ESO Lua File v100010

ingame/lockpick/lockpick.lua

[◄ back to folders ]
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
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
local PARTIAL_PIN_ALPHA = .2
local FULL_PIN_ALPHA = 1
ZO_Lockpick = ZO_Object:Subclass()
function ZO_Lockpick:New(...)
    local lockPick = ZO_Object.New(self)
    lockPick:Initialize(...)
    return lockPick
end
function ZO_Lockpick:Initialize(control)
    self.control = control
    control.owner = self
    self.body = control:GetNamedChild("Body")
    self.infoBar = control:GetNamedChild("InfoBar")
    self.lockLevel = self.infoBar:GetNamedChild("LockLevel")
    self.lockpicksLeft = self.infoBar:GetNamedChild("LockpicksLeft")
    self.gamepadInfoBar = control:GetNamedChild("GamepadInfoBar")
    self.gamepadLockLevel = self.gamepadInfoBar:GetNamedChild("Difficulty")
    self.gamepadLockpicksLeft = self.gamepadInfoBar:GetNamedChild("LockpicksRemaining")
    self.timer = ZO_TimerBar:New(control:GetNamedChild("TimerBar"))
    self.timer:SetDirection(TIMER_BAR_COUNTS_DOWN)
    self.lockpick = control:GetNamedChild("Lockpick")
    self.lockpickBreakLeft = control:GetNamedChild("LockpickBreakLeft")
    self.lockpickBreakRight = control:GetNamedChild("LockpickBreakRight")
    self.springs = {}
    for i=1, NUM_LOCKPICK_CHAMBERS do
        local spring = control:GetNamedChild("Spring" .. i)
        spring.pin = control:GetNamedChild("Pin" .. i)
        spring.pin.highlight = spring.pin:GetNamedChild("Highlight")
        spring.pin.highlightAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("PinHighlightAnimation", spring.pin.highlight)
        spring.pin.chamberIndex = i
        spring.height = spring:GetHeight()
        spring.pin:SetAnchor(BOTTOM, spring, TOP, 0, 10)
        self.springs[i] = spring
    end
    self.stealthIcon = ZO_StealthIcon:New(control:GetNamedChild("StealthIcon"))
    control:RegisterForEvent(EVENT_STEALTH_STATE_CHANGED, function(event, unitTag, ...) if unitTag == "player" then  self.stealthIcon:OnStealthStateChanged(...) end end)
    self.control:SetHandler("OnUpdate", function() self:OnUpdate() end)
    local function OnBeginLockpick()
        self:SetHidden(false)
    end
    local function OnLockpickFailed()
        self:SetHidden(true)
        PlaySound(SOUNDS.LOCKPICKING_FAILED)
    end
    local function OnLockpickSuccess()
        self:SetHidden(true)
        PlaySound(SOUNDS.LOCKPICKING_UNLOCKED)
    end
    local function OnLockpickBroke(eventCode, inactivityDuration)
        PlaySound(SOUNDS.LOCKPICKING_BREAK)
        self:OnLockpickBroke(inactivityDuration)
        if SCENE_MANAGER:IsShowing("lockpick") then
            self.lockpicksLeft:SetText(zo_strformat(SI_LOCKPICK_PICKS_REMAINING, GetNumLockpicksLeft()))
        elseif SCENE_MANAGER:IsShowing("lockpick_gamepad") then
            self.gamepadLockpicksLeft:SetText(GetNumLockpicksLeft())
        end
    end
    self.control:RegisterForEvent(EVENT_BEGIN_LOCKPICK, OnBeginLockpick)
    self.control:RegisterForEvent(EVENT_LOCKPICK_FAILED, OnLockpickFailed)
    self.control:RegisterForEvent(EVENT_LOCKPICK_SUCCESS, OnLockpickSuccess)
    self.control:RegisterForEvent(EVENT_LOCKPICK_BROKE, OnLockpickBroke)
    local LOCKPICK_WINDOW_INTERACTION =
    {
        type = "Lockpick",
        interactTypes = { INTERACTION_LOCKPICK }
    }
    local function OnSceneStateChange(oldState, newState)
        if newState == SCENE_SHOWING then
            self:GatherExtents()
            self.virtualMouseX = nil
            self.virtualNormalizedMouseX = nil
            self:ResetChambers()
            
            if SCENE_MANAGER:IsShowing("lockpick") then
                self.lockLevel:SetText(zo_strformat(SI_LOCKPICK_LEVEL, GetString("SI_LOCKQUALITY", GetLockQuality())))
                self.lockpicksLeft:SetText(zo_strformat(SI_LOCKPICK_PICKS_REMAINING, GetNumLockpicksLeft()))
