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ESO Lua File v100026

ingame/outfits/outfit_manager.lua

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ZO_OUTFIT_STYLE_DEFAULT_ITEM_MATERIAL_INDEX = 1
local WEAPON_SLOTS = 
{
    [OUTFIT_SLOT_WEAPON_MAIN_HAND] = true,
    [OUTFIT_SLOT_WEAPON_OFF_HAND] = true,
    [OUTFIT_SLOT_WEAPON_TWO_HANDED] = true,
    [OUTFIT_SLOT_WEAPON_STAFF] = true,
    [OUTFIT_SLOT_WEAPON_BOW] = true,
    [OUTFIT_SLOT_SHIELD] = true,
    [OUTFIT_SLOT_WEAPON_MAIN_HAND_BACKUP] = true,
    [OUTFIT_SLOT_WEAPON_OFF_HAND_BACKUP] = true,
    [OUTFIT_SLOT_WEAPON_TWO_HANDED_BACKUP] = true,
    [OUTFIT_SLOT_WEAPON_STAFF_BACKUP] = true,
    [OUTFIT_SLOT_WEAPON_BOW_BACKUP] = true,
    [OUTFIT_SLOT_SHIELD_BACKUP] = true,
}
-----------------------------
-- Outfit Slot Manipulator --
-----------------------------
ZO_OutfitSlotManipulator = ZO_Object:Subclass()
function ZO_OutfitSlotManipulator:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function ZO_OutfitSlotManipulator:Initialize(owner, outfitSlotIndex)
    self.owner = owner
    self.outfitSlotIndex = outfitSlotIndex
    self.restyleSlotData = ZO_RestyleSlotData:New(RESTYLE_MODE_OUTFIT, owner:GetOutfitIndex(), outfitSlotIndex)
    self:RefreshData()
end
function ZO_OutfitSlotManipulator:RefreshData()
    self.currentCollectibleId, self.currentItemMaterialIndex = GetOutfitSlotInfo(self.owner:GetOutfitIndex(), self.outfitSlotIndex)
    self.pendingCollectibleId, self.pendingItemMaterialIndex = self.currentCollectibleId, self.currentItemMaterialIndex
end
function ZO_OutfitSlotManipulator:GetCurrentCollectibleId()
    return self.currentCollectibleId
end
function ZO_OutfitSlotManipulator:GetPendingCollectibleId()
    return self.pendingCollectibleId
end
function ZO_OutfitSlotManipulator:SetPendingCollectibleId(collectibleId, suppressCallbacks)
    if self.pendingCollectibleId ~= collectibleId then
        self.pendingCollectibleId = collectibleId
        self:OnPendingDataChanged(suppressCallbacks)
    end
end
function ZO_OutfitSlotManipulator:GetCurrentItemMaterialIndex()
    return self.currentItemMaterialIndex
end
function ZO_OutfitSlotManipulator:GetPendingItemMaterialIndex()
    return self.pendingItemMaterialIndex
end
function ZO_OutfitSlotManipulator:SetPendingItemMaterialIndex(itemMaterialIndex, suppressCallbacks)
    if self.pendingItemMaterialIndex ~= itemMaterialIndex then
        self.pendingItemMaterialIndex = itemMaterialIndex
        self:OnPendingDataChanged(suppressCallbacks)
    end
end
function ZO_OutfitSlotManipulator:SetPendingCollectibleIdAndItemMaterialIndex(collectibleId, itemMaterialIndex, suppressCallbacks)
    if self.pendingCollectibleId ~= collectibleId or self.pendingItemMaterialIndex ~= itemMaterialIndex then
        self.pendingCollectibleId = collectibleId
        self.pendingItemMaterialIndex = itemMaterialIndex
        self:OnPendingDataChanged(suppressCallbacks)
    end
end
function ZO_OutfitSlotManipulator:IsSlotDataChangePending()
    return self.currentCollectibleId ~= self.pendingCollectibleId or self.currentItemMaterialIndex ~= self.pendingItemMaterialIndex
end
function ZO_OutfitSlotManipulator:IsDyeChangePending()
    return self.restyleSlotData and self.restyleSlotData:AreTherePendingDyeChanges()
end
function ZO_OutfitSlotManipulator:GetNumPendingDyeChanges()
    local count = 0
    if self.restyleSlotData then
        local changedChannels = self.restyleSlotData:GetDyeChannelChangedStates()
        for i, hasPendingChange in ipairs(changedChannels) do
            if hasPendingChange then
                count = count + 1
            end
        end
    end
    return count
end
function ZO_OutfitSlotManipulator:IsAnyChangePending()
end
function ZO_OutfitSlotManipulator:CanApplyChanges()
    if not self:IsSlotDataChangePending() then
