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ESO Lua File v101038

ingame/hud/hudinfamymeter.lua

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INFAMY_METER_WIDTH = 256
INFAMY_METER_HEIGHT = 128
INFAMY_METER_KEYBOARD_BAR_OFFSET_X = 14
INFAMY_METER_KEYBOARD_BAR_OFFSET_Y = 15
INFAMY_METER_GAMEPAD_BAR_OFFSET = 10
local INFAMY_METER_UPDATE_DELAY_SECONDS = 1
 -- Forces the bar to be at least 3% full, in order to make it visible even at one or two bounty
local MIN_BAR_PERCENTAGE = 0.03
local UPDATE_TYPE_TICK = 0
local UPDATE_TYPE_EVENT = 1
local INFAMY_METER_SLOW_FADE_TIME = 1400 -- in milliseconds
local INFAMY_METER_SLOW_FADE_DELAY = 600 -- in milliseconds
local INFAMY_METER_FADE_TIME = 200 -- in milliseconds
local GREY_DAGGER_ICON = "EsoUI/Art/HUD/infamy_dagger-grey.dds" 
local RED_DAGGER_ICON = "EsoUI/Art/HUD/infamy_dagger-red.dds" 
local DAGGER_ICON_CUTOUT = "EsoUI/Art/HUD/infamy_dagger-cutout.dds" 
local RED_EYE_ICON = "EsoUI/Art/HUD/trespassing_eye-red.dds" 
local EYE_ICON_CUTOUT = "EsoUI/Art/HUD/trespassing_eye-cutout.dds" 
local ZO_HUDInfamyMeter = ZO_Object:Subclass()
function ZO_HUDInfamyMeter:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function ZO_HUDInfamyMeter:UpdateInfamyMeterState(infamy, bounty, isKOS, isTrespassing)
    self.infamyMeterState.infamy = infamy or GetInfamy()
    self.infamyMeterState.bounty = bounty or GetBounty()
    if isKOS ~= nil then
        self.infamyMeterState.isKOS = isKOS
    else
        self.infamyMeterState.isKOS = IsKillOnSight()
    end
    if isTrespassing ~= nil then
        self.infamyMeterState.isTrespassing = isTrespassing
    else
        self.infamyMeterState.isTrespassing = IsTrespassing()
    end
end
function ZO_HUDInfamyMeter:GetOldInfamyMeterState() 
    return self.infamyMeterState.infamy, self.infamyMeterState.bounty, self.infamyMeterState.isKOS, self.infamyMeterState.isTrespassing
end
function ZO_HUDInfamyMeter:Initialize(control) 
    -- Initialize state
    self.nextUpdateTime = 0
    self.hiddenExternalRequest = false
    self.meterTotal = GetInfamyMeterSize()
    self.infamyMeterState = {}
    self:UpdateInfamyMeterState(0, 0, false, false)
    self.isInGamepadMode = IsInGamepadPreferredMode()
    self.currencyOptions = 
    {
        showTooltips = true,
        customTooltip = SI_STATS_BOUNTY_LABEL,
        font = self.isInGamepadMode and "ZoFontGamepadHeaderDataValue" or "ZoFontGameLargeBold",
        overrideTexture = self.isInGamepadMode and ZO_Currency_GetGamepadCurrencyIcon(CURT_MONEY) or nil,
        iconSide = RIGHT,
        isGamepad = self.isInGamepadMode
    }   
    -- Set up controls
    ApplyTemplateToControl(control, self.isInGamepadMode and "ZO_HUDInfamyMeter_GamepadTemplate" or "ZO_HUDInfamyMeter_KeyboardTemplate")
    self.control = control
    self.meterFrame = control:GetNamedChild("Frame")
    self.infamyBar = control:GetNamedChild("InfamyBar")
    self.bountyBar = control:GetNamedChild("BountyBar")
    self.centerIconAnimatingTexture = control:GetNamedChild("CenterIconAnimatingTexture")
    self.centerIconPersistentTexture = control:GetNamedChild("CenterIconPersistentTexture")
    self.bountyLabel = control:GetNamedChild("BountyDisplay")
    -- Set up fade in/out animations
    self.fadeAnim = ZO_AlphaAnimation:New(control)
    self.fadeAnim:SetMinMaxAlpha(0.0, 1.0)
    -- Initialize bar states and animations
    self.infamyBar.easeAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_HUDInfamyMeterEasing")
    self.infamyBar.startPercent = 0
    self.infamyBar.endPercent = self.infamyMeterState.infamy / self.meterTotal
    self.bountyBar.easeAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_HUDInfamyMeterEasing")
    self.bountyBar.startPercent = 0
    self.bountyBar.endPercent = self.infamyMeterState.bounty / self.meterTotal
    -- Initialize Center Icon and its animations
