Back to Home

ESO Lua File v100031

ingame/storewindow/gamepad/storewindow_gamepad_util.lua

[◄ back to folders ]
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
local STORE_WEAPON_GROUP = 1
local STORE_HEAVY_ARMOR_GROUP = 2
local STORE_MEDIUM_ARMOR_GROUP = 3
local STORE_LIGHT_ARMOR_GROUP = 4
local STORE_JEWELRY_GROUP = 5
local STORE_SUPPLIES_GROUP = 6
local STORE_MATERIALS_GROUP = 7
local STORE_QUICKSLOTS_GROUP = 8
local STORE_COLLECTIBLE_GROUP = 9
local STORE_QUEST_ITEMS_GROUP = 10
local STORE_ANTIQUITY_LEADS_GROUP = 11
local STORE_OTHER_GROUP = 12
-------------------
--Utility functions
-------------------
local function GetItemStoreGroup(itemData)
    if itemData.entryType == STORE_ENTRY_TYPE_COLLECTIBLE then
        return STORE_COLLECTIBLE_GROUP
    elseif itemData.entryType == STORE_ENTRY_TYPE_QUEST_ITEM then
        return STORE_QUEST_ITEMS_GROUP
    elseif itemData.entryType == STORE_ENTRY_TYPE_ANTIQUITY_LEAD then
        return STORE_ANTIQUITY_LEADS_GROUP
    elseif itemData.equipType == EQUIP_TYPE_RING or itemData.equipType== EQUIP_TYPE_NECK then
        return STORE_JEWELRY_GROUP
    elseif itemData.itemType == ITEMTYPE_WEAPON or itemData.displayFilter == ITEMFILTERTYPE_WEAPONS then
        return STORE_WEAPON_GROUP
    elseif itemData.itemType == ITEMTYPE_ARMOR or itemData.displayFilter == ITEMFILTERTYPE_ARMOR then
        local armorType
        if itemData.bagId and itemData.slotIndex then
            armorType = GetItemArmorType(itemData.bagId, itemData.slotIndex)
        else
            armorType = GetItemLinkArmorType(itemData.itemLink)
        end
        if armorType == ARMORTYPE_HEAVY then
            return STORE_HEAVY_ARMOR_GROUP
        elseif armorType == ARMORTYPE_MEDIUM then
            return STORE_MEDIUM_ARMOR_GROUP
        elseif armorType == ARMORTYPE_LIGHT then
            return STORE_LIGHT_ARMOR_GROUP
        end
    elseif ZO_InventoryUtils_DoesNewItemMatchSupplies(itemData) then
        return STORE_SUPPLIES_GROUP
    elseif ZO_InventoryUtils_DoesNewItemMatchFilterType(itemData, ITEMFILTERTYPE_CRAFTING) then
        return STORE_MATERIALS_GROUP
    elseif ZO_InventoryUtils_DoesNewItemMatchFilterType(itemData, ITEMFILTERTYPE_QUICKSLOT) then
        return STORE_QUICKSLOTS_GROUP
    end
    return STORE_OTHER_GROUP
end
local function GetBestItemCategoryDescription(itemData)
    if itemData.storeGroup == STORE_COLLECTIBLE_GROUP then
        local collectibleCategory = GetCollectibleCategoryTypeFromLink(itemData.itemLink)
        return GetString("SI_COLLECTIBLECATEGORYTYPE", collectibleCategory)
    elseif itemData.storeGroup == STORE_QUEST_ITEMS_GROUP then
        return GetString(SI_ITEM_FORMAT_STR_QUEST_ITEM)
    elseif itemData.storeGroup == STORE_ANTIQUITY_LEADS_GROUP then
        return GetString(SI_GAMEPAD_VENDOR_ANTIQUITY_LEAD_GROUP_HEADER)
    else
    end
end
local function GetBestSellItemCategoryDescription(itemData)
    local traitType = GetItemTrait(itemData.bagId, itemData.slotIndex)
    if traitType == ITEM_TRAIT_TYPE_WEAPON_ORNATE or traitType == ITEM_TRAIT_TYPE_ARMOR_ORNATE or traitType == ITEM_TRAIT_TYPE_JEWELRY_ORNATE then
        return GetString("SI_ITEMTRAITTYPE", traitType)
    else
        return GetBestItemCategoryDescription(itemData)
    end
end
local DEFAULT_SORT_KEYS =
{
    bestGamepadItemCategoryName = { tiebreaker = "name" },
    name = { tiebreaker = "requiredLevel" },
    requiredLevel = { tiebreaker = "requiredChampionPoints", isNumeric = true },
    requiredChampionPoints = { tiebreaker = "iconFile", isNumeric = true },
    iconFile = { tiebreaker = "uniqueId" },
    uniqueId = { isId64 = true },
