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ZO_FURNITURE_NEEDS_CATEGORIZATION_FAKE_CATEGORY = "NEEDS_CATEGORY"
ZO_PLACEABLE_TYPE_ITEM = 1
ZO_PLACEABLE_TYPE_COLLECTIBLE = 2
ZO_PLACEABLE_FURNITURE_BAGS =
{
[ BAG_BACKPACK ] = true ,
[ BAG_BANK ] = true ,
[ BAG_SUBSCRIBER_BANK ] = true ,
[ BAG_HOUSE_BANK_ONE ] = true ,
[ BAG_HOUSE_BANK_TWO ] = true ,
[ BAG_HOUSE_BANK_THREE ] = true ,
[ BAG_HOUSE_BANK_FOUR ] = true ,
[ BAG_HOUSE_BANK_FIVE ] = true ,
[ BAG_HOUSE_BANK_SIX ] = true ,
[ BAG_HOUSE_BANK_SEVEN ] = true ,
[ BAG_HOUSE_BANK_EIGHT ] = true ,
[ BAG_HOUSE_BANK_NINE ] = true ,
[ BAG_HOUSE_BANK_TEN ] = true ,
}
-- Make sure no new bags have been added since the last time we updated ZO_PLACEABLE_FURNITURE_BAGS
-- If a new bag was added and it's possible to place furniture from it add it to the table
local FURNITURE_COMMAND_REMOVE = 1
end
return itemData . isPlaceableFurniture
end
return sharedFurnitureManager
end
{
[ ZO_PLACEABLE_TYPE_COLLECTIBLE ] = { } ,
[ ZO_PLACEABLE_TYPE_ITEM ] = { } ,
}
end
end
end
SHARED_INVENTORY : RegisterCallback ( "FullInventoryUpdate" , function ( bagId ) self : OnFullInventoryUpdate ( bagId ) end )
SHARED_INVENTORY : RegisterCallback ( "SingleSlotInventoryUpdate" , function ( ... ) self : OnSingleSlotInventoryUpdate ( ... ) end )
ZO_COLLECTIBLE_DATA_MANAGER : RegisterCallback ( "OnCollectionUpdated" , function ( ... ) self : OnCollectionUpdated ( ... ) end )
if furnitureCommand . command == FURNITURE_COMMAND_REMOVE then
end
end
{
self : BuildCategoryTreeData ( self . placeableFurnitureCategoryTreeData , bagEntries , self . placementFurnitureTheme )
end
self : BuildCategoryTreeData ( self . placeableFurnitureCategoryTreeData , self : GetPlaceableFurnitureCache ( ZO_PLACEABLE_TYPE_COLLECTIBLE ) , self . placementFurnitureTheme )
end ,
end ,
} )
{
self : BuildCategoryTreeData ( self . retrievableFurnitureCategoryTreeData , self : GetRetrievableFurnitureCache ( ) )
end ,
end ,
} )
{
self : BuildCategoryTreeData ( self . marketProductCategoryTreeData , self : GetMarketProductCache ( ) , self . purchaseFurnitureTheme )
end ,
} )
end
end
end
EVENT_MANAGER : RegisterForEvent ( "SharedFurniture" , EVENT_HOUSING_FURNITURE_REMOVED , FurnitureRemoved )
end
-- make sure all furniture found in house banks are populated in this manager
for bagId = BAG_HOUSE_BANK_ONE , BAG_HOUSE_BANK_TEN do
end
else
end
end
if displayGroup == MARKET_DISPLAY_GROUP_HOUSE_EDITOR then
end
end
EVENT_MANAGER : RegisterForEvent ( "SharedFurniture" , EVENT_MARKET_STATE_UPDATED , function ( eventId , ... ) OnMarketStateUpdated ( ... ) end )
if displayGroup == MARKET_DISPLAY_GROUP_HOUSE_EDITOR then
end
end
EVENT_MANAGER : RegisterForEvent ( "SharedFurniture" , EVENT_MARKET_PRODUCT_AVAILABILITY_UPDATED , function ( eventId , ... ) OnMarketProductAvailabilityUpdated ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "SharedFurniture" , EVENT_MARKET_PURCHASE_RESULT , function ( eventId , ... ) self : UpdateMarketProductCache ( ) end )
EVENT_MANAGER : RegisterForEvent ( "SharedFurniture" , EVENT_BACKGROUND_LIST_FILTER_COMPLETE , function ( eventId , ... ) self : OnBackgroundListFilterComplete ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "SharedFurniture" , EVENT_MAP_PING , function ( eventId , ... ) self : OnMapPing ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "SharedFurniture" , EVENT_HOUSING_EDITOR_MODE_CHANGED , function ( eventId , ... ) self : OnHousingEditorModeChanged ( ... ) end )
end
end
end
if pingTag == "waypoint" then
if pingEventType == PING_EVENT_ADDED then
end
elseif pingEventType == PING_EVENT_REMOVED then
--If the remove was triggered by our own add (there is only one player waypoint so setting it removes the old one) then we can ignore this.