    self.centerIconCutoutInAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_HUDInfamyMeterCenterIconCutoutIn")
    self.centerIconCutoutInAnimation:GetAnimation(1):SetAnimatedControl(self.centerIconAnimatingTexture)
    self.centerIconCutoutInAnimation:GetAnimation(2):SetAnimatedControl(self.centerIconAnimatingTexture)
    self.centerIconCutoutInAnimation:GetAnimation(3):SetAnimatedControl(self.centerIconAnimatingTexture)
    self.centerIconCutoutInAnimation:GetAnimation(4):SetAnimatedControl(self.centerIconPersistentTexture)
    self.centerIconScaleOutAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_HUDInfamyMeterCenterIconScaleOut")
    self.centerIconScaleOutAnimation:GetAnimation(1):SetAnimatedControl(self.centerIconAnimatingTexture)
    self.centerIconScaleOutAnimation:GetAnimation(2):SetAnimatedControl(self.centerIconAnimatingTexture)
    self.centerIconScaleOutAnimation:GetAnimation(3):SetAnimatedControl(self.centerIconPersistentTexture)
    -- Register for events
    control:RegisterForEvent(EVENT_JUSTICE_INFAMY_UPDATED, function()
        if self:ShouldProcessUpdateEvent() then
            self:OnInfamyUpdated(UPDATE_TYPE_EVENT)
        end
    end)
    control:RegisterForEvent(EVENT_LEVEL_UPDATE, function()
        if self:ShouldProcessUpdateEvent() then
            self:OnInfamyUpdated(UPDATE_TYPE_EVENT)
        end
    end)
    control:RegisterForEvent(EVENT_PLAYER_ACTIVATED, function() 
        if IsInJusticeEnabledZone() then
            if self:ShouldProcessUpdateEvent() then
                self:OnInfamyUpdated(UPDATE_TYPE_EVENT)
            end
        else
            self.control:SetHidden(true)
            self.control:SetAlpha(0)
        end
    end)
end
function ZO_HUDInfamyMeter:ShouldProcessUpdateEvent()
    local infamy = GetInfamy()
    local isTrespassing = IsTrespassing()
    return IsInJusticeEnabledZone() 
           and not self.hiddenExternalRequest 
           and ((infamy ~= 0 and infamy ~= self.infamyMeterState.infamy) or isTrespassing ~= self.infamyMeterState.isTrespassing)
end
function ZO_HUDInfamyMeter:Update(time)
    if self.nextUpdateTime <= time and not self.hiddenExternalRequest and IsInJusticeEnabledZone() then
        self.nextUpdateTime = time + INFAMY_METER_UPDATE_DELAY_SECONDS
        self:OnInfamyUpdated(UPDATE_TYPE_TICK)
    end
end
function ZO_HUDInfamyMeter:OnInfamyUpdated(updateType)
    local oldInfamy, oldBounty, wasKOS, wasTrespassing = self:GetOldInfamyMeterState()
    local gamepadModeSwitchUpdate = IsInGamepadPreferredMode() ~= self.isInGamepadMode
    if oldInfamy ~= self.infamyMeterState.infamy or updateType == UPDATE_TYPE_EVENT or gamepadModeSwitchUpdate then
        -- Update frame and bars if we're switching between PC and console mode
        if IsInGamepadPreferredMode() and not self.isInGamepadMode then
            self.currencyOptions.font = "ZoFontGamepadHeaderDataValue"
            self.currencyOptions.isGamepad = true
            ApplyTemplateToControl(self.control, "ZO_HUDInfamyMeter_GamepadTemplate")
            self.isInGamepadMode = true
        elseif not IsInGamepadPreferredMode() and self.isInGamepadMode then
            self.currencyOptions.font = "ZoFontGameLargeBold"
            self.currencyOptions.isGamepad = false
            self.currencyOptions.iconSize = nil
            ApplyTemplateToControl(self.control, "ZO_HUDInfamyMeter_KeyboardTemplate")
            self.isInGamepadMode = false
        end
        -- Hide or show meter
        if self.infamyMeterState.infamy == 0 then
            self.fadeAnim:FadeOut(INFAMY_METER_SLOW_FADE_DELAY, INFAMY_METER_SLOW_FADE_TIME, ZO_ALPHA_ANIMATION_OPTION_FORCE_ALPHA, function() self.control:SetHidden(true) end)
        else
            self.fadeAnim:FadeIn(0, INFAMY_METER_FADE_TIME, ZO_ALPHA_ANIMATION_OPTION_USE_CURRENT_ALPHA)
        end
        -- Update bars