                self.infoBar:SetHidden(false)
                self.gamepadInfoBar:SetHidden(true)
            elseif SCENE_MANAGER:IsShowing("lockpick_gamepad") then
                self.gamepadLockLevel:SetText(GetString("SI_LOCKQUALITY", GetLockQuality()))
                self.gamepadLockpicksLeft:SetText(GetNumLockpicksLeft())
                self.infoBar:SetHidden(true)
                self.gamepadInfoBar:SetHidden(false)
            end
            local now = GetFrameTimeMilliseconds()
            self.timer:Start(now / 1000, (now + GetLockpickingTimeLeft()) / 1000)
            PlaySound(SOUNDS.LOCKPICKING_START)
            KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
            HideMouse()
            self.inactivityStart = nil
        elseif newState == SCENE_HIDDEN then
            if self.inactivityStart then
                self:EndLockpickBreak()
            end
            self.settingChamberIndex = nil
            self:UpdatePinAlpha(FULL_PIN_ALPHA)
            KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
            ShowMouse()
        end
    end
    LOCK_PICK_SCENE = ZO_InteractScene:New("lockpick", SCENE_MANAGER, LOCKPICK_WINDOW_INTERACTION)
    LOCK_PICK_SCENE:RegisterCallback("StateChange", OnSceneStateChange)
    LOCK_PICK_GAMEPAD_SCENE = ZO_InteractScene:New("lockpick_gamepad", SCENE_MANAGER, LOCKPICK_WINDOW_INTERACTION)
    LOCK_PICK_GAMEPAD_SCENE:RegisterCallback("StateChange", OnSceneStateChange)
end
local NORMAL_TEXTURE = [[EsoUI/Art/Lockpicking/pins.dds]]
local SET_TEXTURE = [[EsoUI/Art/Lockpicking/pins_set.dds]]
do
    local RANGE = 24
    local HALF_RANGE = RANGE / 2
    local ROTATION_FACTOR = math.pi / 140
    local function GenerateLoosenessFunction(loosenessFunction)
        return function(x) 
            return loosenessFunction(x * RANGE - HALF_RANGE) * ROTATION_FACTOR 
        end
    end
    local LoosenessFunctions = 
    {
        GenerateLoosenessFunction(function(x)
            return math.cos(math.atan(x)) 
        end),
        GenerateLoosenessFunction(function(x)
            return math.sin(math.atan(x))
        end),
        GenerateLoosenessFunction(function(x)
            return x / HALF_RANGE
        end),
        GenerateLoosenessFunction(function(x)
            return math.cos(math.sin(x / RANGE) * x)
        end),
    }
    function ZO_Lockpick:ResetChambers()
        for i=1, NUM_LOCKPICK_CHAMBERS do
            local spring = self.springs[i]
            spring:SetHeight(spring.height)
            spring:SetTextureRotation(0)
            spring.pin:SetTextureRotation(0)
            spring.pin.highlight:SetTextureRotation(0)
            spring.pin:SetTexture(NORMAL_TEXTURE)
            spring.loosenessFunction = LoosenessFunctions[math.random(1, #LoosenessFunctions)]
            spring.totalProgress = 0
            spring.interpolatedChamberProgress = 0
            self:UpdateChamber(i)
        end
    end
end
do
    local LOCKPICK_SLOP = 5
    function ZO_Lockpick:GatherExtents()
        local windowLeft = self.body:GetLeft()
        self.lockpickLowerBound = self.springs[1]:GetLeft() - windowLeft - LOCKPICK_SLOP
        self.lockpickUpperBound = self.springs[NUM_LOCKPICK_CHAMBERS]:GetRight() - windowLeft + LOCKPICK_SLOP
    end
end
do
    local PIN_MOVEMENT_PERCENT = .95
    local PIN_CONSTANT_PERCENT = 1 - PIN_MOVEMENT_PERCENT
    local STRESS_RESISTANCE_FACTOR = .5
    local APPROACH_AMOUNT_PER_NORMALIZED_FRAME = .4
    function ZO_Lockpick:UpdateChamber(chamberIndex, stress)
        local spring = self.springs[chamberIndex]
        local chamberState, chamberProgress = GetChamberState(chamberIndex)
        spring.totalProgress = (chamberState + chamberProgress) / (NUM_LOCKPICK_CHAMBER_STATES + 1)
        spring.interpolatedChamberProgress = zo_deltaNormalizedLerp(spring.interpolatedChamberProgress, spring.totalProgress, APPROACH_AMOUNT_PER_NORMALIZED_FRAME)
