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ESO Lua File v100016

ingame/map/cmaphandlers.lua

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local CMapHandlers = ZO_Object:Subclass()
function CMapHandlers:New()
    local object = ZO_Object.New(self)
    object:Initialize()
    return object
end
function CMapHandlers:Initialize()
end
function CMapHandlers:InitializeRefresh()
    self.refresh = ZO_Refresh:New()
    self.refresh:AddRefreshGroup("keep",
    {
        RefreshAll = function()
            self:RefreshKeeps()
        end,
        RefreshSingle = function(...)
            self:RefreshKeep(...)
        end,
    })
    self.refresh:AddRefreshGroup("avaObjectives",
    {
        RefreshAll = function()
            self:RefreshAvAObjectives()
        end,
    })
end
function CMapHandlers:InitializeEvents()
    local function RefreshKeep(_, keepId, bgContext)
        self.refresh:RefreshSingle("keep", keepId, bgContext)
    end
    EVENT_MANAGER:RegisterForEvent("CMapHandler", EVENT_KEEP_ALLIANCE_OWNER_CHANGED, RefreshKeep)
    EVENT_MANAGER:RegisterForEvent("CMapHandler", EVENT_KEEP_UNDER_ATTACK_CHANGED, RefreshKeep)
    EVENT_MANAGER:RegisterForEvent("CMapHandler", EVENT_KEEP_INITIALIZED, RefreshKeep)
    local function RefreshKeeps()
        self.refresh:RefreshAll("keep")
    end
    EVENT_MANAGER:RegisterForEvent("CMapHandler", EVENT_KEEP_GATE_STATE_CHANGED, RefreshKeeps)
    EVENT_MANAGER:RegisterForEvent("CMapHandler", EVENT_KEEPS_INITIALIZED, RefreshKeeps)
    EVENT_MANAGER:RegisterForEvent("CMapHandler", EVENT_CURRENT_SUBZONE_LIST_CHANGED, RefreshKeeps)
    local function RefreshAvAObjectives()
        self.refresh:RefreshAll("avaObjectives")
    end
    EVENT_MANAGER:RegisterForEvent("CMapHandler", EVENT_OBJECTIVES_UPDATED, RefreshAvAObjectives)
    EVENT_MANAGER:RegisterForEvent("CMapHandler", EVENT_OBJECTIVE_CONTROL_STATE, RefreshAvAObjectives)
    EVENT_MANAGER:RegisterForEvent("CMapHandler", EVENT_GAME_STATE_CHANGED, RefreshAvAObjectives)
    EVENT_MANAGER:RegisterForEvent("CMapHandler", EVENT_ZONE_SCORING_CHANGED, RefreshAvAObjectives)
    local function RefreshAll()
        self:RefreshAll()
    end
    EVENT_MANAGER:RegisterForEvent("CMapHandler", EVENT_PLAYER_ACTIVATED, RefreshAll)
    EVENT_MANAGER:RegisterForUpdate("CMapHandler", 100, function()
        self.refresh:UpdateRefreshGroups()
    end)
end
function CMapHandlers:RefreshAll()
    self:RefreshKeeps()
end
function CMapHandlers:AddKeep(keepId, bgContext)
    local pinType = GetKeepPinInfo(keepId, bgContext)
    if pinType ~= MAP_PIN_TYPE_INVALID then
        if DoesKeepPassCompassVisibilitySubzoneCheck(keepId, bgContext) then
            self:AddMapPin(pinType, keepId)
            local keepUnderAttack = GetKeepUnderAttack(keepId, bgContext)
            if(keepUnderAttack) then
                local keepUnderAttackPinType = ZO_WorldMap_GetUnderAttackPinForKeepPin(pinType)
                self:AddMapPin(keepUnderAttackPinType, keepId)
            end
        end
    end
end
function CMapHandlers:RefreshKeeps()
    RemoveMapPinsInRange(MAP_PIN_TYPE_KEEP_NEUTRAL, MAP_PIN_TYPE_KEEP_ATTACKED_SMALL)
    local numKeeps = GetNumKeeps()
    for i = 1, numKeeps do
        local keepId, bgContext = GetKeepKeysByIndex(i)
        if(IsLocalBattlegroundContext(bgContext)) then
            self:AddKeep(keepId, bgContext)
        end
    end
end
function CMapHandlers:RefreshKeep(keepId, bgContext)
    RemoveMapPinsInRange(MAP_PIN_TYPE_KEEP_NEUTRAL, MAP_PIN_TYPE_KEEP_ATTACKED_SMALL, keepId)
    if(IsLocalBattlegroundContext(bgContext)) then
        self:AddKeep(keepId, bgContext)
    end
end
local AVA_OBJECTIVE_PINS_WITH_ARROWS =
{    
    [MAP_PIN_TYPE_FLAG_ALDMERI_DOMINION] = true,
    [MAP_PIN_TYPE_FLAG_EBONHEART_PACT] = true,
    [MAP_PIN_TYPE_FLAG_DAGGERFALL_COVENANT] = true,
    [MAP_PIN_TYPE_FLAG_NEUTRAL] = true,
    [MAP_PIN_TYPE_BALL_ALDMERI_DOMINION] = true,
    [MAP_PIN_TYPE_BALL_EBONHEART_PACT] = true,
    [MAP_PIN_TYPE_BALL_DAGGERFALL_COVENANT] = true,
    [MAP_PIN_TYPE_BALL_NEUTRAL] = true,       
}
function CMapHandlers:RefreshAvAObjectives()
    RemoveMapPinsInRange(MAP_PIN_TYPE_FLAG_ALDMERI_DOMINION, MAP_PIN_TYPE_HALF_CAPTURE_FLAG_DAGGERFALL_COVENANT)    
    local numObjectives = GetNumAvAObjectives()
    for i = 1, numObjectives do
        local keepId, objectiveId, bgContext = GetAvAObjectiveKeysByIndex(i)
        if(IsLocalBattlegroundContext(bgContext)) then            
            if(ZO_WorldMap_IsObjectiveShown(keepId, objectiveId, bgContext)) then
                --spawn locations
                local pinType, spawnX, spawnY = GetAvAObjectiveSpawnPinInfo(keepId, objectiveId, bgContext)            
                if(pinType ~= MAP_PIN_TYPE_INVALID) then
                    self:AddMapPin(pinType, keepId, objectiveId)
                end            
                -- current locations
                local pinType, currentX, currentY, continuousUpdate = GetAvAObjectivePinInfo(keepId, objectiveId, bgContext)
                if(pinType ~= MAP_PIN_TYPE_INVALID) then
                    self:AddMapPin(pinType, keepId, objectiveId)
                
