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local PRIORITY_DEFAULT = 1
local PRIORITY_MOST_RECENT_CHARACTER = 2
local PRIORITY_PLAYER_CHOSEN = 3
return object
end
self . characterDataList = { }
self . bestSelectionData = nil
self . bestSelectionIndex = nil
self . accountChampionPoints = 0
self . playerSelectedCharacterId = nil
self . bestSelectionPriority = 0
self . mostRecentCharId = nil
self . autoShowIndex = nil
self . savedVars = savedVars
--- Character List depends on Event Announcements on Gamepad so Event Announcements must be called first when they're both ready
if self . eventAnnouncementDataReady then
self . eventAnnouncementDataReady = nil
end
if self . pendingCharacterListParams then
self . pendingCharacterListParams = nil
end
end
local defaults = { eventBannerLastSeenTimestamp = 0 , }
local VERSION = 1
end
EVENT_MANAGER : RegisterForEvent ( "ZO_CharacterSelect_Manager" , EVENT_CHARACTER_LIST_RECEIVED , function ( _ , ... )
if not self . savedVars then
self . pendingCharacterListParams = { ... }
else
end
end )
EVENT_MANAGER : RegisterForEvent ( "ZO_CharacterSelect_Manager" , EVENT_CHARACTER_RENAME_RESULT , function ( _ , ... )
end )
EVENT_MANAGER : RegisterForEvent ( "ZO_CharacterSelect_Manager" , EVENT_CHARACTER_DELETED , function ( _ , ... )
end )
EVENT_MANAGER : RegisterForEvent ( "ZO_CharacterSelect_Manager" , EVENT_EVENT_ANNOUNCEMENTS_RECEIVED , function ( _ , ... )
self . autoShowIndex = nil
if not self . savedVars then
self . eventAnnouncementDataReady = true
else
end
end )
end
EVENT_MANAGER : RegisterForEvent ( "ZO_CharacterSelect_Manager" , EVENT_EVENT_ANNOUNCEMENTS_UPDATED , OnEventAnnouncementsUpdated )
end
return self . savedVars ~= nil
end
self . eventAnnouncements = { }
if self . savedVars then
self . autoShowIndex = nil
for i = 1 , numEventAnnouncements do
{
index = i ,
startTime = eventStartTime ,
}
if eventStartTime > self . savedVars . eventBannerLastSeenTimestamp and not self . autoShowIndex then
self . autoShowIndex = i
end
end
end
end
if self . savedVars then
self . autoShowIndex = nil
self . autoShowIndex = i
end
end
end
end
return self . eventAnnouncements and # self . eventAnnouncements or 0
end
return self . eventAnnouncements and self . eventAnnouncements [ index ]
end
return self . autoShowIndex
end
self . autoShowIndex = nil
end
local eventAnnouncementData = self . eventAnnouncements and self . eventAnnouncements [ index ]
if eventAnnouncementData then
eventAnnouncementData . remainingTime = remainingTime
end
return remainingTime
end
return self . characterDataList
end
return dataEntry
end
end
end
do
return left . index < right . index
return false
return true
else
end
end
end
end
end
end
return characterData
end
end
return nil
end
end
end
local toOrder = fromOrder - 1
local fromCharacterData = self . characterDataList [ fromOrder ]
local toCharacterData = self . characterDataList [ toOrder ]
if toCharacterData then
end
end
local toOrder = fromOrder + 1
local fromCharacterData = self . characterDataList [ fromOrder ]
local toCharacterData = self . characterDataList [ toOrder ]
if toCharacterData then
end
end
if startingOrder == endingOrder then
return
end
local currentCharacterData = self . characterDataList [ startingOrder ]
local direction = endingOrder - startingOrder > 0 and 1 or - 1
local nextOrder = startingOrder
while nextOrder ~= endingOrder do
nextOrder = nextOrder + direction
local nextCharacterData = self . characterDataList [ nextOrder ]
end
end
return self . bestSelectionData
end
return self . bestSelectionIndex
end
return self . accountChampionPoints
end
self . playerSelectedCharacterId = characterData . id
end
self . selectedCharacterData = characterData
end
else
end
if selectedCharacterData then
-- Generating the random character for pregame may have changed the alliance color
if ZO_RZCHROMA_EFFECTS then
end
end
end
end
return self . selectedCharacterData
end
local name , gender , level , championPoints , class , race , alliance , id , locationId , order , needsRename = GetCharacterInfo ( characterIndex )
-- if one character has champion points, than the account has champion points
-- also make sure that the account never loses champion points between characters
if championPoints > 0 and self . accountChampionPoints < championPoints then
self . accountChampionPoints = championPoints
end
-- Because of the way the messaging works, ensure this character doesn't already exist in the table.