        return false, GetString("SI_APPLYOUTFITCHANGESRESULT", APPLY_OUTFIT_CHANGES_RESULT_INVALID_DATA)
    end
    if self.pendingCollectibleId ~= 0 then
        local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(self.pendingCollectibleId)
        if not collectibleData then
            return false, GetString("SI_APPLYOUTFITCHANGESRESULT", APPLY_OUTFIT_CHANGES_RESULT_INVALID_DATA)
        elseif collectibleData:IsLocked() then
            return false, GetString("SI_APPLYOUTFITCHANGESRESULT", APPLY_OUTFIT_CHANGES_RESULT_UNOWNED_COLLECTIBLES)
        end
    end
    return true
end
function ZO_OutfitSlotManipulator:GetOutfitSlotIndex()
    return self.outfitSlotIndex
end
function ZO_OutfitSlotManipulator:GetRestyleSlotData()
    return self.restyleSlotData
end
function ZO_OutfitSlotManipulator:GetPendingDyeData()
    -- Only outfit style types have dye data right now
    if self.restyleSlotData then
        return self.restyleSlotData:GetPendingDyes()
    end
    return 0, 0, 0
end
function ZO_OutfitSlotManipulator:GetAllSlotData()
    return self.currentCollectibleId, self.pendingCollectibleId, self.currentItemMaterialIndex, self.pendingItemMaterialIndex
end
function ZO_OutfitSlotManipulator:GetPendingChangeCost()
    if self:IsAnyChangePending() then
        return GetApplyCostForIndividualOutfitSlot(self.owner:GetOutfitIndex(), self.outfitSlotIndex, self.pendingCollectibleId, self:GetNumPendingDyeChanges())
    else
        return 0
    end
end
function ZO_OutfitSlotManipulator:GetSlotAppropriateIcon()
    if self.pendingCollectibleId > 0 then
        collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(self.pendingCollectibleId)
        return collectibleData:GetIcon()
    elseif self:IsSlotDataChangePending() then
        return ZO_Restyle_GetOutfitSlotClearTexture(self.outfitSlotIndex)
    else
        local equipSlot = GetEquipSlotForOutfitSlot(self.outfitSlotIndex)
        if CanEquippedItemBeShownInOutfitSlot(equipSlot, self.outfitSlotIndex) then
            local icon = GetItemInfo(BAG_WORN, equipSlot)
            return icon
        end
    end
    return ZO_Restyle_GetEmptySlotTexture(self.restyleSlotData)
end
function ZO_OutfitSlotManipulator:GetCollectibleDataAssociations(collectibleData)
    local collectibleId = collectibleData.clearAction and 0 or collectibleData:GetId()
    local isPending = self:IsSlotDataChangePending() and self:GetPendingCollectibleId() == collectibleId
    local isCurrent = self:GetCurrentCollectibleId() == collectibleId
    return isCurrent, isPending
end
function ZO_OutfitSlotManipulator:UpdatePreview(refreshImmediately)
    local previewCollectionId = SYSTEMS:GetObject("itemPreview"):GetPreviewCollectionId()
    if previewCollectionId ~= 0 then
        if self:IsAnyChangePending() then
            local primaryDyeId, secondaryDyeId, accentDyeId = self:GetPendingDyeData()
            AddOutfitSlotPreviewElementToPreviewCollection(previewCollectionId, self.outfitSlotIndex, self.pendingCollectibleId, self.pendingItemMaterialIndex, primaryDyeId, secondaryDyeId, accentDyeId, refreshImmediately)
        else
            ClearOutfitSlotPreviewElementFromPreviewCollection(previewCollectionId, self.outfitSlotIndex, refreshImmediately)
        end
    end
end
function ZO_OutfitSlotManipulator:ClearPendingChanges(suppressCallbacks)
    if self.preservedDyeData then
        self.preservedDyeData = nil
    end
    if self:IsSlotDataChangePending() then
        self.pendingCollectibleId, self.pendingItemMaterialIndex = self.currentCollectibleId, self.currentItemMaterialIndex
        self:OnPendingDataChanged(suppressCallbacks)
        return true
    end
    return false
end
function ZO_OutfitSlotManipulator:RandomizeSlotData(suppressCallbacks)
    local categoryData = self.restyleSlotData:GetCollectibleCategoryData()
    if categoryData then
        local outfitSlot = self.outfitSlotIndex