        local springResistance = 0
        local baseSpringResistance = 0
        if stress then
            baseSpringResistance = stress * STRESS_RESISTANCE_FACTOR
            springResistance = baseSpringResistance * PIN_MOVEMENT_PERCENT * spring.height / (NUM_LOCKPICK_CHAMBER_STATES + 1)
        end
        spring:SetHeight((1 - spring.interpolatedChamberProgress) * PIN_MOVEMENT_PERCENT * spring.height + spring.height * PIN_CONSTANT_PERCENT + springResistance)
        
        if stress then
            self:ApplyLoosenessToChamber(chamberIndex, baseSpringResistance)
            if chamberProgress < 1 and stress == 0 then
                self:PlayVibration(0.0, 0.05)
            else
                self:PlayVibration(0, 0.1 + (stress * 0.75))
            end    
        end            
    end
end
do
    local STRESS_SOUND_THRESHOLD = .2
    function ZO_Lockpick:UpdateSettingChamber(ending)
        local spring = self.springs[self.settingChamberIndex]
        local previousChamberProgress = spring.totalProgress
        self:UpdateChamber(self.settingChamberIndex, GetSettingChamberStress())
        if previousChamberProgress > spring.totalProgress then
            --The chamber was stressed too much and reset
            self.playedStressSound = false
            if (not ending or not IsChamberSolved(self.settingChamberIndex)) and not self.inactivityStart and not self.hidden then
                PlaySound(SOUNDS.LOCKPICKING_CHAMBER_RESET)
            end
            if not ending then
                PlaySound(SOUNDS.LOCKPICKING_CHAMBER_START)
            end
        end
        if not self.playedStressSound and GetSettingChamberStress() > STRESS_SOUND_THRESHOLD then
            PlaySound(SOUNDS.LOCKPICKING_CHAMBER_STRESS)
            self.playedStressSound = true 
        end
    end
end
do
    local ADDITIONAL_LOOSENESS_FACTOR = math.pi / 190
    local FREQUENCY_MOD = 300
    local STRESS_ADJUSTED_FREQUENCY_MOD = 90
    local function CalculateSettingChamberStress()
        local stress = (GetSettingChamberStress())
        return math.sin(GetFrameTimeMilliseconds() * .05) * stress * .035
    end
    function ZO_Lockpick:ApplyLoosenessToChamber(chamberIndex, baseSpringResistance)
        local spring = self.springs[chamberIndex]
        local pin = spring.pin
        local normalizedY = spring.interpolatedChamberProgress - baseSpringResistance
        local looseness = spring.loosenessFunction(normalizedY)
        if chamberIndex == self.settingChamberIndex then
            looseness = looseness + CalculateSettingChamberStress()
        end
        spring:SetTextureRotation(looseness, .5, 1)
        pin:SetTextureRotation(-looseness, .5, 0)
        local normalizedY = (pin:GetTop() - pin.highlight:GetTop()) / pin.highlight:GetHeight()
        pin.highlight:SetTextureRotation(-looseness, .5, normalizedY)
    end
end
function ZO_Lockpick:PlayVibration(coarseMotor, fineMotor)
    if IsInGamepadPreferredMode() and not self.inactivityStart then
        SetGamepadVibration(100, coarseMotor, fineMotor)
    end
end
function ZO_Lockpick:GetLockpickXValues(chamberIndex)
    if chamberIndex then
        local pin = self.springs[chamberIndex].pin
        local inset = pin:GetWidth() * .2
        local windowLeft = self.body:GetLeft()
        local clampedX = zo_clamp(self.virtualMouseX, pin:GetLeft() - windowLeft + inset, pin:GetRight() - windowLeft - inset)
        local normalizedX = (clampedX - self.lockpickLowerBound) / (self.lockpickUpperBound - self.lockpickLowerBound)
        return clampedX, normalizedX
    end
    return self.virtualMouseX, self.virtualNormalizedMouseX
end
do
    local LOCKPICK_X_ROTATION_FACTOR = math.pi / 45
    local LOCKPICK_Y_ROTATION_FACTOR = math.pi / 15
    local LOCKPICK_X_ROTATION_OFFSET_FACTOR = .15
    local AnchorParams =
    {
        {
