRESHOLD,
    [LFG_GROUP_TYPE_MEDIUM] = RAID_GROUP_SIZE_THRESHOLD,
    [LFG_GROUP_TYPE_LARGE] = GROUP_SIZE_MAX,
}
LFG_LOCATIONS_ALL_INDEX = 1
local FIRST_LOCATION_INDEX = 2
local SHARE_REQUIREMENTS_LEVEL, SHARE_REQUIREMENTS_RANK = GetLFGContributionShareRequirements()
function LFGLevelSort(entry1, entry2)
    if entry1.veteranRankMin ~= entry2.veteranRankMin then
        return entry1.veteranRankMin < entry2.veteranRankMin
    elseif entry1.levelMin ~= entry2.levelMin then
        return entry1.levelMin < entry2.levelMin
    elseif entry1.veteranRankMax ~= entry2.veteranRankMax then
        return entry1.veteranRankMax < entry2.veteranRankMax
    elseif entry1.levelMax ~= entry2.levelMax then
        return entry1.levelMax < entry2.levelMax
    else
        return entry1.name < entry2.name
    end
end
local function CreateRolesData()
    local roles = {
        [LFG_ROLE_DPS] = false,
        [LFG_ROLE_TANK] = false,
        [LFG_ROLE_HEAL] = false,
    }
    return roles
end
local function CreateLocationData(activityType, lfgIndex)
    local name, levelMin, levelMax, veteranRankMin, veteranRankMax, groupType, passedReqs, description, descriptionTexture, descriptionTextureGamepad = GetLFGOption(activityType, lfgIndex)
    --Default to 'all' art if one doesn't exist for this location
    if descriptionTexture == NO_TEXTURE_FILE then
        descriptionTexture = ACTIVITY_DATA[activityType].texture
    end
    if descriptionTextureGamepad == NO_TEXTURE_FILE then
        descriptionTextureGamepad = ACTIVITY_DATA[activityType].textureGamepad
    end
    return {
        name = name,
        description = description,
        descriptionTexture = descriptionTexture,
        descriptionTextureGamepad = descriptionTextureGamepad,
        activityType = activityType,
        levelMin = displayLevelMin,
        levelMax = displayLevelMax,
        veteranRankMin = displayVeteranRankMin,
        veteranRankMax = displayVeteranRankMax,
        groupType = groupType,
        isSelected = false,
        roles = CreateRolesData(),
        lfgIndex = lfgIndex
    }
end
--------------------------------------------
-- Grouping Tools Selector
--------------------------------------------
--Class meant to act as a container and selector for a subset of LFG search entries/locations.
--The general idea is for a selector to be thought of as a search location itself, but actually represents one of its contained entries.
local ZO_GroupingToolsSelector = ZO_Object:Subclass()
function ZO_GroupingToolsSelector:New(activityType)
    local manager = ZO_Object.New(self)
    manager:Initialize(activityType)
    return manager
end
function ZO_GroupingToolsSelector:Initialize(activityType)
    local activityData = ACTIVITY_DATA[activityType]
    self.name = activityData.name
    self.description = activityData.allDescription
    self.descriptionTexture = activityData.texture
    self.descriptionTextureGamepad = activityData.textureGamepad
    self.activityType = activityType
    self.lockReasonText = nil
    self.isLocked = false
    self.isSelected = false
    self.selectedLocation = nil
    self.roles = CreateRolesData()
    self.groupType = nil
    self.locationsData = {}
end
function ZO_GroupingToolsSelector:ToggleSelected()
    if self.isLocked then
        return
    end
    if self.isSelected then 
        self:Unselect()
    else
        self:Select()
    end
end
function ZO_GroupingToolsSelector:Unselect()
    self.selectedLocation = nil
    self.isSelected = false