    customSortOrder = { tiebreaker = "bestGamepadItemCategoryName", isNumeric = true },
}
local function ItemSortFunc(data1, data2)
     return ZO_TableOrderingFunction(data1, data2, "bestGamepadItemCategoryName", DEFAULT_SORT_KEYS, ZO_SORT_ORDER_UP)
end
local function SellSortFunc(data1, data2)
     return ZO_TableOrderingFunction(data1, data2, "customSortOrder", DEFAULT_SORT_KEYS, ZO_SORT_ORDER_UP)
end
local BUY_ITEMS_SORT_KEYS =
{
    bestGamepadItemCategoryName = { tiebreaker = "name" },
    name = { tiebreaker = "meetsRequirementsToBuy" },
    meetsRequirementsToBuy = { tiebreaker = "meetsRequirementsToEquip", isNumeric = true },
    meetsRequirementsToEquip = { tiebreaker = "icon", isNumeric = true },
    icon = { tiebreaker = "slotIndex" },
    slotIndex = { isId64 = true },
}
local BUY_ITEMS_SORT_KEYS_VALUE =
{
    bestGamepadItemCategoryName = { tiebreaker = "stackBuyPrice" },
    stackBuyPrice = { tiebreaker = "stackBuyPriceCurrency1" , isNumeric = true},
    stackBuyPriceCurrency1 = { tiebreaker = "stackBuyPriceCurrency2", isNumeric = true },
    stackBuyPriceCurrency2 = { tiebreaker = "name", isNumeric = true },
    name = { tiebreaker = "meetsRequirementsToBuy" },
    meetsRequirementsToBuy = { tiebreaker = "meetsRequirementsToEquip", isNumeric = true },
    meetsRequirementsToEquip = { tiebreaker = "icon", isNumeric = true },
    icon = { tiebreaker = "slotIndex" },
    slotIndex = { isId64 = true },
}
local function BuySortFunc(data1, data2)
    local keys = BUY_ITEMS_SORT_KEYS
    local defaultSortField = GetStoreDefaultSortField()
    if defaultSortField == STORE_DEFAULT_SORT_FIELD_VALUE then
        keys = BUY_ITEMS_SORT_KEYS_VALUE
    end
    return ZO_TableOrderingFunction(data1, data2, "bestGamepadItemCategoryName", keys, ZO_SORT_ORDER_UP)
end
local BUYBACK_ITEMS_SORT_KEYS =
{
    bestGamepadItemCategoryName = { tiebreaker = "name" },
    name = { tiebreaker = "meetsRequirementsToBuy" },
    meetsRequirementsToBuy = { tiebreaker = "meetsRequirementsToEquip", isNumeric = true },
    meetsRequirementsToEquip = { tiebreaker = "icon", isNumeric = true },
    icon = { tiebreaker = "slotIndex" },
    slotIndex = { isId64 = true },
}
local function BuybackSortFunc(data1, data2)
     return ZO_TableOrderingFunction(data1, data2, "bestGamepadItemCategoryName", BUYBACK_ITEMS_SORT_KEYS, ZO_SORT_ORDER_UP)
end
local REPAIR_ITEMS_SORT_KEYS =
{
    name = { tiebreaker = "repairCost" },
    repairCost = { tiebreaker = "condition", isNumeric = true },
    condition = { tiebreaker = "displayQuality", isNumeric = true },
    displayQuality = { tiebreaker = "quality" },
    -- quality is depricated, included here for addon backwards compatibility
    quality = { tiebreaker = "stackCount" },
    stackCount = { tiebreaker = "slotIndex" },
    slotIndex = { isId64 = true },
}
local function RepairSortFunc(data1, data2)
     return ZO_TableOrderingFunction(data1, data2, "name", REPAIR_ITEMS_SORT_KEYS, ZO_SORT_ORDER_UP)
end
local function GetBuyItems()
    local items = ZO_StoreManager_GetStoreItems()
    --- Gamepad versions have extra data / differently named values in templates
    for i, itemData in ipairs(items) do
        itemData.pressedIcon = itemData.icon
        itemData.stackCount = itemData.stack
        itemData.sellPrice = itemData.price
        if itemData.sellPrice == 0 then
            itemData.sellPrice = itemData.stackBuyPriceCurrency1
        end
        itemData.selectedNameColor = ZO_SELECTED_TEXT
        itemData.unselectedNameColor = ZO_DISABLED_TEXT
        itemData.itemLink = GetStoreItemLink(itemData.slotIndex)
