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local PRIMARY_SYSTEM_CURRENCY = CURT_SEALS-- Timed Activity Data -- -- For troubleshooting purposes onlyendendendendendendendendendendendend return rewardId, rewardQuantityend return rewardCurrency, rewardCurrencyAmountendendend -- IsCompleted here means that the current progress is at maximum. It may or may not also be claimable (CanClaim) or fully claimed (IsFullyClaimed). -- This definition of complete differs from the backend, which considers fully claimed activities to be "complete".endend if activeSeasonEndTimeS then -- Any activity that ends when the season ends we don't want to show the time for if endTimeS > 0 and endTimeS ~= activeSeasonEndTimeS then end end return nil -- No end time, so time remaining is infiniteend -- nil time remaining never expires return timeRemainingS == 0enddo if leftRewardId == rightRewardId then -- Same rewards fall back to quantity (shouldn't happen) return leftQuanitity > rightQuanitity end if leftRewardType ~= rightRewardType then if leftRewardType == REWARD_ENTRY_TYPE_ADD_CURRENCY then -- Currency reward before non-currnecy reward return true elseif rightRewardType == REWARD_ENTRY_TYPE_ADD_CURRENCY then -- Non-currency reward after currency rewards return false else -- Order non-currencies by reward type return leftRewardType < rightRewardType end end -- Same type of reward if leftRewardType == REWARD_ENTRY_TYPE_ADD_CURRENCY then if leftCurrencyType ~= rightCurrencyType then if leftCurrencyType == PRIMARY_SYSTEM_CURRENCY then -- The system's primary currency before secondary currencies return true elseif rightCurrencyType == PRIMARY_SYSTEM_CURRENCY then -- Secondary currencies after the system's primary currency return false else -- Fall back to currency type order return leftCurrencyType < rightCurrencyType end end -- Fall back to default behavior (shouldn't happen) elseif leftRewardType == REWARD_ENTRY_TYPE_SKILL_LINE_EXPERIENCE then if leftSkillLineId ~= rightSkillLineId then -- Order by skill line id return leftSkillLineId < rightSkillLineId end -- Fall back to default behavior (shouldn't happen) elseif leftRewardType == REWARD_ENTRY_TYPE_EXPERIENCE then -- Fall back to default behavior (shouldn't happen) else -- Report unsupported type, fall back to default behavior internalassert(false, string.format("Unsupported reward type %d for Timed Activities", leftRewardType)) end -- Default behavior if leftQuanitity == rightQuanitity then -- Ultimate fall back to reward id return leftRewardId > rightRewardId else -- Fall back to quantity return leftQuanitity > rightQuanitity end end if numRewards > 0 then for rewardIndex = 1, numRewards do end end end endendendend if totalNumTimesClaimable > 0 then else return false endendendendendend return resultend local numClaimsRemaining = numTimesClaimable - numTimesClaimed if numClaimsRemaining > 1 then return true elseif numClaimsRemaining == 1 then end return falseendend if not suppressSound then end else if not suppressSound then end endendend-- Timed Activities Manager -- endend endend for activityType = TIMED_ACTIVITY_TYPE_MIN_VALUE, TIMED_ACTIVITY_TYPE_MAX_VALUE do self.availableActivityTypes[activityType] = isSystemAvailable and self:GetNumTimedActivities(activityType) > 0 endendend for index = 1, numTimedActivities do endendend end end end end end EVENT_MANAGER:RegisterForEvent("TimedActivitiesManager", EVENT_TIMED_ACTIVITIES_UPDATED, OnActivitiesUpdated) EVENT_MANAGER:RegisterForEvent("TimedActivitiesManager", EVENT_TIMED_ACTIVITY_TRACKING_UPDATED, OnActivitiesUpdated) EVENT_MANAGER:RegisterForEvent("TimedActivitiesManager", EVENT_TIMED_ACTIVITY_PROGRESS_UPDATED, OnActivityUpdated) EVENT_MANAGER:RegisterForEvent("TimedActivitiesManager", EVENT_TIMED_ACTIVITY_SYSTEM_STATUS_UPDATED, OnSystemStatusUpdated) EVENT_MANAGER:RegisterForEvent("TimedActivitiesManager", EVENT_OPEN_TIMED_ACTIVITIES, ZO_ShowTimedActivities) EVENT_MANAGER:RegisterForEvent("TimedActivitiesManager", EVENT_HOLIDAYS_CHANGED, UpdateSeasonEndTime)endend local activityDatas = {} end return activityDatasend return activityData end return nilend endend endend if timedActivityType then end else end endend endend endendend local timedActivityEncodedIds = {} end return timedActivityEncodedIdsend return PRIMARY_SYSTEM_CURRENCYendend local numActivities = 0 numActivities = numActivities + 1 end end return numActivitiesend return currencyAmountendend return {} end local allEncodedIds = zo_id64ToString(self:GetEncodedIdsForActivityDatas(activityDatas or self.activitiesData))endend -- Get the encoded ids of any activities that have not been seen yet. if timedActivityType == nil then -- Check if there is at least one new activity. end -- Check if there is at least one new activity of the specified type. return true end end return falseendend local encodedIds = {} endendend SYSTEMS:GetObject("mainMenu"):SelectMenuEntryAndSubEntry(ZO_MENU_MAIN_ENTRIES.CROWN_STORE, ZO_MENU_CROWN_STORE_ENTRIES.ENDEAVOR_SEAL_STORE, "gamepad_endeavor_seal_market_pre_scene") else endend |