    self.groupType = nil
end
function ZO_GroupingToolsSelector:IsSelected()
    return self.isSelected
end
function ZO_GroupingToolsSelector:SetSelected(selected)
    self.isSelected = selected
end
function ZO_GroupingToolsSelector:IsLocked()
    return self.isLocked
end
function ZO_GroupingToolsSelector:GetGroupType()
    return self.groupType
end
function ZO_GroupingToolsSelector:SetGroupType(groupType)
    self.groupType = groupType
end
function ZO_GroupingToolsSelector:GetRoles()
    return self.roles
end
function ZO_GroupingToolsSelector:SetRoles(dps, tank, heal)
    local roles = self.roles
    roles[LFG_ROLE_DPS] = dps
    roles[LFG_ROLE_TANK] = tank
    roles[LFG_ROLE_HEAL] = heal
end
function ZO_GroupingToolsSelector:GetSelectedLocation()
    return self.selectedLocation
end
function ZO_GroupingToolsSelector:SetSelectedLocation(location)
    self.selectedLocation = location
end
function ZO_GroupingToolsSelector:GetLocations()
    return self.locationsData
end
function ZO_GroupingToolsSelector:GetLocation(lfgIndex)
    for i = 1, #self.locationsData do
        local location = self.locationsData[i]
        if location.lfgIndex == lfgIndex then
            return location
        end
    end
end
function ZO_GroupingToolsSelector:GetDisplayData()
    return {
        activityType = self.activityType,
        name = self.name,
        descriptionTexture = self.descriptionTexture,
        descriptionTextureGamepad = self.descriptionTextureGamepad,
        description = self.description,
        groupType = self.groupType,
        isLocked = self.isLocked,
        lockReasonText = self.lockReasonText,
        roles = self.roles,
        isSelected = self.isSelected
    }
end
--------------------------------------------
-- Grouping Tools World Selector
--------------------------------------------
local ZO_GroupingToolsWorldSelector = ZO_GroupingToolsSelector:Subclass()
function ZO_GroupingToolsWorldSelector:New()
    local manager = ZO_GroupingToolsSelector.New(self, LFG_ACTIVITY_WORLD)
    return manager
end
function ZO_GroupingToolsWorldSelector:Initialize(activityType)
    ZO_GroupingToolsSelector.Initialize(self, activityType)
    for lfgIndex = 1, GetNumLFGOptions(LFG_ACTIVITY_WORLD) do
        local passedRequirements = select(7, GetLFGOption(activityType, lfgIndex))
        if passedRequirements then --this should only need to be checked at initialization, the current requirements don't change between sessions
            local data = CreateLocationData(LFG_ACTIVITY_WORLD, lfgIndex)
            data.roles = self.roles
            data.description = self.description
            data.isSelected = true --for display purposes for queued entries, actual selection is determined by the selector
            table.insert(self.locationsData, data)
        end
    end
    table.sort(self.locationsData, LFGLevelSort)
end
function ZO_GroupingToolsWorldSelector:Refresh(selectedGroupType, isAnyLocationSelected)
    local locationsData = self.locationsData
    for i = 1, #locationsData do
        locationsData[i].playerMeetsRequirements = DoesPlayerMeetLFGLevelRequirements(LFG_ACTIVITY_WORLD, locationsData[i].lfgIndex)
    end
    --Determine lock status
    local inAGroup = IsUnitGrouped("player")
    local groupSize = GetGroupSize()
    local groupFull = groupSize == SMALL_GROUP_SIZE_THRESHOLD --for now, all world locations are of the same group size (small)
    local groupTooLarge = groupSize > SMALL_GROUP_SIZE_THRESHOLD