                    if(continuousUpdate) then
                        SetMapPinContinuousPositionUpdate(pinType, true, keepId, objectiveId)    
                    end
                    if(AVA_OBJECTIVE_PINS_WITH_ARROWS[pinType]) then
                        SetMapPinAssisted(pinType, true, keepId, objectiveId)
                    end
                end
            end
        end
    end
end
function CMapHandlers:AddMapPin(pinType, keepId, objectiveId)
    if self:ValidateAVAPinAllowed(pinType) then
        AddMapPin(pinType, keepId, objectiveId)
    end
end
function CMapHandlers:ValidateAVAPinAllowed(pinType)
    local isAvAObjective = ZO_MapPin.AVA_OBJECTIVE_PIN_TYPES[pinType] or ZO_MapPin.AVA_SPAWN_OBJECTIVE_PIN_TYPES[pinType]
    local isAvARespawn = ZO_MapPin.AVA_RESPAWN_PIN_TYPES[pinType]
    local isForwardCamp = ZO_MapPin.FORWARD_CAMP_PIN_TYPES[pinType]
    local isFastTravelKeep = ZO_MapPin.FAST_TRAVEL_KEEP_PIN_TYPES[pinType]
    local isKeep = ZO_MapPin.KEEP_PIN_TYPES[pinType]
    local isDistrict = ZO_MapPin.DISTRICT_PIN_TYPES[pinType]
    if isAvAObjective or isAvARespawn or isForwardCamp or isFastTravelKeep or isKeep or isDistrict then
        if IsInCyrodiil() then
            return isAvAObjective or isAvARespawn or isForwardCamp or isFastTravelKeep or isKeep
        elseif IsInImperialCity() then
            return isDistrict or isAvARespawn
        end
        return false
    end
    return true
end
C_MAP_HANDLERS = CMapHandlers:New()