ESO Lua File v100012

ingame/group/veterandifficultysettings.lua

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local function AddLine(tooltip, text, color, alignment)
    local r, g, b = color:UnpackRGB()
    tooltip:AddLine(text, "", r, g, b, CENTER, MODIFY_TEXT_TYPE_NONE, alignment)
end
local function AddCenterLine(tooltip, text, color)
    AddLine(tooltip, text, color, TEXT_ALIGN_CENTER)
end
local function AddLeftLine(tooltip, text, color)
    AddLine(tooltip, text, color, TEXT_ALIGN_LEFT)
end
local function FormatNormalTooltip(tooltip)
    AddCenterLine(tooltip, GetString(SI_DUNGEON_DIFFICULTY_NORMAL_TOOLTIP_HEADER), ZO_NORMAL_TEXT)
end
local function FormatVeteranTooltip(tooltip)
    AddCenterLine(tooltip, GetString(SI_DUNGEON_DIFFICULTY_VETERAN_TOOLTIP_HEADER), ZO_NORMAL_TEXT)
end
local function FormatNormalLeaderMustChange(tooltip)
    AddCenterLine(tooltip, GetString(SI_DUNGEON_DIFFICULTY_NORMAL_TOOLTIP_HEADER), ZO_NORMAL_TEXT)
    AddLeftLine(tooltip, zo_strformat(SI_DUNGEON_DIFFICULTY_VETERAN_TOOLTIP_LEADER_MUST_CHANGE, GetRawUnitName(GetGroupLeaderUnitTag())), ZO_ERROR_COLOR)
end
local function FormatVeteranLeaderMustChange(tooltip)
    AddCenterLine(tooltip, GetString(SI_DUNGEON_DIFFICULTY_VETERAN_TOOLTIP_HEADER), ZO_NORMAL_TEXT)
    AddLeftLine(tooltip, zo_strformat(SI_DUNGEON_DIFFICULTY_VETERAN_TOOLTIP_LEADER_MUST_CHANGE, GetRawUnitName(GetGroupLeaderUnitTag())), ZO_ERROR_COLOR)
end
local function FormatNormalLeaderHasSetThis(tooltip)
    AddCenterLine(tooltip, GetString(SI_DUNGEON_DIFFICULTY_NORMAL_TOOLTIP_HEADER), ZO_NORMAL_TEXT)
    AddLeftLine(tooltip, zo_strformat(SI_DUNGEON_DIFFICULTY_VETERAN_TOOLTIP_LEADER_CHOSEN_SETTING, GetRawUnitName(GetGroupLeaderUnitTag())), ZO_HIGHLIGHT_TEXT)
end
local function FormatVeteranLeaderHasSetThis(tooltip)
    AddCenterLine(tooltip, GetString(SI_DUNGEON_DIFFICULTY_VETERAN_TOOLTIP_HEADER), ZO_NORMAL_TEXT)
    AddLeftLine(tooltip, zo_strformat(SI_DUNGEON_DIFFICULTY_VETERAN_TOOLTIP_LEADER_CHOSEN_SETTING, GetRawUnitName(GetGroupLeaderUnitTag())), ZO_HIGHLIGHT_TEXT)
end
    AddCenterLine(tooltip, GetString(SI_DUNGEON_DIFFICULTY_VETERAN_TOOLTIP_HEADER), ZO_NORMAL_TEXT)
    AddLeftLine(tooltip, GetString(SI_DUNGEON_DIFFICULTY_VETERAN_TOOLTIP_FAILED_REQUIREMENT), ZO_ERROR_COLOR)
end
local function FormatNormalInDungeonTooltip(tooltip)
    AddCenterLine(tooltip, GetString(SI_DUNGEON_DIFFICULTY_NORMAL_TOOLTIP_HEADER), ZO_NORMAL_TEXT)
    AddCenterLine(tooltip, GetString(SI_DUNGEON_DIFFICULTY_VETERAN_TOOLTIP_IN_DUNGEON), ZO_ERROR_COLOR)
end
local function FormatVeteranInDungeonTooltip(tooltip)
    AddCenterLine(tooltip, GetString(SI_DUNGEON_DIFFICULTY_VETERAN_TOOLTIP_HEADER), ZO_NORMAL_TEXT)
    AddCenterLine(tooltip, GetString(SI_DUNGEON_DIFFICULTY_VETERAN_TOOLTIP_IN_DUNGEON), ZO_ERROR_COLOR)
end
local function DetermineButtonState(pressed, enabled)
    if pressed then
        if enabled then
            return BSTATE_PRESSED
        else
            return BSTATE_DISABLED_PRESSED
        end
    else
        if enabled then
            return BSTATE_NORMAL
        else
            return BSTATE_DISABLED
        end
    end
end
local function UpdateVeteranStateVisuals(self, isVeteranDifficulty)
    local isVeteran = GetUnitVeteranRank("player") > 0
    --Hide dungeon mode buttons when not a veteran
    if(not isVeteran) then
        self:SetHidden(true)
        return
    end
    self:SetHidden(false)
    local isGrouped = IsUnitGrouped("player")
    local isLeader = isGrouped and IsUnitGroupLeader("player")
    local isAnyGroupMemberInDungeon = IsAnyGroupMemberInDungeon()
    --Normal mode button
    local normalButtonPressed = not isVeteranDifficulty
    local normalButtonEnabled = not isAnyGroupMemberInDungeon and (not isGrouped or isLeader)