    local isDifferentGroupType = selectedGroupType and (selectedGroupType ~= LFG_GROUP_TYPE_REGULAR) or false
    local isAnotherLocationSelected = isAnyLocationSelected and not self.isSelected
    self.isLocked = true
    if IsInAvAZone() then --can select only AVA locations while in AVA area
        self.lockReasonText = GetString(SI_LFG_LOCK_REASON_IN_AVA)
    elseif groupTooLarge then
        self.lockReasonText = GetString(SI_LFG_LOCK_REASON_GROUP_TOO_LARGE)
    elseif groupFull then
        self.lockReasonText = GetString(SI_LFG_LOCK_REASON_GROUP_FULL)
    elseif inAGroup and not DoesGroupMeetLFGContributionShareRequirements() then
        if GetUnitVeteranRank("player") > 0 then
            self.lockReasonText = zo_strformat(SI_LFG_LOCK_REASON_GROUP_RANK_CONTRIBUTION_REQUIREMENTS, SHARE_REQUIREMENTS_RANK)
        else
            self.lockReasonText = zo_strformat(SI_LFG_LOCK_REASON_GROUP_LEVEL_CONTRIBUTION_REQUIREMENTS, SHARE_REQUIREMENTS_LEVEL)
        end
    elseif isDifferentGroupType then
        self.lockReasonText = GetString(SI_LFG_LOCK_REASON_SELECTIONS_GROUP_SIZE)
    elseif inAGroup and isAnotherLocationSelected then
        self.lockReasonText = GetString(SI_LFG_LOCK_REASON_SELECTION_LIMIT_MEMBER_SEARCH)
    else
        self.isLocked = false
        self.lockReasonText = ""
    end
end
function ZO_GroupingToolsWorldSelector:Select()
    --Default to first valid location
    local locationsData = self.locationsData
    for i = 1, #locationsData do
        if locationsData[i].playerMeetsRequirements then
            self.selectedLocation = locationsData[i]
            self.isSelected = true
            self.groupType = LFG_GROUP_TYPE_REGULAR
            break
        end
    end
end
--------------------------------------------
-- Grouping Tools AVA Selector
--------------------------------------------
local ZO_GroupingToolsAVASelector = ZO_GroupingToolsSelector:Subclass()
function ZO_GroupingToolsAVASelector:New()
    local manager = ZO_GroupingToolsSelector.New(self, LFG_ACTIVITY_AVA)
    return manager
end
local function AVASort(entry1, entry2)
    return entry1.groupType < entry2.groupType
end
function ZO_GroupingToolsAVASelector:Initialize(activityType)
    ZO_GroupingToolsSelector.Initialize(self, activityType)
    for lfgIndex = 1, GetNumLFGOptions(LFG_ACTIVITY_AVA) do
        local data = CreateLocationData(LFG_ACTIVITY_AVA, lfgIndex)
        data.name = zo_strformat(SI_LFG_GROUP_SIZE_LIST_ENTRY, ZO_GROUP_TYPE_TO_SIZE[data.groupType])
        data.roles = self.roles
        data.description = self.description
        data.isSelected = true --for display purposes for queued entries, actual selection is determined by the selector
        table.insert(self.locationsData, data)
    end
    table.sort(self.locationsData, AVASort)
end
function ZO_GroupingToolsAVASelector:Refresh()
    local locationsData = self.locationsData
    local groupSize = GetGroupSize()
    for i = 1, #locationsData do
        local groupType = locationsData[i].groupType
        locationsData[i].isLocked = groupSize >= ZO_GROUP_TYPE_TO_SIZE[groupType]
    end
    local inAGroup = IsUnitGrouped("player")
    local groupFull = groupSize == GROUP_SIZE_MAX --AVA supports all group types, so it's only full when the group size is at maximum
    --We can take advantage of the fact that when AVA selections are selectable, it's the only type that's selectable.
    --With this, we can ignore difficult group type lock requirements imposed on (or from) other activity types.