        self:UpdateBar(self.infamyBar, self.infamyMeterState.infamy, updateType)
        self:UpdateBar(self.bountyBar, self.infamyMeterState.bounty, updateType)
        -- Update trespassing/KOS icon
        self:AnimateCenterIcon(wasKOS, wasTrespassing)
        -- Update label
        ZO_CurrencyControl_SetSimpleCurrency(self.bountyLabel, CURT_MONEY, GetFullBountyPayoffAmount(), self.currencyOptions, CURRENCY_SHOW_ALL, true) 
        -- Fire center-screen announcement if we updated below a threshold
        local infamyLevel = GetInfamyLevel(self.infamyMeterState.infamy)
        local oldInfamyLevel = GetInfamyLevel(oldInfamy)
        local messageParams
        -- Fire CSA
        if self.infamyMeterState.isTrespassing ~= wasTrespassing then
            local sound, primaryMessage, secondaryMessage
            messageParams = CENTER_SCREEN_ANNOUNCE:CreateMessageParams(CSA_CATEGORY_LARGE_TEXT)
            if wasTrespassing then
                messageParams:SetCSAType(CENTER_SCREEN_ANNOUNCE_TYPE_JUSTICE_NO_LONGER_KOS)
                sound = SOUNDS.JUSTICE_NO_LONGER_KOS
                primaryMessage = zo_strformat(SI_JUSTICE_NO_LONGER_TRESPASSING_PRIMARY)
                secondaryMessage = zo_strformat(SI_JUSTICE_NO_LONGER_TRESPASSING_SECONDARY)
                if self.infamyMeterState.bounty > 0 then
                    TriggerTutorial(TUTORIAL_TRIGGER_TRESPASS_SUBZONE_EXITED_WITH_BOUNTY)
                end
            else
                messageParams:SetCSAType(CENTER_SCREEN_ANNOUNCE_TYPE_JUSTICE_NOW_KOS)
                TriggerTutorial(TUTORIAL_TRIGGER_TRESPASS_SUBZONE_ENTERED)
                sound = SOUNDS.JUSTICE_NOW_KOS
                primaryMessage = zo_strformat(SI_JUSTICE_NOW_TRESPASSING_PRIMARY)
                secondaryMessage = zo_strformat(SI_JUSTICE_NOW_TRESPASSING_SECONDARY)
            end
            messageParams:SetText(primaryMessage, secondaryMessage)
            messageParams:SetSound(sound)
        elseif infamyLevel ~= oldInfamyLevel then
            local sound, primaryMessage, secondaryMessage, icon
            messageParams = CENTER_SCREEN_ANNOUNCE:CreateMessageParams(CSA_CATEGORY_LARGE_TEXT)
            if oldInfamyLevel == INFAMY_THRESHOLD_FUGITIVE then
                messageParams:SetCSAType(CENTER_SCREEN_ANNOUNCE_TYPE_JUSTICE_NO_LONGER_KOS)
                sound = SOUNDS.JUSTICE_NO_LONGER_KOS
                primaryMessage = zo_strformat(SI_JUSTICE_INFAMY_LEVEL_CHANGED, GetString("SI_INFAMYTHRESHOLDSTYPE", infamyLevel))
                secondaryMessage = zo_strformat(SI_JUSTICE_NO_LONGER_KOS)
                icon = "EsoUI/Art/Stats/infamy_KOS_icon-Notification.dds"
            elseif infamyLevel == INFAMY_THRESHOLD_FUGITIVE then
                messageParams:SetCSAType(CENTER_SCREEN_ANNOUNCE_TYPE_JUSTICE_NOW_KOS)
                TriggerTutorial(TUTORIAL_TRIGGER_FUGITIVE_REACHED)
                sound = SOUNDS.JUSTICE_NOW_KOS
                primaryMessage = zo_strformat(SI_JUSTICE_NOW_FUGITIVE)
                secondaryMessage = zo_strformat(SI_JUSTICE_NOW_KOS)
                icon = "EsoUI/Art/Stats/infamy_KOS_icon-Notification.dds"
            else
                messageParams:SetCSAType(CENTER_SCREEN_ANNOUNCE_TYPE_JUSTICE_INFAMY_CHANGED)
                if infamyLevel == INFAMY_THRESHOLD_DISREPUTABLE then
                    TriggerTutorial(TUTORIAL_TRIGGER_DISREPUTABLE_REACHED)
                elseif infamyLevel == INFAMY_THRESHOLD_NOTORIOUS then
                    TriggerTutorial(TUTORIAL_TRIGGER_NOTORIOUS_REACHED)
                end
                primaryMessage = zo_strformat(SI_JUSTICE_INFAMY_LEVEL_CHANGED, GetString("SI_INFAMYTHRESHOLDSTYPE", infamyLevel))
                sound = SOUNDS.JUSTICE_STATE_CHANGED
            end
            messageParams:SetText(primaryMessage, secondaryMessage)
            messageParams:SetIconData(icon)
            messageParams:SetSound(sound)