--Otherwise something else removed the player waypoint so clear out our state info.
end
end
end
end
--If they picked up the furniture clear the player waypoint if it was showing the location of that furniture
if newMode == HOUSING_EDITOR_MODE_PLACEMENT and self . waypointToFurnitureId and HousingEditorGetSelectedFurnitureId ( ) == self . waypointToFurnitureId then
end
end
end
--setup just the placeable collections, SharedInventory will tell us when its ready to query placeable items
self . retrievableFurniture [ zo_getSafeId64Key ( furnitureId ) ] = self : CreatePlacedFurnitureData ( furnitureId )
end
end
if collectibleId ~= 0 then
if self : CanAddFurnitureDataToRefresh ( self . placeableFurnitureCategoryTreeData , furnitureCollectible ) then
self . refreshGroups : RefreshSingle ( "UpdatePlacementFurniture" , { target = furnitureCollectible , command = FURNITURE_COMMAND_REMOVE } )
end
--No need to run the text filter since this is just a remove. We can notify others immediately.
end
--if an item just add to the recall list, SharedInventory will propagate the placeable list changes
end
if collectibleId ~= 0 then
self . placeableFurniture [ ZO_PLACEABLE_TYPE_COLLECTIBLE ] [ collectibleId ] = ZO_PlaceableFurnitureCollectible : New ( collectibleId )
--If we removed a house bank, tell the player that they need to re-place it to get those items
if collectibleData and collectibleData : GetCategoryType ( ) == COLLECTIBLE_CATEGORY_TYPE_HOUSE_BANK then
local NO_SOUND = nil
ZO_Alert ( UI_ALERT_CATEGORY_ALERT , NO_SOUND , zo_strformat ( SI_HOUSING_FURNITURE_PUT_AWAY_HOUSE_BANK_WARNING , collectibleData : GetName ( ) ) )
end
end
--if an item just remove, the inventory update will handle the placeable list changes
self . refreshGroups : RefreshSingle ( "UpdateRetrievableFurniture" , { target = self . retrievableFurniture [ furnitureIdKey ] , command = FURNITURE_COMMAND_REMOVE } )
--No need to run the text filter since this is just a remove. We can notify others immediately.
--If we removed this furniture and it had a waypoint then remove the waypoint
end
end
end
if ZO_PLACEABLE_FURNITURE_BAGS [ bagId ] then
end
end
if ZO_PLACEABLE_FURNITURE_BAGS [ bagId ] then
if slotData and slotData . isPlaceableFurniture then
elseif not slotData and previousSlotData and previousSlotData . isPlaceableFurniture then
--the item was deleted
if bag then
local itemToRemove = bag [ slotIndex ]
self . refreshGroups : RefreshSingle ( "UpdatePlacementFurniture" , { target = itemToRemove , command = FURNITURE_COMMAND_REMOVE } )
end
bag [ slotIndex ] = nil
--No need to run the text filter since this is just a remove. We can notify others immediately.
end
end
end
end
function ZO_SharedFurnitureManager : OnCollectionUpdated ( collectionUpdateType , collectiblesByNewUnlockState )
if collectionUpdateType == ZO_COLLECTION_UPDATE_TYPE . REBUILD then
else
local requestApplyPlaceableTextFilterToData = false
local fireRetrievableFurnitureChanged = false
requestApplyPlaceableTextFilterToData = true
end
--Update retrievable furniture that is backed by a collectible
fireRetrievableFurnitureChanged = true
break
end
end
end
end
end
if requestApplyPlaceableTextFilterToData then
end
if fireRetrievableFurnitureChanged then
end
end
end
do
end
local furnitureTheme = theme or FURNITURE_THEME_TYPE_ALL
end
end
end
end
if categoryId and categoryId > 0 then
local couldntFindExpectedCategory = false
if categoryData then
if subcategoryId and subcategoryId > 0 then
if subcategoryData then
else
couldntFindExpectedCategory = true
end
else
end
else
couldntFindExpectedCategory = true
end
if couldntFindExpectedCategory then
local isFiltered = ( categoryTreeData == self . placeableFurnitureCategoryTreeData and self . isPlaceableFiltered )
-- Only assert if the category or subcategory genuinely does not exist or if there is no filter currently being applied to the relevant category tree.