        -- Will technically work with non-style collectibles, but not completely, since that's in un-designed feature as of yet. So assume we're only working with styles
        local isArmorSlot = ZO_OUTFIT_MANAGER:IsOutfitSlotArmor(outfitSlot)
        local isWeaponSlot = ZO_OUTFIT_MANAGER:IsOutfitSlotWeapon(outfitSlot)
        local function MatchesSlotType(collectibleData)
            if collectibleData:IsOutfitStyle() then
                return (isArmorSlot and collectibleData:IsArmorStyle()) or (isWeaponSlot and collectibleData:IsWeaponStyle())
            end
            return not (isArmorSlot or isWeaponSlot)
        end
        local unlockedCollectibles = categoryData:GetAllCollectibleDataObjects({ ZO_CollectibleData.IsUnlocked, MatchesSlotType })
        local eligibleCollectibleData
        while eligibleCollectibleData == nil and #unlockedCollectibles > 0 do
            local collectibleData = table.remove(unlockedCollectibles, math.random(#unlockedCollectibles))
            local eligibleSlots = { GetEligibleOutfitSlotsForCollectible(collectibleData:GetId()) }
            if isWeaponSlot then
                for _, eligibleOutfitSlot in ipairs(eligibleSlots) do
                    if outfitSlot == eligibleOutfitSlot then
                        eligibleCollectibleData = collectibleData
                    end
                end
            elseif eligibleSlots[1] == outfitSlot then
                eligibleCollectibleData = collectibleData
            end
        end
        if eligibleCollectibleData then
            local outfitStyleId = eligibleCollectibleData:GetReferenceId()
            local itemMaterialIndex = 1
            local numMaterials = GetNumOutfitStyleItemMaterials(outfitStyleId)
            if numMaterials > 1 then
                itemMaterialIndex = math.random(numMaterials)
            end
            self:SetPendingCollectibleIdAndItemMaterialIndex(eligibleCollectibleData:GetId(), itemMaterialIndex, suppressCallbacks)
        end
    end
end
do
    local NO_OUTFIT_COLLECTIBLE = 0
    local NO_ITEM_MATERIAL = nil
    function ZO_OutfitSlotManipulator:Clear(suppressCallbacks)
        self:SetPendingCollectibleIdAndItemMaterialIndex(NO_OUTFIT_COLLECTIBLE, NO_ITEM_MATERIAL, suppressCallbacks)
    end
end
do
    local function PlayChangeOutfitSound(collectibleId)
        local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(collectibleId)
        if collectibleData then
            local outfitSound = collectibleData:GetOutfitStyleEquipSound()
            if outfitSound then
                PlaySound(outfitSound)
            else
                PlaySound(SOUNDS.OUTFIT_EQUIPPED_HIDE)
            end
        else
            PlaySound(SOUNDS.OUTFIT_REMOVE_STYLE)
        end
    end
    function ZO_OutfitSlotManipulator:OnPendingDataChanged(suppressCallbacks)
        local noSuppression = not suppressCallbacks
        self:UpdatePreview(noSuppression)
        -- Dyeable channels may have changed, so don't keep pending dye changes that they can't even see
        self.restyleSlotData:CleanPendingDyes()
        if noSuppression then
            PlayChangeOutfitSound(self.pendingCollectibleId)
            self.owner:OnSlotPendingDataChanged(self.outfitSlotIndex)
        end
    end
end
function ZO_OutfitSlotManipulator:PreserveDyeData()
    self.preservedDyeData =
    {
        self:GetPendingDyeData()
    }
end
function ZO_OutfitSlotManipulator:ClearPreservedDyeData()
    self.preservedDyeData = nil
end
function ZO_OutfitSlotManipulator:RestorePreservedDyeData()
    if self.preservedDyeData then
        self:GetRestyleSlotData():SetPendingDyes(unpack(self.preservedDyeData))
        self.preservedDyeData = nil
    end
end
------------------------
-- Outfit Manipulator --
------------------------
ZO_OutfitManipulator = ZO_CallbackObject:Subclass()
function ZO_OutfitManipulator:New(...)