    self.isLocked = true
    if not IsInAvAZone() then --can select only AVA locations while in AVA area
        self.lockReasonText = GetString(SI_LFG_LOCK_REASON_NOT_IN_AVA)
    elseif groupFull then
        self.lockReasonText = GetString(SI_LFG_LOCK_REASON_GROUP_FULL)
    elseif inAGroup and not DoesGroupMeetLFGContributionShareRequirements() then
        if GetUnitVeteranRank("player") > 0 then
            self.lockReasonText = zo_strformat(SI_LFG_LOCK_REASON_GROUP_RANK_CONTRIBUTION_REQUIREMENTS, SHARE_REQUIREMENTS_RANK)
        else
            self.lockReasonText = zo_strformat(SI_LFG_LOCK_REASON_GROUP_LEVEL_CONTRIBUTION_REQUIREMENTS, SHARE_REQUIREMENTS_LEVEL)
        end
    else
        self.isLocked = false
        self.lockReasonText = ""
    end
end
function ZO_GroupingToolsAVASelector:Select()
    --Default to first valid size
    local locationsData = self.locationsData
    for i = 1, #locationsData do
        if not locationsData[i].isLocked then
            self.selectedLocation = locationsData[i]
            self.isSelected = true
            self.groupType = locationsData[i].groupType
            break
        end
    end
end
--------------------------------------------
-- Grouping Tools Manager Shared
--------------------------------------------
ZO_GroupingToolsManager_Shared = ZO_Object:Subclass()
function ZO_GroupingToolsManager_Shared:New(control)
    local manager = ZO_Object.New(self)
    manager:Initialize(control)
    return manager
end
function ZO_GroupingToolsManager_Shared:Initialize(control)
    self.control = control
    self.meetsContributionShareRequirements = DoesGroupMeetLFGContributionShareRequirements()
    self.selectedGroupType = nil
end
local ACTIVITY_ORDER = {
    [LFG_ACTIVITY_DUNGEON]        = 0,
    [LFG_ACTIVITY_MASTER_DUNGEON] = 1,
    [LFG_ACTIVITY_TRIAL]          = 2,
    [LFG_ACTIVITY_AVA]            = 3,
    [LFG_ACTIVITY_WORLD]          = 4,
}
local function ActivitySort(entry1, entry2)
    return ACTIVITY_ORDER[entry1.type] < ACTIVITY_ORDER[entry2.type]
end
function ZO_GroupingToolsManager_Shared:InitializeActivityData()
    local activitiesData = {}
    for type, data in pairs(ACTIVITY_DATA) do
        table.insert(activitiesData, data)
    end
    table.sort(activitiesData, ActivitySort)
    self.activitiesData = activitiesData
    self.selectedActivityIndex = 1
end
function ZO_GroupingToolsManager_Shared:InitializeLocationData()
    local locationsData = {}
    for i = 1, #self.activitiesData do
        local activityType = self.activitiesData[i].type
        if activityType == LFG_ACTIVITY_WORLD then
            self.worldSelector = ZO_GroupingToolsWorldSelector:New()
        elseif activityType == LFG_ACTIVITY_AVA then
            self.avaSelector = ZO_GroupingToolsAVASelector:New()
        else
            locationsData[activityType] = {}
            for lfgIndex = 1, GetNumLFGOptions(activityType) do
                local passedRequirements = select(7, GetLFGOption(activityType, lfgIndex))
                if passedRequirements then --this should only need to be checked at initialization, the current requirements don't change between sessions
                    local data = CreateLocationData(activityType, lfgIndex)
                    table.insert(locationsData[activityType], data)
                end
            end
            
            table.sort(locationsData[activityType], LFGLevelSort)
            --Insert the all selection
            if DoesLFGActivityHasAllOption(activityType) then
                local activityData = ACTIVITY_DATA[activityType]
                local data = {
                        name = activityData.allText,
                        description = activityData.allDescription,
                        descriptionTexture = activityData.texture,
                        descriptionTextureGamepad = activityData.textureGamepad,
                        activityType = activityType,
                        groupType = locationsData[activityType][LFG_LOCATIONS_ALL_INDEX].groupType, --there should not be an all option unless the group types are the same for all locations