        itemData.itemType = GetItemLinkItemType(itemData.itemLink)
        itemData.equipType = GetItemLinkEquipType(itemData.itemLink)
        itemData.storeGroup = GetItemStoreGroup(itemData)
        itemData.bestGamepadItemCategoryName = GetBestItemCategoryDescription(itemData)
        if not itemData.meetsRequirementsToBuy and ZO_StoreManager_DoesBuyStoreFailureLockEntry(itemData.buyStoreFailure) then
            itemData.locked = true
        end
    end
    return items
end
local function GetSellItems()
    local items = SHARED_INVENTORY:GenerateFullSlotData(nil, BAG_WORN, BAG_BACKPACK)
    local unequippedItems = {}
    --- Setup sort filter
    for i, itemData in ipairs(items) do
        if itemData.bagId ~= BAG_WORN and not itemData.stolen and not itemData.isPlayerLocked then
            itemData.isEquipped = false
            itemData.meetsRequirementsToBuy = true
            itemData.meetsRequirementsToEquip = itemData.meetsUsageRequirements
            itemData.storeGroup = GetItemStoreGroup(itemData)
            itemData.bestGamepadItemCategoryName = GetBestSellItemCategoryDescription(itemData)
            itemData.customSortOrder = itemData.sellInformationSortOrder
            table.insert(unequippedItems, itemData)
        end
    end
    return unequippedItems
end
local function GetBuybackItems()
    local items = {}
    for entryIndex = 1, GetNumBuybackItems() do
        local icon, name, stackCount, price, functionalQuality, meetsRequirementsToEquip, displayQuality = GetBuybackItemInfo(entryIndex)
        if stackCount > 0 then
            local itemLink = GetBuybackItemLink(entryIndex)
            local itemType = GetItemLinkItemType(itemLink)
            local equipType = GetItemLinkEquipType(itemLink)
            local traitInformation = GetItemTraitInformationFromItemLink(itemLink)
            local sellInformation = GetItemLinkSellInformation(itemLink)
            local totalPrice = price * stackCount
            local buybackData =
            {
                slotIndex = entryIndex,
                icon = icon,
                name = zo_strformat(SI_TOOLTIP_ITEM_NAME, name),
                stackCount = stackCount,
                price = price,
                sellPrice = totalPrice,
                functionalQuality = functionalQuality,
                displayQuality = displayQuality,
                -- self.quality is depricated, included here for addon backwards compatibility
                quality = displayQuality,
                meetsRequirementsToBuy = true,
                meetsRequirementsToEquip = meetsRequirementsToEquip,
                stackBuyPrice = totalPrice,
                itemLink = itemLink,
                itemType = itemType,
                equipType = equipType,
                filterData = { GetItemLinkFilterTypeInfo(itemLink) },
                traitInformation = traitInformation,
                itemTrait = GetItemLinkTraitInfo(itemLink),
                traitInformationSortOrder = ZO_GetItemTraitInformation_SortOrder(traitInformation),
                sellInformation = sellInformation,
                sellInformationSortOrder = ZO_GetItemSellInformationCustomSortOrder(sellInformation),
            }
            buybackData.storeGroup = GetItemStoreGroup(buybackData)
            buybackData.bestGamepadItemCategoryName = GetBestItemCategoryDescription(buybackData)
            table.insert(items, buybackData)
        end
    end
    return items
end
local function GatherDamagedEquipmentFromBag(bagId, itemTable)
    local bagSlots = GetBagSize(bagId)
    for slotIndex=0, bagSlots - 1 do
        local condition = GetItemCondition(bagId, slotIndex)