    local object = ZO_CallbackObject.New(self)
    object:Initialize(...)
    return object
end
function ZO_OutfitManipulator:Initialize(outfitIndex)
    self.outfitIndex = outfitIndex
    self.outfitSlotManipulators = {}
    self:RefreshName()
end
function ZO_OutfitManipulator:RefreshName()
    local outfitName = GetOutfitName(self.outfitIndex)
    if outfitName == "" then
        outfitName = zo_strformat(SI_OUTFIT_NO_NICKNAME_FORMAT, self.outfitIndex)
    end
    self.outfitName = outfitName
end
function ZO_OutfitManipulator:RefreshSlotData()
    for outfitSlotIndex = OUTFIT_SLOT_ITERATION_BEGIN, OUTFIT_SLOT_ITERATION_END do
        local outfitSlotManipulator = self.outfitSlotManipulators[outfitSlotIndex]
        if not outfitSlotManipulator then
            outfitSlotManipulator = ZO_OutfitSlotManipulator:New(self, outfitSlotIndex)
            self.outfitSlotManipulators[outfitSlotIndex] = outfitSlotManipulator
        end
        outfitSlotManipulator:RefreshData()
    end
end
function ZO_OutfitManipulator:GetOutfitIndex()
    return self.outfitIndex
end
function ZO_OutfitManipulator:GetOutfitName()
    return self.outfitName
end
function ZO_OutfitManipulator:SetOutfitName(newName)
    if self.outfitName ~= newName then
        RenameOutfit(self:GetOutfitIndex(), newName)
    end
end
function ZO_OutfitManipulator:GetSlotManipulator(outfitSlotIndex)
    return self.outfitSlotManipulators[outfitSlotIndex]
end
function ZO_OutfitManipulator:GetTotalSlotCostsForPendingChanges()
    local pendingData = {}
    for outfitSlotIndex, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
        if outfitSlotManipulator:IsAnyChangePending() then
            table.insert(pendingData, outfitSlotIndex)
            table.insert(pendingData, outfitSlotManipulator:GetPendingCollectibleId())
            table.insert(pendingData, outfitSlotManipulator:GetNumPendingDyeChanges())
        end
    end
    local totalCost = 0
    if #pendingData > 0 then
        totalCost = GetTotalApplyCostForOutfitSlots(self:GetOutfitIndex(), unpack(pendingData))
    end
    return totalCost
end
do
    local OUTFIT_CHANGE_FLAT_COST = GetOutfitChangeFlatCost()
    function ZO_OutfitManipulator:GetAllCostsForPendingChanges()
        local slotsCost = self:GetTotalSlotCostsForPendingChanges()
        local flatCost = (slotsCost > 0) and OUTFIT_CHANGE_FLAT_COST or 0
        return slotsCost, flatCost
    end
end
do
    local SUPPRESS_FIRE_CALLBACKS = true
    function ZO_OutfitManipulator:ClearPendingChanges()
        if not self:IsMarkedForPreservation() then
            local hasChanged = false
            for _, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
                local slotCleared = outfitSlotManipulator:ClearPendingChanges(SUPPRESS_FIRE_CALLBACKS)
                hasChanged = hasChanged or slotCleared
            end
            if hasChanged then
                RefreshPreviewCollectionShown()
                self:OnSlotPendingDataChanged()
            end
        end
    end
    function ZO_OutfitManipulator:RandomizeStyleData(includeHidden)
        for _, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
            local restyleSlotData = outfitSlotManipulator:GetRestyleSlotData()
            if restyleSlotData:IsOutfitStyle() and (includeHidden or not restyleSlotData:ShouldBeHidden()) then
                outfitSlotManipulator:RandomizeSlotData(SUPPRESS_FIRE_CALLBACKS)
            end
        end
        PlaySound(SOUNDS.DYEING_RANDOMIZE_DYES)
        self:OnSlotPendingDataChanged()
    end
end
do
    local DONT_REFRESH_IF_SHOWN = false
    function ZO_OutfitManipulator:UpdatePreviews()
        local previewCollectionId = SYSTEMS:GetObject("itemPreview"):GetPreviewCollectionId()
        if previewCollectionId ~= 0 then
            for outfitSlot, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
                if WEAPON_SLOTS[outfitSlot] then