                        isSelected = false,
                        isAllOption = true,
                        roles = CreateRolesData()
                    }
                table.insert(locationsData[activityType], LFG_LOCATIONS_ALL_INDEX, data)
            end
        end
    end
    self.locationsData = locationsData
end
function ZO_GroupingToolsManager_Shared:RegisterForEvents()
    local function OnGroupChanged()
    end
    self.control:RegisterForEvent(EVENT_PLAYER_ACTIVATED, function() self:ClearUpdate() end)
    self.control:RegisterForEvent(EVENT_GROUPING_TOOLS_STATUS_UPDATE, function(event, ...) self:OnGroupingToolsStatusUpdate(...) end)
    self.control:RegisterForEvent(EVENT_PREFERRED_CAMPAIGN_CHANGED, function(event, ...) self:OnPreferredCampaignChanged(...) end)
    self.control:RegisterForEvent(EVENT_LEVEL_UPDATE, function(eventCode, ...) self:OnLevelUpdate(...) end)
    self.control:RegisterForEvent(EVENT_VETERAN_RANK_UPDATE, function(eventCode, ...) self:OnVeteranRankUpdate(...) end)
    self.control:RegisterForEvent(EVENT_GROUP_MEMBER_LEFT, OnGroupChanged)
    self.control:RegisterForEvent(EVENT_GROUP_MEMBER_JOINED, OnGroupChanged)
end
function ZO_GroupingToolsManager_Shared:ClearUpdate()
    -- 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
function ZO_GroupingToolsManager_Shared:RefreshContributionRequirements()
    self.meetsContributionShareRequirements = DoesGroupMeetLFGContributionShareRequirements()
    self:ClearUpdate()
end
function ZO_GroupingToolsManager_Shared:UpdateLocations()
    for activityType, locationsByActivity in pairs(self.locationsData) do
        local allAreLocked = true
        local inAGroup = IsUnitGrouped("player")
        local groupSize = GetGroupSize()
        for index = #locationsByActivity, 1, -1 do --reversed so we know the 'all locked' status for the all entry at index 1
            local location = locationsByActivity[index]
            if location.isAllOption then
                location.isLocked = true
                --Determine lock status
                if allAreLocked then
                    location.lockReasonText = GetString(SI_LFG_LOCK_REASON_ALL_LOCATIONS_LOCKED)
                elseif inAGroup then
                    location.lockReasonText = GetString(SI_LFG_LOCK_REASON_SELECTION_LIMIT_MEMBER_SEARCH)
                else
                    location.isLocked = false
                    location.lockReasonText = ""
                end
            else
                local lfgIndex = location.lfgIndex
                location.playerMeetsRequirements = DoesPlayerMeetLFGLevelRequirements(activityType, lfgIndex)
                location.groupMeetsLevelRequirements = DoesGroupMeetLFGLevelRequirements(activityType, lfgIndex)
                --Determine lock status
                local groupFull = groupSize == ZO_GROUP_TYPE_TO_SIZE[location.groupType]
                local groupTooLarge = groupSize > ZO_GROUP_TYPE_TO_SIZE[location.groupType]
                local isDifferentGroupType = self.selectedGroupType and (location.groupType ~= self.selectedGroupType) or false
                local isAnotherLocationSelected = self:IsAnyLocationSelected() and not location.isSelected
                
                location.isLocked = true
                if IsInAvAZone() then --can only select AVA locations while in AVA area
                    location.lockReasonText = GetString(SI_LFG_LOCK_REASON_IN_AVA)
                elseif groupTooLarge then
                    location.lockReasonText = GetString(SI_LFG_LOCK_REASON_GROUP_TOO_LARGE)
                elseif groupFull then
                    location.lockReasonText = GetString(SI_LFG_LOCK_REASON_GROUP_FULL)
                elseif not location.playerMeetsRequirements then
                    location.lockReasonText = GetString(SI_LFG_LOCK_REASON_PLAYER_LEVEL_REQUIREMENTS)
                elseif not location.groupMeetsLevelRequirements and inAGroup then
                    if self.meetsContributionShareRequirements then