if not isFiltered or not GetFurnitureCategoryInfo ( categoryId ) or not GetFurnitureCategoryInfo ( subcategoryId ) then
internalassert ( false , string . format ( "Removing non-existent furniture from %s." , categoryTreeData : GetRootCategoryName ( ) ) )
end
end
else
local categoryData = categoryTreeData : GetSubcategory ( ZO_FURNITURE_NEEDS_CATEGORIZATION_FAKE_CATEGORY )
end
end
end
end
end
end
end
end
end
if bagId then
local bagCache = itemCache [ bagId ]
if bagCache then
end
end
end
end
local SORTED = true
local filteredDataTable = ZO_COLLECTIBLE_DATA_MANAGER : GetAllCollectibleDataObjects ( { ZO_CollectibleCategoryData . IsStandardCategory } , { ZO_CollectibleData . IsPlaceableFurniture , ZO_CollectibleData . IsUnlocked } , SORTED )
end
end
local NO_SUBCATEGORY = nil
local _ , numSubcategories , numMarketProducts = GetMarketProductCategoryInfo ( MARKET_DISPLAY_GROUP_HOUSE_EDITOR , categoryIndex )
for marketProductIndex = 1 , numMarketProducts do
local productId , presentationIndex = GetMarketProductPresentationIds ( MARKET_DISPLAY_GROUP_HOUSE_EDITOR , categoryIndex , NO_SUBCATEGORY , marketProductIndex )
end
for subcategoryIndex = 1 , numSubcategories do
local _ , numSubCategoryMarketProducts = GetMarketProductSubCategoryInfo ( MARKET_DISPLAY_GROUP_HOUSE_EDITOR , categoryIndex , subcategoryIndex )
for marketProductIndex = 1 , numSubCategoryMarketProducts do
local productId , presentationIndex = GetMarketProductPresentationIds ( MARKET_DISPLAY_GROUP_HOUSE_EDITOR , categoryIndex , subcategoryIndex , marketProductIndex )
end
end
end
end
marketHousingProduct : RefreshInfo ( marketHousingProduct . marketProductId , marketHousingProduct . presentationIndex )
end
end
local bag = itemCache [ bagId ]
if not bag then
bag = { }
itemCache [ bagId ] = bag
end
local placeableItem = bag [ slotIndex ]
if placeableItem then
else
end
end
if existingCollectible then
else
end
return true
else
if existingCollectible and self : CanAddFurnitureDataToRefresh ( self . placeableFurnitureCategoryTreeData , existingCollectible ) then
self . refreshGroups : RefreshSingle ( "UpdatePlacementFurniture" , { target = existingCollectible , command = FURNITURE_COMMAND_REMOVE } )
end
--No need to run the text filter since this is just a remove. We can notify others immediately.
return false
end
end
end
end
end
end
do
local DISTANCE_CHANGE_BEFORE_UPDATE = 10
--If this is the first update in the zone, we've moved far enough from our last position or if a
--furnishing has been moved then update the retrievable furniture's position information relative to the player.
local updateDistances = false
updateDistances = true
else
updateDistances = true
else
local distanceChange = zo_abs ( playerWorldX - self . lastPlayerWorldX ) + zo_abs ( playerWorldY - self . lastPlayerWorldY ) + zo_abs ( playerWorldZ - self . lastPlayerWorldZ )
if distanceChange > DISTANCE_CHANGE_BEFORE_UPDATE then
updateDistances = true
end
end
end
-- If distances require an update, capture the latest position of the player.
if updateDistances then
end
--If this is the first update or we are updating the distances (which also influences heading) or we have turned the camera far enough from
--our last heading then update the retrievable furniture direction to the player
local updateHeading = false
updateHeading = true
elseif zo_abs ( self . lastPlayerHeading - playerCameraHeading ) > HEADING_CHANGE_BEFORE_UPDATE_RADIANS then
updateHeading = true
end
-- If the camera heading has changed significantly, capture the latest heading.