                    if outfitSlotManipulator:IsAnyChangePending() then
                        outfitSlotManipulator:UpdatePreview(DONT_REFRESH_IF_SHOWN)
                    else
                        ClearOutfitSlotPreviewElementFromPreviewCollection(previewCollectionId, outfitSlot, DONT_REFRESH_IF_SHOWN)
                    end
                else
                    -- Armor is simple
                    outfitSlotManipulator:UpdatePreview(DONT_REFRESH_IF_SHOWN)
                end
            end
            RefreshPreviewCollectionShown()
        end
    end
end
function ZO_OutfitManipulator:IsDyeChangePending()
    for _, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
        if outfitSlotManipulator:IsDyeChangePending() then
            return true
        end
    end
    return false
end
function ZO_OutfitManipulator:IsSlotDataChangePending()
    for _, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
        if outfitSlotManipulator:IsSlotDataChangePending() then
            return true
        end
    end
    return false
end
function ZO_OutfitManipulator:IsAnyChangePending()
    for _, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
        if outfitSlotManipulator:IsAnyChangePending() then
            return true
        end
    end
    return false
end
do
    local IS_LOWER = true
    local IS_PLURAL = false
    function ZO_OutfitManipulator:CanApplyChanges()
        if not ZO_RestyleCanApplyChanges() then
            return false, GetString("SI_APPLYOUTFITCHANGESRESULT", APPLY_OUTFIT_CHANGES_RESULT_ALTERATION_UNAVAILABLE)
        end
        if not self:IsAnyChangePending() then
            return false, GetString("SI_APPLYOUTFITCHANGESRESULT", APPLY_OUTFIT_CHANGES_RESULT_INVALID_DATA)
        end
        for _, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
            if outfitSlotManipulator:IsSlotDataChangePending() then
                local canApply, errorText = outfitSlotManipulator:CanApplyChanges()
                if not canApply then
                    return canApply, errorText
                end
            end
        end
        return true
    end
end
function ZO_OutfitManipulator:GetCollectibleDataAssociations(collectibleData)
    local isCurrent = false
    local isPending = false
    for _, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
        local isSlotCurrent, isSlotPending = outfitSlotManipulator:GetCollectibleDataAssociations(collectibleData)
        if isSlotPending then
            isPending = true
        end
        if isSlotCurrent then
            isCurrent = true
        end
        if isPending and isCurrent then
            break
        end
    end
    return isCurrent, isPending
end
function ZO_OutfitManipulator:OnSlotPendingDataChanged(outfitSlotIndex)
    self:FireCallbacks("PendingDataChanged", outfitSlotIndex)
end
function ZO_OutfitManipulator:SendOutfitChangeRequest(useFlatCurrency)
    argumentsTable = {}
    for outfitSlotIndex, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
        if outfitSlotManipulator:IsAnyChangePending() then
            local primaryDyeId, secondaryDyeId, accentDyeId = outfitSlotManipulator:GetPendingDyeData()
            table.insert(argumentsTable, outfitSlotIndex)
            table.insert(argumentsTable, outfitSlotManipulator:GetPendingCollectibleId())
            table.insert(argumentsTable, outfitSlotManipulator:GetPendingItemMaterialIndex() or (MAX_ITEM_MATERIALS_PER_OUTFIT_STYLE + 1)) -- Can't use nil in this table
            table.insert(argumentsTable, primaryDyeId)
            table.insert(argumentsTable, secondaryDyeId)
            table.insert(argumentsTable, accentDyeId)
        end
    end
    if #argumentsTable > 0 then
        SendOutfitChangeRequest(useFlatCurrency, self.outfitIndex, unpack(argumentsTable))
    end
end
function ZO_OutfitManipulator:SlotManipulatorIterator(...)