                        location.lockReasonText = GetString(SI_LFG_LOCK_REASON_GROUP_LOCATION_LEVEL_REQUIREMENTS)
                    else
                        if GetUnitVeteranRank("player") > 0 then
                            location.lockReasonText = zo_strformat(SI_LFG_LOCK_REASON_GROUP_RANK_CONTRIBUTION_REQUIREMENTS, SHARE_REQUIREMENTS_RANK)
                        else
                            location.lockReasonText = zo_strformat(SI_LFG_LOCK_REASON_GROUP_LEVEL_CONTRIBUTION_REQUIREMENTS, SHARE_REQUIREMENTS_LEVEL)
                        end
                    end
                elseif isDifferentGroupType then
                    location.lockReasonText = GetString(SI_LFG_LOCK_REASON_SELECTIONS_GROUP_SIZE)
                elseif inAGroup and isAnotherLocationSelected then --enforce having only one selection for LFM
                    location.lockReasonText = GetString(SI_LFG_LOCK_REASON_SELECTION_LIMIT_MEMBER_SEARCH)
                else
                    location.isLocked = false
                    location.lockReasonText = ""
                    allAreLocked = false
                end
            end
        end
    end
    self.worldSelector:Refresh(self.selectedGroupType, self:IsAnyLocationSelected())
    self.avaSelector:Refresh()
end
local function AreRolesEqual(roles1, roles2)
    return  roles1[LFG_ROLE_DPS] == roles2[LFG_ROLE_DPS] and
            roles1[LFG_ROLE_TANK] == roles2[LFG_ROLE_TANK] and
            roles1[LFG_ROLE_HEAL] == roles2[LFG_ROLE_HEAL]
end
function ZO_GroupingToolsManager_Shared:UpdateLocationsFromSearch()
    --Populate data from any existing search
    local numLFGRequests = GetNumLFGRequests()
    if numLFGRequests > 0 then
        --Update locations
        for i = 1, numLFGRequests do
            local activityType, lfgIndex, isDPS, isHealer, isTank = GetLFGRequestInfo(i)
            
            local location = self:GetLocationFromLFGIndex(activityType, lfgIndex)
            if activityType == LFG_ACTIVITY_WORLD then
                self.worldSelector:SetSelectedLocation(location)
                self.worldSelector:SetSelected(true)
                self.worldSelector:SetRoles(isDPS, isTank, isHealer)
            elseif activityType == LFG_ACTIVITY_AVA then
                self.avaSelector:SetSelectedLocation(location)
                self.avaSelector:SetSelected(true)
                self.avaSelector:SetRoles(isDPS, isTank, isHealer)
            else
                location.isSelected = true
                location.roles[LFG_ROLE_DPS] = isDPS
                location.roles[LFG_ROLE_TANK] = isTank
                location.roles[LFG_ROLE_HEAL] = isHealer
            end
        end
        --Update 'all' option
        for activityType, locationsByActivity in pairs(self.locationsData) do
            if DoesLFGActivityHasAllOption(activityType) then
                local allAreSelected = true
                local rolesAreSame = true
                --Check if all locations other than the 'all' option are selected and have the same roles
                local roles = locationsByActivity[FIRST_LOCATION_INDEX].roles
                for index = FIRST_LOCATION_INDEX, #locationsByActivity do
                    local location = locationsByActivity[index]
                    if not location.isSelected then
                        allAreSelected = false
                        break
                    elseif not AreRolesEqual(roles, location.roles) then
                        rolesAreSame = false
                        break
                    end
                end
                if allAreSelected and rolesAreSame then
                    local allLocation = locationsByActivity[LFG_LOCATIONS_ALL_INDEX]
                    allLocation.isSelected = true
                    allLocation.roles[LFG_ROLE_DPS] = roles[LFG_ROLE_DPS]
                    allLocation.roles[LFG_ROLE_TANK] = roles[LFG_ROLE_TANK]
                    allLocation.roles[LFG_ROLE_HEAL] = roles[LFG_ROLE_HEAL]
                end
            end
        end
    end
end
function ZO_GroupingToolsManager_Shared:ClearSelections()