if characterData == nil then
local characterIndex = # self . characterDataList + 1
characterData =
{
gender = gender ,
championPoints = championPoints ,
class = class ,
race = race ,
alliance = alliance ,
id = id ,
location = locationId ,
needsRename = needsRename ,
index = characterIndex ,
}
self . characterDataList [ characterIndex ] = characterData
if self . bestSelectionPriority < PRIORITY_DEFAULT then
self . bestSelectionPriority = PRIORITY_DEFAULT
self . bestSelectionData = characterData
self . bestSelectionIndex = i
end
self . bestSelectionPriority = PRIORITY_PLAYER_CHOSEN
self . bestSelectionData = characterData
self . bestSelectionIndex = i
end
if self . bestSelectionPriority < PRIORITY_MOST_RECENT_CHARACTER then
self . bestSelectionPriority = PRIORITY_MOST_RECENT_CHARACTER
self . bestSelectionData = characterData
self . bestSelectionIndex = i
end
end
end
end
function ZO_CharacterSelect_Manager : OnCharacterListReceived ( numCharacters , maxCharacters , mostRecentlyPlayedCharacterId , numCharacterDeletesRemaining , maxCharacterDeletes )
self . mostRecentCharId = mostRecentlyPlayedCharacterId
self . bestSelectionPriority = 0
self . accountChampionPoints = 0
self . bestSelectionData = nil
self . numCharacters = numCharacters
self . maxCharacters = maxCharacters
self . numCharacterDeletesRemaining = numCharacterDeletesRemaining
self . maxCharacterDeletes = maxCharacterDeletes
for characterIndex = 1 , numCharacters do
end
end
local requestedName = self . characterRenameRequestedName
if result == NAME_RULE_NO_ERROR then
ZO_Dialogs_ShowPlatformDialog ( "CHARACTER_SELECT_RENAME_CHARACTER_SUCCESS" , { callback = resultCallback } , { mainTextParams = { requestedName } } )
else
local errorMessageText
if result == NAME_RULE_DUPLICATE_NAME then
else
end
local dialogParams = {
mainTextParams = { errorMessageText } ,
}
ZO_Dialogs_ShowPlatformDialog ( "CHARACTER_SELECT_RENAME_CHARACTER_ERROR" , { callback = resultCallback } , dialogParams )
end
end
function ZO_CharacterSelect_Manager : AttemptCharacterRename ( characterId , requestedName , resultCallback )
self . characterRenameRequestedName = requestedName
-- Show a loading dialog in its place until the rename request finishes
end
-- Request a new character list from the server, presumably without the character we just deleted
-- Once that's loaded the CharacterListUpdated callback will update the local state and potentially jump to character create if there are no characters to select from.
end
-- Show a loading dialog in its place until the rename request finishes
end
return self . numCharacters
end
return self . maxCharacters
end
return self . numCharacters < self . maxCharacters
end
end
return maxSlotsAvailable - ownedCharacterSlots
end
return self . numCharacterDeletesRemaining
end
return self . numCharacterDeletesRemaining == maxCharacterDeletes
end
end |