            messageParams:MarkSuppressIconFrame()
        end
        if messageParams then
            CENTER_SCREEN_ANNOUNCE:AddMessageWithParams(messageParams)
        end
    end
end
function ZO_HUDInfamyMeter:AnimateCenterIcon(wasKOS, wasTrespassing)
    if self.infamyMeterState.isTrespassing then
        if not wasTrespassing then
            self.centerIconAnimatingTexture:SetTexture(EYE_ICON_CUTOUT)
            self.centerIconPersistentTexture:SetTexture(RED_EYE_ICON)
            self.centerIconPersistentTexture:SetAlpha(0)
            self.centerIconCutoutInAnimation:PlayFromStart()
        end
    elseif self.infamyMeterState.isKOS then
        if wasTrespassing then
            self.centerIconAnimatingTexture:SetTexture(RED_EYE_ICON)
            self.centerIconPersistentTexture:SetTexture(RED_DAGGER_ICON)
            self.centerIconScaleOutAnimation:PlayFromStart()
        elseif not wasKOS then
            self.centerIconAnimatingTexture:SetTexture(DAGGER_ICON_CUTOUT)
            self.centerIconPersistentTexture:SetTexture(RED_DAGGER_ICON)
            self.centerIconPersistentTexture:SetAlpha(0)
            self.centerIconCutoutInAnimation:PlayFromStart()
        end
    else
        if wasTrespassing or wasKOS then
            self.centerIconAnimatingTexture:SetTexture(self.centerIconPersistentTexture:GetTextureFileName())
            self.centerIconPersistentTexture:SetTexture(GREY_DAGGER_ICON)
            self.centerIconScaleOutAnimation:PlayFromStart()
        end
    end
end
function ZO_HUDInfamyMeter:UpdateBar(bar, newValue, updateType)
    if not bar.easeAnimation:IsPlaying() or updateType == UPDATE_TYPE_EVENT then 
        -- Update Values
        bar.startPercent = bar.endPercent
        bar.endPercent = newValue / self.meterTotal
        -- Manually set bar to its start percentage
        -- (we do this in case the bar has become out-of-date since it was last animated, for example by being hidden or paused)
        self:SetBarValue(bar, bar.startPercent)
        -- Start the animation
        bar.easeAnimation:PlayFromStart() 
    end
end
function ZO_HUDInfamyMeter:AnimateMeter(progress)
    local infamyFillPercentage = zo_min((progress * (self.infamyBar.endPercent - self.infamyBar.startPercent)) + self.infamyBar.startPercent, 1)
    local bountyFillPercentage = zo_min((progress * (self.bountyBar.endPercent - self.bountyBar.startPercent)) + self.bountyBar.startPercent, 1)
    local infamyMinPercentage = self.infamyMeterState.infamy ~= 0 and MIN_BAR_PERCENTAGE or 0
    local bountyMinPercentage = self.infamyMeterState.bounty ~= 0 and MIN_BAR_PERCENTAGE or 0
    self:SetBarValue(self.infamyBar, zo_max(infamyFillPercentage, infamyMinPercentage))
    self:SetBarValue(self.bountyBar, zo_max(bountyFillPercentage, bountyMinPercentage))
end
function ZO_HUDInfamyMeter:SetBarValue(bar, percentFilled)
    local NO_LEADING_EDGE = false
    bar:StartFixedCooldown(percentFilled, CD_TYPE_RADIAL, CD_TIME_TYPE_TIME_REMAINING, NO_LEADING_EDGE) -- CD_TIME_TYPE_TIME_REMAINING causes clockwise scroll
end
function ZO_HUDInfamyMeter:RequestHidden(hidden)
    if hidden ~= self.hiddenExternalRequest then
        if hidden then
            self.fadeAnim:FadeOut(0, INFAMY_METER_FADE_TIME, ZO_ALPHA_ANIMATION_OPTION_USE_CURRENT_ALPHA, function() self.control:SetHidden(true) end, ZO_ALPHA_ANIMATION_OPTION_USE_CURRENT_SHOWN)
        elseif IsInJusticeEnabledZone() and (GetInfamy() ~= 0 or self.infamyMeterState.infamy ~= 0) then
            self.fadeAnim:FadeIn(0, INFAMY_METER_FADE_TIME, ZO_ALPHA_ANIMATION_OPTION_USE_CURRENT_ALPHA)
        end
        self.hiddenExternalRequest = hidden
    end
end
    HUD_INFAMY_METER = ZO_HUDInfamyMeter:New(control)
end
    HUD_INFAMY_METER:Update(time)
end
function ZO_HUDInfamyMeter_AnimateMeter(progress)
    if HUD_INFAMY_METER then 
        HUD_INFAMY_METER:AnimateMeter(progress)
    end
end