    for activityType, locationsByActivity in pairs(self.locationsData) do
        for index = 1, #locationsByActivity do
            local location = locationsByActivity[index]
            location.isSelected = false
        end
    end
    self.worldSelector:Unselect()
    self.avaSelector:Unselect()
    self.selectedGroupType = nil
end
local function CheckRoles(roles)
    local isRoleSelected = roles[LFG_ROLE_DPS] or roles[LFG_ROLE_HEAL] or roles[LFG_ROLE_TANK]
    if not isRoleSelected then
        ZO_AlertEvent(EVENT_GROUPING_TOOLS_ERROR, LFG_ERROR_NO_ROLES_SELECTED_MULTIPLE)
         return false
    end
    return true
end
function ZO_GroupingToolsManager_Shared:StartSearch()
    if IsCurrentlySearchingForGroup() then
        return
    end
    local isGrouped = IsUnitGrouped("player")
    if isGrouped and not IsUnitGroupLeader("player") then
         ZO_AlertEvent(EVENT_GROUPING_TOOLS_ERROR, LFG_ERROR_ONLY_PARTY_LEADER_CAN_QUEUE)
         return
     end
    --Add locations
    for activityType, locationsByActivity in pairs(self.locationsData) do
        local useAllRoles = self:IsAllOptionSelected(activityType)
        local allRoles = locationsByActivity[LFG_LOCATIONS_ALL_INDEX].roles
        for index = 1, #locationsByActivity do
            local location = locationsByActivity[index]
            local roles = useAllRoles and allRoles or location.roles
            if location.isSelected and not location.isAllOption then
                if not isGrouped and not CheckRoles(roles) then
                     return
                end
                AddGroupFinderSearchEntry(activityType, location.lfgIndex, roles[LFG_ROLE_DPS], roles[LFG_ROLE_HEAL], roles[LFG_ROLE_TANK])
            end
        end
    end
    --Add location from the world selector
    if self.worldSelector:IsSelected() then
        local roles = self.worldSelector:GetRoles()
        if not isGrouped and not CheckRoles(roles) then
            return
        end
        local lfgIndex = self.worldSelector:GetSelectedLocation().lfgIndex
        AddGroupFinderSearchEntry(LFG_ACTIVITY_WORLD, lfgIndex, roles[LFG_ROLE_DPS], roles[LFG_ROLE_HEAL], roles[LFG_ROLE_TANK])
    end
    --Add location from the AVA selector
    if self.avaSelector:IsSelected() then
        local roles = self.avaSelector:GetRoles()
        if not isGrouped and not CheckRoles(roles) then
            return
        end
        local lfgIndex = self.avaSelector:GetSelectedLocation().lfgIndex
        AddGroupFinderSearchEntry(LFG_ACTIVITY_AVA, lfgIndex, roles[LFG_ROLE_DPS], roles[LFG_ROLE_HEAL], roles[LFG_ROLE_TANK])
    end
end
function ZO_GroupingToolsManager_Shared:ToggleSelectorSelected(selector)
    if selector:IsLocked() then
        return
    end
    selector:ToggleSelected()
    --Set group type. This should only ever be cleared or re-set to the same type since locations of different types are locked.
    if self:IsAnyLocationSelected() then
        self.selectedGroupType = selector:GetGroupType()
    else
        self.selectedGroupType = nil
    end
    --Reset to default roles
    local roles = selector:GetRoles()
    roles[LFG_ROLE_DPS], roles[LFG_ROLE_HEAL], roles[LFG_ROLE_TANK] = GetPlayerRoles()
end
function ZO_GroupingToolsManager_Shared:ToggleLocationSelected(location)
    if location.isLocked then
        return
    end
    if location.isAllOption then
        local locationsByActivity = self.locationsData[location.activityType]
        location.isSelected = not location.isSelected
        for i = 1, #locationsByActivity do
            locationsByActivity[i].isSelected = location.isSelected and not locationsByActivity[i].isLocked
        end
    else
        --Don't allow toggling individual locations when All option is selected
        if self:IsAllOptionSelected(location.activityType) then
            return
        end
        
        location.isSelected = not location.isSelected
    end
    --Set group type. This should only ever be cleared or re-set to the same type since locations of different types are locked.