            OffsetY = 229,
            NormalizedYFactor = 89,
            NormalizedXFactor = 17,
        },
        {
            OffsetY = 240,
            NormalizedYFactor = 85,
            NormalizedXFactor = 15,
        },
        {
            OffsetY = 251,
            NormalizedYFactor = 81,
            NormalizedXFactor = 12,
        },
        {
            OffsetY = 258,
            NormalizedYFactor = 77,
            NormalizedXFactor = 10,
        },
        {
            OffsetY = 267,
            NormalizedYFactor = 72,
            NormalizedXFactor = 8,
        },
    }
    local X_OFFSET = 5
    function ZO_Lockpick:UpdateLockpick()
        local clampedXOffset, normalizedX = self:GetLockpickXValues(self.settingChamberIndex)
        if self.settingChamberIndex then
            local spring = self.springs[self.settingChamberIndex]
            local params = AnchorParams[self.settingChamberIndex]
            local normalizedY = spring.interpolatedChamberProgress
            self.lockpick:SetAnchor(TOPRIGHT, self.body, TOPLEFT, clampedXOffset + X_OFFSET + normalizedY * params.NormalizedXFactor, params.OffsetY - normalizedY * params.NormalizedYFactor - spring:GetHeight())
            self.lockpick:SetTextureRotation(normalizedX * LOCKPICK_X_ROTATION_FACTOR - normalizedY * LOCKPICK_Y_ROTATION_FACTOR, normalizedX * LOCKPICK_X_ROTATION_OFFSET_FACTOR, .5)
        else
            self.lockpick:SetAnchor(TOPRIGHT, self.body, TOPLEFT, clampedXOffset + X_OFFSET, 112 + normalizedX * 40)
            self.lockpick:SetTextureRotation(normalizedX * LOCKPICK_X_ROTATION_FACTOR, normalizedX * LOCKPICK_X_ROTATION_OFFSET_FACTOR, .5)
        end
    
        self.lockpick:SetScale(1 - normalizedX * .1)
    end
    local LEFT_ROTATION_FACTOR = math.pi * 1.04
    local LEFT_ROTATION_FACTOR_AFTER_HIT = math.pi * 2
    local RIGHT_ROTATION_FACTOR = math.pi / 3
    function ZO_Lockpick:UpdateBrokenLockpick(progressThroughDuration)        
        local clampedXOffset, normalizedX = self:GetLockpickXValues(self.breakingChamberIndex)
        self.lockpickBreakLeft:ClearAnchors()
        self.lockpickBreakRight:ClearAnchors()
        local spring = self.springs[self.breakingChamberIndex]
        local params = AnchorParams[self.breakingChamberIndex]
        local sharedXOffset = clampedXOffset + X_OFFSET
        local sharedYOffset = params.OffsetY - spring:GetHeight()
        local hitLoc = .05 + normalizedX * .04
        local progressThroughHit = self.breakingChamberIndex ~= 1 and progressThroughDuration > hitLoc and (progressThroughDuration - hitLoc) / (1 - hitLoc) or 0
        local progressThroughDurationSquared = progressThroughDuration * progressThroughDuration
        local leftXOffset = sharedXOffset - progressThroughDuration * 100 * normalizedX - progressThroughDuration * 100 - progressThroughHit * 200
        local leftYOffset = sharedYOffset + progressThroughDurationSquared * 800
        self.lockpickBreakLeft:SetAnchor(TOPRIGHT, self.body, TOPLEFT, leftXOffset, leftYOffset)
        local rightXOffset = sharedXOffset + progressThroughDuration * 150 
        local rightYOffset = sharedYOffset + progressThroughDurationSquared * 450
        self.lockpickBreakRight:SetAnchor(TOPRIGHT, self.body, TOPLEFT, rightXOffset, rightYOffset)
        local sharedRotation = normalizedX * LOCKPICK_X_ROTATION_FACTOR
        local normalizedRotationX = normalizedX * LOCKPICK_X_ROTATION_OFFSET_FACTOR
        local leftRotation = sharedRotation - progressThroughDuration * LEFT_ROTATION_FACTOR + progressThroughHit * LEFT_ROTATION_FACTOR_AFTER_HIT
        self.lockpickBreakLeft:SetTextureRotation(leftRotation, normalizedRotationX, .5)
        local rightRotation = sharedRotation + progressThroughDuration * RIGHT_ROTATION_FACTOR
        self.lockpickBreakRight:SetTextureRotation(rightRotation, normalizedRotationX, .5)
        local sharedScale = 1 - normalizedX * .1
