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ESO Lua File v100035

ingame/lfg/veterandifficultysettings.lua

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local function DetermineButtonState(pressed, enabled)
    if pressed then
        if enabled then
            return BSTATE_PRESSED
        else
            return BSTATE_DISABLED_PRESSED
        end
    else
        if enabled then
            return BSTATE_NORMAL
        else
            return BSTATE_DISABLED
        end
    end
end
local function UpdateVeteranStateVisuals(self, isVeteranDifficulty)
    self.hasControlOfDifficulty, self.difficultyControlReason = CanPlayerChangeGroupDifficulty()
    if self.hasControlOfDifficulty then
        self.normalModeButton:SetHidden(false)
        self.veteranModeButton:SetHidden(false)
        self.difficultyLabel:SetHidden(true)
        local isChampion = CanUnitGainChampionPoints("player")
        --Normal mode button
        local normalButtonPressed = not isVeteranDifficulty
        local normalButtonEnabled = true
        local normalButtonState = DetermineButtonState(normalButtonPressed, normalButtonEnabled)
        local normalButtonLocked = normalButtonPressed --enforce a button always being selected by locking down the pressed one
        self.normalModeButton:SetState(normalButtonState, normalButtonLocked)
        --Veteran mode button
        local veteranButtonPressed = isVeteranDifficulty
        local veteranButtonEnabled = isChampion
        local veteranButtonState = DetermineButtonState(veteranButtonPressed, veteranButtonEnabled)
        local veteranButtonLocked = veteranButtonPressed --enforce a button always being selected by locking down the pressed one
        self.veteranModeButton:SetState(veteranButtonState, veteranButtonLocked)
    else
        self.normalModeButton:SetHidden(true)
        self.veteranModeButton:SetHidden(true)
        self.difficultyLabel:SetHidden(false)
        local dungeonDifficulty = ZO_GetEffectiveDungeonDifficulty()
        local icon = GetKeyboardDungeonDifficultyIcon(dungeonDifficulty)
        local text = GetString("SI_DUNGEONDIFFICULTY", dungeonDifficulty)
        self.difficultyLabel:SetText(zo_iconTextFormat(icon, 32, 32, text))
    end
end
local function UpdateVeteranState(self, isVeteranDifficulty)
    if isVeteranDifficulty == nil then
        isVeteranDifficulty = ZO_GetEffectiveDungeonDifficulty() == DUNGEON_DIFFICULTY_VETERAN
    end
    UpdateVeteranStateVisuals(self, isVeteranDifficulty)
end
    self.normalModeButton = self:GetNamedChild("NormalDifficulty")
    self.veteranModeButton = self:GetNamedChild("VeteranDifficulty")
    self.difficultyLabel = self:GetNamedChild("DifficultyLabel")
    local function Refresh(unitTag)
        if(unitTag == nil or unitTag == "player") then
            UpdateVeteranState(self)
        end
    end
    -- NOTE: There appears to be a bug in the event manager code that is preventing the same function to be registered from the same control for different events...
    -- until that's fixed, split up the handlers.
    local function OnGroupVeteranDifficultyChanged()
        Refresh()
    end
    local function OnChampionPointsChanged(eventId, unitTag, championPoints)
        Refresh(unitTag)
    end
    local function OnPlayerActivated()
        Refresh()
    end
    local function OnLeaderUpdate()
        Refresh()
    end
    local function OnGroupUpdate()
        Refresh()
    end
    local function OnGroupMemberJoined()
        Refresh()
    end
    local function OnGroupMemberLeft()
        Refresh()
    end
    local function OnGroupUpdate()
        Refresh()
    end
    local function OnZoneUpdate(evt, unitTag, newZone)
        if ZO_Group_IsGroupUnitTag(unitTag) or unitTag == "player" then
            Refresh()
        end
    end
    self:RegisterForEvent(EVENT_GROUP_VETERAN_DIFFICULTY_CHANGED, OnGroupVeteranDifficultyChanged)
    self:RegisterForEvent(EVENT_CHAMPION_POINT_UPDATE, OnChampionPointsChanged)
    self:RegisterForEvent(EVENT_LEADER_UPDATE, OnLeaderUpdate)
    self:RegisterForEvent(EVENT_GROUP_UPDATE, OnGroupUpdate)
    self:RegisterForEvent(EVENT_GROUP_MEMBER_JOINED, OnGroupMemberJoined)
    self:RegisterForEvent(EVENT_GROUP_MEMBER_LEFT, OnGroupMemberLeft)
    self:RegisterForEvent(EVENT_PLAYER_ACTIVATED, OnPlayerActivated)
    self:RegisterForEvent(EVENT_ZONE_UPDATE, OnZoneUpdate)
    Refresh()
end
    InitializeTooltip(InformationTooltip, self, BOTTOM, 0, 0)
    SetTooltipText(InformationTooltip, GetString("SI_DUNGEONDIFFICULTY", self.dungeonDifficulty))
end
    ClearTooltip(InformationTooltip)
end
    local isVeteranDifficulty = ZO_ConvertToIsVeteranDifficulty(self.dungeonDifficulty)
    SetVeteranDifficulty(isVeteranDifficulty)
    -- Pre-emptive update based on mostly current state, and the desired difficulty setting.
    UpdateVeteranState(self:GetParent(), isVeteranDifficulty)
end
    InitializeTooltip(InformationTooltip, self, RIGHT, -5, 0)
    local difficultyContainer = self:GetParent()
    local r, g, b
    local SET_TO_FULL_SIZE = true
    if not difficultyContainer.hasControlOfDifficulty then
        r, g, b = ZO_ERROR_COLOR:UnpackRGB()
    else
        r, g, b = ZO_SUCCEEDED_TEXT:UnpackRGB()
    end
    InformationTooltip:AddLine(GetString("SI_GROUPDIFFICULTYCHANGEREASON", difficultyContainer.difficultyControlReason), "", r, g, b, TOPLEFT, MODIFY_TEXT_TYPE_NONE, TEXT_ALIGN_LEFT, SET_TO_FULL_SIZE)
    r, g, b = ZO_NORMAL_TEXT:UnpackRGB()
    InformationTooltip:AddLine(GetString(SI_DUNGEON_DIFFICULTY_HELP_TOOLTIP), "", r, g, b, TOPLEFT, MODIFY_TEXT_TYPE_NONE, TEXT_ALIGN_LEFT, SET_TO_FULL_SIZE)
end
    ClearTooltip(InformationTooltip)
end