        if condition < 100 and not IsItemStolen(bagId, slotIndex) then
            local _, stackCount = GetItemInfo(bagId, slotIndex)
            if stackCount > 0 then
                local repairCost = GetItemRepairCost(bagId, slotIndex)
                if repairCost > 0 then
                    local damagedItem = SHARED_INVENTORY:GenerateSingleSlotData(bagId, slotIndex)
                    damagedItem.condition = condition
                    damagedItem.repairCost = repairCost
                    damagedItem.invalidPrice = repairCost > GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER)
                    damagedItem.isEquippedInCurrentCategory = damagedItem.bagId == BAG_WORN
                    damagedItem.storeGroup = GetItemStoreGroup(damagedItem)
                    damagedItem.bestGamepadItemCategoryName = GetBestItemCategoryDescription(damagedItem)
                    table.insert(itemTable, damagedItem)
                end
            end
        end
    end
end
local function GetRepairItems()
    local items = {}
    GatherDamagedEquipmentFromBag(BAG_WORN, items)
    GatherDamagedEquipmentFromBag(BAG_BACKPACK, items)
    return items
end
-- optFilterFunction is an optional additional check to make when gathering all the stolen items
-- ... are bag ids to get items from
local function GetStolenItems(optFilterFunction, ...)
    local function IsStolenItem(itemData)
        local isStolen = itemData.stolen
        if optFilterFunction then
            return isStolen and optFilterFunction(itemData)
        else
            return isStolen
        end
    end
    local items = SHARED_INVENTORY:GenerateFullSlotData(IsStolenItem, ...)
    local unequippedItems = {}
    --- Setup sort filter
    for i, itemData in ipairs(items) do
        itemData.isEquipped = false
        itemData.meetsRequirementsToBuy = true
        itemData.meetsRequirementsToEquip = itemData.meetsUsageRequirements
        itemData.storeGroup = GetItemStoreGroup(itemData)
        itemData.bestGamepadItemCategoryName = GetBestItemCategoryDescription(itemData)
        table.insert(unequippedItems, itemData)
    end
    return unequippedItems
end
local function GetStolenSellItems()
    -- can't sell stolen things from BAG_WORN so just check BACKPACK
    return GetStolenItems(IsItemStolenAndSellable, BAG_BACKPACK)
end
local function GetLaunderItems()
    local NO_ADDED_FILTER = nil
    return GetStolenItems(NO_ADDED_FILTER, BAG_WORN, BAG_BACKPACK)
end
local TRAIN_ORDER = { RIDING_TRAIN_SPEED, RIDING_TRAIN_STAMINA, RIDING_TRAIN_CARRYING_CAPACITY }
local function GetStableItems()
    local items = {}
    
    local timeUntilCanBeTrained = GetTimeUntilCanBeTrained()
    local canBeTrained = timeUntilCanBeTrained == 0 and STABLE_MANAGER:CanAffordTraining()
    local header = GetString(SI_STATS_RIDING_SKILL)
    for i = 1, #TRAIN_ORDER do
        local trainingType = TRAIN_ORDER[i]
        local bonus, maxBonus = STABLE_MANAGER:GetStats(trainingType)
        local extraData = 
        {
            trainingType = trainingType,
            bonus = bonus,
            maxBonus = maxBonus,
            isSkillTrainable = canBeTrained and (bonus < maxBonus),
        }
        local itemData = 
        {
            name = GetString("SI_RIDINGTRAINTYPE", trainingType),
            iconFile = STABLE_TRAINING_TEXTURES_GAMEPAD[trainingType],
            bestGamepadItemCategoryName = header,
            ignoreStoreVisualInit = true,
            data = extraData
        }
        table.insert(items, itemData)
    end
    return items
end