    local outfitSlot = nil
    local filterFunctions = {...}
    return function()
        outfitSlot, slotManipulator = next(self.outfitSlotManipulators, outfitSlot)
        while outfitSlot do
            local passesFilter = true
            for filterIndex, filterFunction in ipairs(filterFunctions) do
                if not filterFunction(slotManipulator) then
                    passesFilter = false
                    break
                end
            end
            if passesFilter then
                return outfitSlot, slotManipulator
            else
                outfitSlot, slotManipulator = next(self.outfitSlotManipulators, outfitSlot)
            end
        end
    end
end
function ZO_OutfitManipulator:SetMarkedForPreservation(preservePendingChanges)
    if self.preservePendingChanges ~= preservePendingChanges then
        self.preservePendingChanges = preservePendingChanges
        for outfitSlotIndex, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
            if preservePendingChanges then
                outfitSlotManipulator:PreserveDyeData()
            else
                outfitSlotManipulator:ClearPreservedDyeData()
            end
        end
    end
end
function ZO_OutfitManipulator:RestorePreservedDyeData()
    for outfitSlotIndex, outfitSlotManipulator in pairs(self.outfitSlotManipulators) do
        outfitSlotManipulator:RestorePreservedDyeData()
    end
end
function ZO_OutfitManipulator:IsMarkedForPreservation()
    return self.preservePendingChanges
end
------------------------------
-- Outfit Manager Singleton --
------------------------------
local Outfit_Manager = ZO_CallbackObject:Subclass()
function Outfit_Manager:New(...)
    local object = ZO_CallbackObject.New(self)
    object:Initialize(...)
    return object
end
function Outfit_Manager:Initialize()
    self.outfits = {}
    self:RefreshOutfits()
    local function OnOutfitEquipResponse(eventCode, equipOutfitResult)
        if equipOutfitResult == EQUIP_OUTFIT_RESULT_SUCCESS then
            self:RefreshEquippedOutfitIndex()
        end
    end
    local REFRESH_IF_SHOWN = true
    local function OnOutfitChangeRespone(eventCode, outfitChangeResponse, outfitIndex)
        if outfitChangeResponse == APPLY_OUTFIT_CHANGES_RESULT_SUCCESS then
            self:RefreshOutfitSlotData(outfitIndex)
            self:OnOutfitPendingDataChanged(outfitIndex)
            ClearAllOutfitSlotPreviewElementsFromPreviewCollection(SYSTEMS:GetObject("itemPreview"):GetPreviewCollectionId(), REFRESH_IF_SHOWN)
        end
    end
    local function OnOutfitRenameResponse(eventCode, outfitRenameResponse, outfitIndex)
        if outfitRenameResponse == SET_OUTFIT_NAME_RESULT_SUCCESS then
            self:RefreshOutfitName(outfitIndex)
        end
    end
    EVENT_MANAGER:RegisterForEvent("OutfitManager", EVENT_OUTFIT_EQUIP_RESPONSE, OnOutfitEquipResponse)
    EVENT_MANAGER:RegisterForEvent("OutfitManager", EVENT_OUTFITS_INITIALIZED, function() self:RefreshOutfits() end)
    EVENT_MANAGER:RegisterForEvent("OutfitManager", EVENT_OUTFIT_CHANGE_RESPONSE, OnOutfitChangeRespone)
    EVENT_MANAGER:RegisterForEvent("OutfitManager", EVENT_OUTFIT_RENAME_RESPONSE, OnOutfitRenameResponse)
    local function OnAddOnLoaded(event, name)
        if name == "ZO_Ingame" then
            local DEFAULTS = { showLockedStyles = true }
            self.savedVars = ZO_SavedVars:New("ZO_Ingame_SavedVariables", 1, "OutfitSlots", DEFAULTS)