        self.lockpickBreakLeft:SetScale(sharedScale + progressThroughDuration * .2)
        self.lockpickBreakRight:SetScale(sharedScale)
        local alpha = 1 - progressThroughDuration ^ 5
        self.lockpickBreakLeft:SetAlpha(alpha)
        self.lockpickBreakRight:SetAlpha(alpha)
    end
end
local MIN_PERCENT_BEFORE_FINISHING = .005
function ZO_Lockpick:OnUpdate(ending)
    if self.settingChamberIndex then
        self:UpdateSettingChamber(ending)
    else
        if not self.inactivityStart then
            self:UpdateVirtualMousePosition()
        end
        self.playedStressSound = false
    end
    for i=1, NUM_LOCKPICK_CHAMBERS do
        if self.settingChamberIndex ~= i then
            local spring = self.springs[i]
            if zo_abs(spring.totalProgress - spring.interpolatedChamberProgress) > MIN_PERCENT_BEFORE_FINISHING then
                self:UpdateChamber(i)
            end
        end
    end
    if self.inactivityStart then
        local now = GetFrameTimeMilliseconds()
        local progress = (now - self.inactivityStart) / self.inactivityDuration
        if progress < 1.0 then
            if IsInGamepadPreferredMode() and not self.hasPlayedBreakVibration then
                self.hasPlayedBreakVibration = true
                SetGamepadVibration(400, 1, 0)
            end
            self:UpdateBrokenLockpick(progress)
        else
            self:EndLockpickBreak()
        end
    else
        self:UpdateLockpick()
    end
end
function ZO_Lockpick:EndLockpickBreak()
    self.inactivityStart = nil
    self.hasPlayedBreakVibration = false
    self.lockpick:SetHidden(false)
    self.lockpickBreakLeft:SetHidden(true)
    self.lockpickBreakRight:SetHidden(true)
    self:UpdateLockpick()
    self:UpdatePinAlpha(FULL_PIN_ALPHA)
    if self.settingChamberIndex then
        self:UpdatePinAlpha(PARTIAL_PIN_ALPHA, self.settingChamberIndex, false)
    end
end
local STARTING_NORMALIZED_LOCKPICK_X = .53
local GAMEPAD_SPEED_FACTOR = 3.5
function ZO_Lockpick:UpdateVirtualMousePosition()
    if not self.virtualMouseX then
        self.virtualMouseX = zo_lerp(self.lockpickLowerBound, self.lockpickUpperBound, STARTING_NORMALIZED_LOCKPICK_X)
        self.virtualNormalizedMouseX = STARTING_NORMALIZED_LOCKPICK_X
    else
        local deltaX = GetUIMouseDeltas() + ZO_Gamepad_GetLeftStickEasedX() * GetFrameDeltaNormalizedForTargetFramerate() * GAMEPAD_SPEED_FACTOR
        if deltaX ~= 0 then
            local newX = self.virtualMouseX + deltaX
            local clampedX = zo_clamp(newX, self.lockpickLowerBound, self.lockpickUpperBound)
            if clampedX ~= self.virtualMouseX then
                self.virtualMouseX = clampedX
                self.virtualNormalizedMouseX = (clampedX - self.lockpickLowerBound) / (self.lockpickUpperBound - self.lockpickLowerBound)
                self:OnVirtualLockpickPositionChanged()
            end
        end
    end
end
function ZO_Lockpick:OnVirtualLockpickPositionChanged()
    local oldClosestChamberIndex = self.closestChamberIndexToLockpick
    self.closestChamberIndexToLockpick = self:FindClosestChamberIndexToLockpick()
    if oldClosestChamberIndex ~= self.closestChamberIndexToLockpick then
        if oldClosestChamberIndex then
            self:RemoveHighlightOnPin(self.springs[oldClosestChamberIndex].pin)
        end
        self:PlayHighlightOnPin(self.springs[self.closestChamberIndexToLockpick].pin)
    end
end
function ZO_Lockpick:FindClosestChamberIndexToLockpick()
    local windowLeft = self.body:GetLeft()
    local closestDistance = math.huge
    local closestIndex
    for i=1, NUM_LOCKPICK_CHAMBERS do
        local spring = self.springs[i]
        local distanceToLockpick = zo_abs((spring:GetCenter() - windowLeft) - (self.virtualMouseX))
        if distanceToLockpick < closestDistance then
            closestDistance = distanceToLockpick
