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ESO Lua File v100016

ingame/collections/collectionsinventorysingleton.lua

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--------------------------------------
--Collections Inventory Singleton
--------------------------------------
ZO_CollectionsInventorySingleton = ZO_CallbackObject:Subclass()
function ZO_CollectionsInventorySingleton:New()
    local singleton = ZO_CallbackObject.New(self)
    singleton:Initialize()
    return singleton
end
function ZO_CollectionsInventorySingleton:Initialize()
end
function ZO_CollectionsInventorySingleton:RegisterForEvents()
    local function RebuildScriptData()
        self:BuildQuickslotData()
        self:FireCallbacks("CollectionsInventoryUpdate")
    end
    EVENT_MANAGER:RegisterForEvent("ZO_CollectionsInventorySingleton_OnCollectionUpdated", EVENT_COLLECTION_UPDATED, RebuildScriptData)
    EVENT_MANAGER:RegisterForEvent("ZO_CollectionsInventorySingleton_OnCollectibleUpdated", EVENT_COLLECTIBLE_UPDATED, RebuildScriptData)
end
function ZO_CollectionsInventorySingleton:BuildQuickslotData()
    self.quickslotData = {}
    for categoryType = COLLECTIBLE_CATEGORY_TYPE_MIN_VALUE, COLLECTIBLE_CATEGORY_TYPE_MAX_VALUE do
        if IsCollectibleCategoryUsable(categoryType) and IsCollectibleCategorySlottable(categoryType) then
            for i = 1, GetTotalCollectiblesByCategoryType(categoryType) do
                local collectibleId = GetCollectibleIdFromType(categoryType, i)
                local _, _, iconFile, _, unlocked, _, isActive = GetCollectibleInfo(collectibleId)
                local isValidForPlayer = IsCollectibleValidForPlayer(collectibleId) -- this is added specifically for RC because the Mainline version has stuff we can't merge over yet
                if unlocked and isValidForPlayer then
                    table.insert(self.quickslotData, 
                        {
                        name = GetCollectibleName(collectibleId),
                              nickname = GetCollectibleNickname(collectibleId),
                        iconFile = iconFile,
                        collectibleId = collectibleId,
                        categoryType = categoryType,
                        active = isActive,
                        --even though collectibles don't have a value or age, we want to keep them separate when sorted
                        stackSellPrice = -1,
                        age = -1
                        }
                    )
                end
            end
        end
    end
end
function ZO_CollectionsInventorySingleton:GetQuickslotData()
    return self.quickslotData
end
function ZO_CollectionsInventorySingleton:GetCollectibleInventoryDisplayName(data)
     local displayName = ""
     if data then
          if data.name then 
               if data.nickname and data.nickname ~= "" then
                    displayName = zo_strformat(SI_COLLECTIONS_INVENTORY_DISPLAY_NAME_FORMAT, data.name, data.nickname)
               else
                    displayName = zo_strformat(SI_COLLECTIBLE_NAME_FORMATTER, data.name)
               end
          end
     end
    return displayName
end
COLLECTIONS_INVENTORY_SINGLETON = ZO_CollectionsInventorySingleton:New()