            EVENT_MANAGER:UnregisterForEvent("OutfitManager", EVENT_ADD_ON_LOADED)
            self:FireCallbacks("OptionsInfoAvailable")
        end
    end
    EVENT_MANAGER:RegisterForEvent("OutfitManager", EVENT_ADD_ON_LOADED, OnAddOnLoaded)
end
function Outfit_Manager:RefreshOutfitSlotData(outfitIndex)
    local outfitManipulator = self.outfits[outfitIndex]
    if outfitManipulator then
        outfitManipulator:RefreshSlotData()
        self:FireCallbacks("RefreshOutfit", outfitIndex)
    end
end
function Outfit_Manager:RefreshOutfitName(outfitIndex)
    local outfitManipulator = self.outfits[outfitIndex]
    if outfitManipulator then
        outfitManipulator:RefreshName()
        self:FireCallbacks("RefreshOutfitName", outfitIndex)
    end
end
do
    local SUPPRESS_BROADCAST = true
    function Outfit_Manager:RefreshOutfits()
        for outfitIndex = 1, GetNumUnlockedOutfits() do
            self:RefreshOutfit(outfitIndex, SUPPRESS_BROADCAST)
        end
        self:FireCallbacks("RefreshOutfits")
    end
end
function Outfit_Manager:RefreshOutfit(outfitIndex, suppressBroadcast)
    local outfitManipulator = self.outfits[outfitIndex]
    if outfitManipulator then
        outfitManipulator:RefreshName()
        outfitManipulator:RefreshSlotData()
    else
        outfitManipulator = ZO_OutfitManipulator:New(outfitIndex)
        table.insert(self.outfits, outfitManipulator)
        outfitManipulator:RegisterCallback("PendingDataChanged", function(outfitSlotIndex) self:OnOutfitPendingDataChanged(outfitIndex, outfitSlotIndex) end)
    end
    if not suppressBroadcast then
        self:FireCallbacks("RefreshOutfit", outfitIndex)
    end
end
function Outfit_Manager:OnOutfitPendingDataChanged(outfitIndex, outfitSlotIndex)
    self:FireCallbacks("PendingDataChanged", outfitIndex, outfitSlotIndex)
end
function Outfit_Manager:RefreshEquippedOutfitIndex()
    local equippedOutfitIndex = GetEquippedOutfitIndex()
    if self.equippedOutfitIndex ~= equippedOutfitIndex then
        local previousManipulator = self:GetOutfitManipulator(self.equippedOutfitIndex)
        if previousManipulator and previousManipulator:IsMarkedForPreservation() then
            previousManipulator:SetMarkedForPreservation(false)
            previousManipulator:ClearPendingChanges(true)
        end
        self.equippedOutfitIndex = equippedOutfitIndex
        self:FireCallbacks("RefreshEquippedOutfitIndex")
    end
end
function Outfit_Manager:GetOutfitManipulator(outfitIndex)
    return self.outfits[outfitIndex]
end
function Outfit_Manager:GetEquippedOutfitIndex()
    return self.equippedOutfitIndex
end
function Outfit_Manager:GetNumOutfits()
    return #self.outfits
end
function Outfit_Manager:EquipOutfit(outfitIndex)
    if self.equippedOutfitIndex ~= outfitIndex then
        EquipOutfit(outfitIndex)
        self:RefreshEquippedOutfitIndex()
    end
end
function Outfit_Manager:GetOutfitSlotManipulatorFromRestyleSlotData(restyleSlotData)
    local restyleMode, restyleSetIndex, restyleSlotType = restyleSlotData:GetData()
    local outfitManipulator = self.outfits[restyleSetIndex]
    if outfitManipulator then
        return outfitManipulator:GetSlotManipulator(restyleSlotType)
    end
end
function Outfit_Manager:IsOutfitSlotWeapon(outfitSlot)
    return WEAPON_SLOTS[outfitSlot] == true
end
do
    local ARMOR_SLOTS = 
    {
        [OUTFIT_SLOT_HEAD] = true,
        [OUTFIT_SLOT_CHEST] = true,
        [OUTFIT_SLOT_SHOULDERS] = true,
        [OUTFIT_SLOT_HANDS] = true,