            closestIndex = i
        end
    end
    return closestIndex
end
function ZO_Lockpick:OnLockpickBroke(inactivityDuration)
    if inactivityDuration > 0 and self.settingChamberIndex then
        self.lockpick:SetHidden(true)
        self.breakingChamberIndex = self.settingChamberIndex
        self.lockpickBreakLeft:SetHidden(false)
        self.lockpickBreakRight:SetHidden(false)
        self.inactivityDuration = inactivityDuration
        self.inactivityStart = GetFrameTimeMilliseconds()
        self:UpdatePinAlpha(PARTIAL_PIN_ALPHA)
    end
end
function ZO_Lockpick:UpdatePinAlpha(alpha, ingoreIndex, allowHighlights)
    for i=1, NUM_LOCKPICK_CHAMBERS do
        local spring = self.springs[i]
        if i ~= ingoreIndex then
            spring:SetAlpha(alpha)
            spring.pin:SetAlpha(alpha)
        end
        local hasHighlight = self.closestChamberIndexToLockpick == i and not IsChamberSolved(i) and (allowHighlights == nil or allowHighlights)
        if hasHighlight then
            spring.pin.highlightAnimation:PlayForward()
        else
            spring.pin.highlightAnimation:PlayBackward()
        end
    end
end
function ZO_Lockpick:StartDepressingPin()
    local chamberIndex = self.closestChamberIndexToLockpick
    if StartSettingChamber(chamberIndex) then
        PlaySound(SOUNDS.LOCKPICKING_CONTACT)
        PlaySound(SOUNDS.LOCKPICKING_CHAMBER_START)
        self.settingChamberIndex = chamberIndex
        self:UpdatePinAlpha(PARTIAL_PIN_ALPHA, chamberIndex, false)
    end
end
local ENDING_SETTING_CHAMBER = true
function ZO_Lockpick:EndDepressingPin()
    if self.settingChamberIndex then
        local wasSettingSpring = self.springs[self.settingChamberIndex]
        if IsChamberSolved(self.settingChamberIndex) then
            wasSettingSpring.pin:SetTexture(SET_TEXTURE)
            PlaySound(SOUNDS.LOCKPICKING_CHAMBER_LOCKED)
        end
        
        self:OnUpdate(ENDING_SETTING_CHAMBER)
        self.settingChamberIndex = nil
        if not self.inactivityStart then
            self:UpdatePinAlpha(FULL_PIN_ALPHA)
        end
    end
end
function ZO_Lockpick:PlayHighlightOnPin(pin)
    if not self.settingChamberIndex and not IsChamberSolved(pin.chamberIndex) then
        pin.highlightAnimation:PlayForward()
    end
end
function ZO_Lockpick:RemoveHighlightOnPin(pin)
    pin.highlightAnimation:PlayBackward()
end
function ZO_Lockpick:CreateKeybindStripDescriptor()
    self.keybindStripDescriptor = {
        {
            alignment = KEYBIND_STRIP_ALIGN_CENTER,
            name = GetString(SI_LOCKPICK_DEPRESS_PIN),
            keybind = "UI_SHORTCUT_RIGHT_TRIGGER",
            visible = IsInGamepadPreferredMode,
            handlesKeyUp = true,
            callback = function(up)
                if up then
                    self:EndDepressingPin()
                else
                    self:StartDepressingPin()
                end
            end,
        },
        {
            alignment = KEYBIND_STRIP_ALIGN_CENTER,
            name = function() return zo_strformat(SI_LOCKPICK_FORCE, GetChanceToForceLock()) end,
            keybind = "UI_SHORTCUT_SECONDARY",
            callback = function() 
                AttemptForceLock()
                PlaySound(SOUNDS.LOCKPICKING_FORCE)
                self:SetHidden(true)
            end,
        },
    }
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON)
end
function ZO_Lockpick:SetHidden(hidden)
    self.hidden = hidden
    if hidden then
        SCENE_MANAGER:Hide("lockpick")
        SCENE_MANAGER:Hide("lockpick_gamepad") 
    else
        if IsInGamepadPreferredMode() then
            SCENE_MANAGER:Show("lockpick_gamepad")
        else
            SCENE_MANAGER:Show("lockpick")
        end
    end
end
    LOCK_PICK = ZO_Lockpick:New(control)
end
    control.owner:StartDepressingPin()
end
    control.owner:EndDepressingPin()
end