    if self:IsAnyLocationSelected() then
        self.selectedGroupType = location.groupType
    else
        self.selectedGroupType = nil
    end
    --Reset to default roles
    local roles = location.roles
    roles[LFG_ROLE_DPS], roles[LFG_ROLE_HEAL], roles[LFG_ROLE_TANK] = GetPlayerRoles()
end
function ZO_GroupingToolsManager_Shared:IsAllOptionSelected(activityType)
    if DoesLFGActivityHasAllOption(activityType) then
        local locationsByActivity = self.locationsData[activityType]
        return locationsByActivity[LFG_LOCATIONS_ALL_INDEX].isSelected
    end
    return false
end
function ZO_GroupingToolsManager_Shared:IsAnyLocationSelected()
    --TODO: maybe keep an ongoing count of selected activities instead, and return > 0
    for activityType, locationsByActivity in pairs(self.locationsData) do
        for i = 1, #locationsByActivity do
            if locationsByActivity[i].isSelected then
                return true
            end
        end
    end
    if self.worldSelector:IsSelected() then
        return true
    end
    if self.avaSelector:IsSelected() then
        return true
    end
    return false
end
function ZO_GroupingToolsManager_Shared:AreSelectorRolesEditable(selector)
    --Per location roles are not editable for an existing group
    if IsUnitGrouped("player") or IsCurrentlySearchingForGroup() then
        return false
    end
    return selector:IsSelected()
end
function ZO_GroupingToolsManager_Shared:AreLocationRolesEditable(location)
    --Per location roles are not editable for an existing group
    if IsUnitGrouped("player") or IsCurrentlySearchingForGroup() then
        return false
    end
    if self:IsAllOptionSelected(location.activityType) and not location.isAllOption then
        return false
    end
    return location.isSelected
end
function ZO_GroupingToolsManager_Shared:AreLocationRolesVisible(location)
    --Per location roles are not visible for an existing group
    if IsUnitGrouped("player") then
        return false
    end
    if self:IsAllOptionSelected(location.activityType) and not location.isAllOption then
        return false
    end
    if not location.isSelected then
        return false
    end
    return true
end
function ZO_GroupingToolsManager_Shared:GetLocationFromLFGIndex(activityType, lfgIndex)
    local locationsByActivity = self.locationsData[activityType]
    if activityType == LFG_ACTIVITY_WORLD then
        return self.worldSelector:GetLocation(lfgIndex)
    elseif activityType == LFG_ACTIVITY_AVA then
        return self.avaSelector:GetLocation(lfgIndex)
    else
        for i = 1, #locationsByActivity do
            if locationsByActivity[i].lfgIndex == lfgIndex then
                return locationsByActivity[i]
            end
        end
    end
end
-- Event callbacks
function ZO_GroupingToolsManager_Shared:OnGroupingToolsStatusUpdate()
    self:ClearUpdate()
end
function ZO_GroupingToolsManager_Shared:OnPreferredCampaignChanged(preferredCampaignId)
    self.currentCampaignName = GetCampaignName(preferredCampaignId)
end
function ZO_GroupingToolsManager_Shared:OnLevelUpdate(unitTag)
    if ZO_Group_IsGroupUnitTag(unitTag) or unitTag == "player" then
    end
end
function ZO_GroupingToolsManager_Shared:OnVeteranRankUpdate(unitTag)
    self:OnLevelUpdate(unitTag)
end
-- 'Virtual' functions
function ZO_GroupingToolsManager_Shared:RefreshLocationsList()
end
--------------------------------------------
-- Grouping Tools Queue Status Manager Shared
--------------------------------------------
do
    EVENT_MANAGER:RegisterForEvent("ZO_GroupingToolsQueueStatus_OnGroupingToolsStatusUpdate", EVENT_GROUPING_TOOLS_STATUS_UPDATE,
        function(event, isSearching)
            PlaySound(isSearching and SOUNDS.LFG_SEARCH_STARTED or SOUNDS.LFG_SEARCH_FINISHED)
        end
    )
end
ZO_GroupingToolsQueueStatusManager_Shared = ZO_Object:Subclass()
function ZO_GroupingToolsQueueStatusManager_Shared:New(control)
    local manager = ZO_Object.New(self)
    manager:Initialize(control)
    return manager
end
function ZO_GroupingToolsQueueStatusManager_Shared:Initialize(control)
    self.control = control
    control:RegisterForEvent(EVENT_GROUPING_TOOLS_STATUS_UPDATE, function(event, ...) self:Refresh(...) end)
end
function ZO_GroupingToolsQueueStatusManager_Shared:Refresh(isSearching)
    if not self:IsShowing() then
        return
    end
    local indicator = self.control:GetNamedChild("StatusIndicator")
    local icon = self.control:GetNamedChild("Icon")
    local label = self.control:GetNamedChild("Status")
    icon:SetHidden(not isSearching)
    local textEnum = isSearching and SI_LFG_QUEUE_STATUS_QUEUED or SI_LFG_QUEUE_STATUS_NOT_QUEUED
    label:SetText(GetString(textEnum))
    label:ClearAnchors()
    label:SetAnchor(LEFT, isSearching and icon or indicator, RIGHT, 5)
end
function ZO_GroupingToolsQueueStatusManager_Shared:IsShowing()
    return false
end