--When using the ItemSortFunc, you'll want to ensure that your updateFunc provides an itemData.bestGamepadItemCategoryName
--Typically bestGamepadItemCategoryName is acquired like so:
--e.g.: itemData.storeGroup = GetItemStoreGroup(itemData, IS_STORE_ITEM)
-- itemData.bestGamepadItemCategoryName = GetBestItemCategoryDescription(itemData)
local MODE_TO_UPDATE_FUNC = {
        [ZO_MODE_STORE_BUY] =          {updateFunc = GetBuyItems,           sortFunc = BuySortFunc},
        [ZO_MODE_STORE_BUY_BACK] =     {updateFunc = GetBuybackItems,       sortFunc = BuybackSortFunc},
        [ZO_MODE_STORE_SELL] =         {updateFunc = GetSellItems,          sortFunc = SellSortFunc},
        [ZO_MODE_STORE_REPAIR] =       {updateFunc = GetRepairItems,        sortFunc = RepairSortFunc},
        [ZO_MODE_STORE_SELL_STOLEN] =  {updateFunc = GetStolenSellItems,    sortFunc = ItemSortFunc},
        [ZO_MODE_STORE_LAUNDER] =      {updateFunc = GetLaunderItems,       sortFunc = ItemSortFunc},
        [ZO_MODE_STORE_STABLE] =       {updateFunc = GetStableItems},
    }
ZO_GamepadStoreList = ZO_GamepadVerticalParametricScrollList:Subclass()
function ZO_GamepadStoreList:New(control, mode, setupFunction, overrideTemplate, overrideHeaderTemplateSetupFunction)
    local object = ZO_GamepadVerticalParametricScrollList.New(self, control)
    object:SetMode(mode, setupFunction, overrideTemplate, overrideHeaderTemplateSetupFunction)
    return object
end
local function VendorEntryHeaderTemplateSetup(control, data, selected, selectedDuringRebuild, enabled, activated)
    control:SetText(data.bestGamepadItemCategoryName)
end
function ZO_GamepadStoreList:SetMode(mode, setupFunction, overrideTemplate, overrideHeaderTemplateSetupFunction)
    self.storeMode = mode
    self.updateFunc = MODE_TO_UPDATE_FUNC[mode].updateFunc
    self.sortFunc = MODE_TO_UPDATE_FUNC[mode].sortFunc
    self.template = overrideTemplate or "ZO_GamepadPricedVendorItemEntryTemplate"
    local headerTemplateSetupFunction = overrideHeaderTemplateSetupFunction or VendorEntryHeaderTemplateSetup
    self:AddDataTemplateWithHeader(self.template, setupFunction, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, "ZO_GamepadMenuEntryHeaderTemplate", headerTemplateSetupFunction)
end
function ZO_GamepadStoreList:AddItems(items, prePaddingOverride, postPaddingOverride)
    local currentBestCategoryName = nil
    for i, itemData in ipairs(items) do
        local entry = ZO_GamepadEntryData:New(itemData.name, itemData.iconFile)
        --This is only used by stables
        local stableTrainingData = itemData.data
        if stableTrainingData then
            entry.trainingData = stableTrainingData
            local MIN_BONUS = 0
            entry:SetBarValues(MIN_BONUS, stableTrainingData.maxBonus, stableTrainingData.bonus)
            entry:SetShowBarEvenWhenUnselected(true)
        end
        if not itemData.ignoreStoreVisualInit then
            entry:InitializeStoreVisualData(itemData)
        end
        if itemData.locked then
            entry.enabled = false
        end
        if itemData.bestGamepadItemCategoryName and itemData.bestGamepadItemCategoryName ~= currentBestCategoryName then
            currentBestCategoryName = itemData.bestGamepadItemCategoryName
            entry:SetHeader(currentBestCategoryName)
            self:AddEntryWithHeader(self.template, entry)
        else
            self:AddEntry(self.template, entry)
        end
    end
    
    self:Commit()
end
function ZO_GamepadStoreList:UpdateList()
    self:Clear()
    local items = self.updateFunc()
    if self.sortFunc then
        table.sort(items, self.sortFunc)
    end
    self:AddItems(items)
end