        [OUTFIT_SLOT_WAIST] = true,
        [OUTFIT_SLOT_LEGS] = true,
        [OUTFIT_SLOT_FEET] = true,
    }
    function Outfit_Manager:IsOutfitSlotArmor(outfitSlot)
        return ARMOR_SLOTS[outfitSlot] == true
    end
end
do
    local MAIN_WEAPONS = 
    {
        [OUTFIT_SLOT_WEAPON_MAIN_HAND] = true,
        [OUTFIT_SLOT_WEAPON_OFF_HAND] = true,
        [OUTFIT_SLOT_WEAPON_TWO_HANDED] = true,
        [OUTFIT_SLOT_WEAPON_STAFF] = true,
        [OUTFIT_SLOT_WEAPON_BOW] = true,
        [OUTFIT_SLOT_SHIELD] = true,
    }
    local BACKUP_WEAPONS = 
    {
        [OUTFIT_SLOT_WEAPON_MAIN_HAND_BACKUP] = true,
        [OUTFIT_SLOT_WEAPON_OFF_HAND_BACKUP] = true,
        [OUTFIT_SLOT_WEAPON_TWO_HANDED_BACKUP] = true,
        [OUTFIT_SLOT_WEAPON_STAFF_BACKUP] = true,
        [OUTFIT_SLOT_WEAPON_BOW_BACKUP] = true,
        [OUTFIT_SLOT_SHIELD_BACKUP] = true,
    }
    function Outfit_Manager:IsWeaponOutfitSlotActive(outfitSlot)
        local activeWeaponPair = GetActiveWeaponPairInfo()
        if activeWeaponPair == ACTIVE_WEAPON_PAIR_MAIN then
            return MAIN_WEAPONS[outfitSlot]
        else
            return BACKUP_WEAPONS[outfitSlot]
        end
    end
    function Outfit_Manager:IsWeaponOutfitSlotCurrentlyHeld(outfitSlot)
        if self:IsWeaponOutfitSlotActive(outfitSlot) then
            local mainHandOutfitSlot, offHandOutfitSlot = GetOutfitSlotsForCurrentlyHeldWeapons()
            return outfitSlot == mainHandOutfitSlot or outfitSlot == offHandOutfitSlot
        end
    end
    function Outfit_Manager:IsWeaponOutfitSlotCurrentlyEquipped(outfitSlot)
        local mainHandOutfitSlot, offHandOutfitSlot, backupMainHandOutfitSlot, backupOffHandOutfitSlot = GetOutfitSlotsForEquippedWeapons()
        return outfitSlot == mainHandOutfitSlot 
                or outfitSlot == offHandOutfitSlot
                or outfitSlot == backupMainHandOutfitSlot
                or outfitSlot == backupOffHandOutfitSlot
    end
    function Outfit_Manager:IsWeaponOutfitSlotMain(outfitSlot)
        return MAIN_WEAPONS[outfitSlot] == true
    end
    function Outfit_Manager:IsWeaponOutfitSlotBackup(outfitSlot)
        return BACKUP_WEAPONS[outfitSlot] == true
    end
end
function Outfit_Manager:HasWeaponsCurrentlyHeldToOverride()
    local mainHandOutfitSlot, offHandOutfitSlot = GetOutfitSlotsForCurrentlyHeldWeapons()
    return mainHandOutfitSlot ~= nil or offHandOutfitSlot ~= nil
end
function Outfit_Manager:GetPreferredOutfitSlotForStyle(collectibleData)
    if collectibleData.clearAction then
        return collectibleData.preferredOutfitSlot
    else
        local eligibleSlots = { GetEligibleOutfitSlotsForCollectible(collectibleData:GetId()) }
        if #eligibleSlots > 0 then
            if collectibleData:IsArmorStyle() then
                return eligibleSlots[1]
            else
                for _, outfitSlot in ipairs(eligibleSlots) do
                    if self:IsWeaponOutfitSlotActive(outfitSlot) then
                        return outfitSlot
                    end
                end
            end
        end
    end
    return nil
end
function Outfit_Manager:GetShowLocked()
    return self.savedVars.showLockedStyles
end
function Outfit_Manager:SetShowLocked(showLocked)
    if showLocked ~= self.savedVars.showLockedStyles then
        self.savedVars.showLockedStyles = showLocked
        self:FireCallbacks("ShowLockedChanged")
    end
end
ZO_OUTFIT_MANAGER = Outfit_Manager:New()