if updateHeading then
end
--In both cases we update all the position data. This could be changed to only touch the heading for the heading case but
--it saves very little.
if updateDistances or updateHeading then
retrievableFurniture : RefreshPositionalData ( playerWorldX , playerWorldY , playerWorldZ , playerCameraHeading )
end
end
--Notify that the distances have changed
if updateDistances then
elseif updateHeading then
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
local canAddToRefresh = true
if categoryId and categoryId > 0 then
canAddToRefresh = categoryData ~= nil
if canAddToRefresh and subcategoryId and subcategoryId > 0 then
canAddToRefresh = subcategoryData ~= nil
end
end
return canAddToRefresh
end
--Starts a background task to filter the placeable list entries using the text input. This will eventually result in the category list being marked dirty
--and others being notified to update once the filter completes.
-- Very broad searches have bad performance implications: The search itself is asynchronous (and snappy), but updating UI to reflect the search is not
end
--Cancel any in progress filtering so we can do a new one
end
--If we have filter text than create the tasks
--Inventory Items
local itemTaskId = CreateBackgroundListFilter ( BACKGROUND_LIST_FILTER_TARGET_BAG_SLOT , self . placeableTextFilter )
end
end
--Collectibles
local collectibleTaskId = CreateBackgroundListFilter ( BACKGROUND_LIST_FILTER_TARGET_COLLECTIBLE_ID , self . placeableTextFilter )
self . inProgressPlaceableFurnitureTextFilterTaskIds [ ZO_PLACEABLE_TYPE_COLLECTIBLE ] = collectibleTaskId
for collectibleId , collectibleData in pairs ( self . placeableFurniture [ ZO_PLACEABLE_TYPE_COLLECTIBLE ] ) do
end
--If we have no search text then everything passes, so set everything to true now.
else
--Inventory Items
end
end
--Collectibles
for collectibleId , collectibleData in pairs ( self . placeableFurniture [ ZO_PLACEABLE_TYPE_COLLECTIBLE ] ) do
end
--Mark the placeable furniture category data dirty and let others know about that
end
end
--Starts a background task to filter the retrievable list entries using the text input. This will eventually result in the category list being marked dirty
--and others being notified to update once the filter completes.
end
--If we have filter text than create the task
local furnitureTaskId = CreateBackgroundListFilter ( BACKGROUND_LIST_FILTER_TARGET_FURNITURE_ID , self . retrievableTextFilter )
end
--If we have no search text then everything passes, so set everything to true now.
else
end
--Mark the retrievable furniture category data dirty and let others know about that
end
end
end
--If we have filter text than create the task
local marketProductTaskId = CreateBackgroundListFilter ( BACKGROUND_LIST_FILTER_TARGET_MARKET_PRODUCT_ID , self . marketProductTextFilter )
end
--If we have no search text then everything passes, so set everything to true now.
else
end
--Mark the market product category data dirty and let others know about that
end
end
function ZO_SharedFurnitureManager : TryMarkPlaceableBackgroundListFilterComplete ( placeableType , taskId )
return true
end
return false
end
local CHANGED_FROM_SEARCH = true
--Retrievable
--Set everything that passed the filter to true
if retrievableFurnitureDataCache then
local furnitureData = retrievableFurnitureDataCache [ furnitureIdKey ]
if furnitureData then
end
end
end
--Mark the retrievable furniture category data dirty and let others know about that
--Market Product
if marketProductData then
end
end
--Mark the retrievable furniture category data dirty and let others know about that
--Item/Collectible that can be placed
else
--Mark that it was completed.
end
--We only trigger the update when all outstanding filter tasks are done. This is to
--prevent building the categories 3 times for each letter typed in the search box and also to prevent having the
--categories rebuilt with only some of the visibility states know.
--Inventory Items
if itemDataCache then
local bagCache = itemDataCache [ bag ]
if bagCache then
local slotData = bagCache [ slot ]
if slotData then
end
end
end
end
--Collectibles
local collectibleTaskId = self . completePlaceableFurnitureTextFilterTaskIds [ ZO_PLACEABLE_TYPE_COLLECTIBLE ]
if collectibleDataCache then
local collectibleData = collectibleDataCache [ collectibleId ]
if collectibleData then
end
end
end
--Mark the placeable furniture category data dirty and let others know about that
end
end
end
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