    local normalButtonState = DetermineButtonState(normalButtonPressed, normalButtonEnabled)
    local normalButtonLocked = normalButtonPressed --enforce a button always being selected by locking down the pressed one
    self.normalModeButton:SetState(normalButtonState, normalButtonLocked)
    --Veteran mode button
    local veteranButtonPressed = isVeteranDifficulty
    local veteranButtonEnabled = isVeteran and not isAnyGroupMemberInDungeon and (not isGrouped or isLeader)
    local veteranButtonState = DetermineButtonState(veteranButtonPressed, veteranButtonEnabled)
    local veteranButtonLocked = veteranButtonPressed --enforce a button always being selected by locking down the pressed one
    self.veteranModeButton:SetState(veteranButtonState, veteranButtonLocked)
    --Tooltips
    if isGrouped and not isLeader then
    else
        self.normalModeButtonTooltipFn = isAnyGroupMemberInDungeon and FormatNormalInDungeonTooltip or FormatNormalTooltip
        self.veteranModeButtonTooltipFn = isAnyGroupMemberInDungeon and FormatVeteranInDungeonTooltip or (isVeteran and FormatVeteranTooltip or FormatVeteranDifficultyNonVeteranRankTooltip)
    end
end
local function UpdateVeteranState(self, isVeteranDifficulty)
    if(isVeteranDifficulty == nil) then
        isVeteranDifficulty = IsUnitUsingVeteranDifficulty("player")
    end
    UpdateVeteranStateVisuals(self, isVeteranDifficulty)
end
    self.normalModeButton = self:GetNamedChild("NormalDifficulty")
    self.veteranModeButton = self:GetNamedChild("VeteranDifficulty")
    local function Refresh(unitTag)
        if(unitTag == nil or unitTag == "player") then
            UpdateVeteranState(self)
        end
    end
    -- NOTE: There appears to be a bug in the event manager code that is preventing the same function to be registered from the same control for different events...
    -- until that's fixed, split up the handlers.
    local function OnVeteranDifficultyChanged(eventId, unitTag, isDifficult)
        Refresh(unitTag)
    end
    local function OnVeteranRankChanged(eventId, unitTag, veteranRank)
        Refresh(unitTag)
    end
    local function OnPlayerActivated()
        Refresh()
    end
    local function OnLeaderUpdate()
        Refresh()
    end
    local function OnGroupUpdate()
        Refresh()
    end
    local function OnGroupMemberJoined()
        Refresh()
    end
    local function OnGroupMemberLeft()
        Refresh()
    end
    local function OnGroupUpdate()
        Refresh()
    end
    local function OnZoneUpdate(evt, unitTag, newZone)
        if ZO_Group_IsGroupUnitTag(unitTag) or unitTag == "player" then
            Refresh()
        end
    end
    self:RegisterForEvent(EVENT_VETERAN_DIFFICULTY_CHANGED, OnVeteranDifficultyChanged)
    self:RegisterForEvent(EVENT_VETERAN_RANK_UPDATE, OnVeteranRankChanged)
    self:RegisterForEvent(EVENT_LEADER_UPDATE, OnLeaderUpdate)
    self:RegisterForEvent(EVENT_GROUP_UPDATE, OnGroupUpdate)
    self:RegisterForEvent(EVENT_GROUP_MEMBER_JOINED, OnGroupMemberJoined)
    self:RegisterForEvent(EVENT_GROUP_MEMBER_LEFT, OnGroupMemberLeft)
    self:RegisterForEvent(EVENT_GROUP_UPDATE, OnGroupUpdate)
    self:RegisterForEvent(EVENT_PLAYER_ACTIVATED, OnPlayerActivated)
    self:RegisterForEvent(EVENT_ZONE_UPDATE, OnZoneUpdate)
    Refresh()
end
    local tooltipFn
    if(self.isVeteranDifficulty) then
    else
    end
    InitializeTooltip(InformationTooltip, self, BOTTOM, 0, 0)
    tooltipFn(InformationTooltip)
end
    ClearTooltip(InformationTooltip)
end
    SetVeteranDifficulty(self.isVeteranDifficulty)
    -- Pre-emptive update based on mostly current state, and the desired difficulty setting.
    UpdateVeteranState(self:GetParent(), self.isVeteranDifficulty)
end