Back to Home

ESO Lua File v101044

ingame/battleground/battlegroundobjectivestatedisplay.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
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
--Layout
ZO_BattlegroundObjectiveStateLayout = ZO_InitializingObject:Subclass()
do
    local KEYBOARD_STYLE =
    {
        anchorPoint = TOPLEFT,
    }
    local GAMEPAD_STYLE =
    {
        anchorPoint = TOPRIGHT,
    }
    function ZO_BattlegroundObjectiveStateLayout:Initialize(control)
        self.control = control
        self.objectives = {}
        self.sortFunction = function(a, b)
            return a:GetSortOrder() < b:GetSortOrder()
        end
        ZO_PlatformStyle:New(function(style) self:ApplyStyle(style) end, KEYBOARD_STYLE, GAMEPAD_STYLE)
    end
end
function ZO_BattlegroundObjectiveStateLayout:ApplyStyle(style)
    self.anchorPoint = style.anchorPoint
    self:UpdateAnchors()
end
function ZO_BattlegroundObjectiveStateLayout:Add(objective)
    table.insert(self.objectives, objective)
    local objectiveControl = objective:GetControl()
    objectiveControl:SetParent(self.control)
    objectiveControl:SetHidden(false)
    self:UpdateAnchors()
end
function ZO_BattlegroundObjectiveStateLayout:UpdateAnchors()
    table.sort(self.objectives, self.sortFunction)
    local previousObjectiveControl
    local numTotal = #self.objectives
    for i = 1, numTotal do
        local objective
        if self.anchorPoint == TOPLEFT then
            objective = self.objectives[i]
        elseif self.anchorPoint == TOPRIGHT then
            --anchor them in reverse order from right to left so they stay in the same sorted order, but gather to the right
            objective = self.objectives[numTotal - i + 1]
        end
        local objectiveControl = objective:GetControl()
        objectiveControl:ClearAnchors()
        if previousObjectiveControl then
            if self.anchorPoint == TOPLEFT then
                objectiveControl:SetAnchor(TOPLEFT, previousObjectiveControl, TOPRIGHT, -20, 0)
            elseif self.anchorPoint == TOPRIGHT then
                objectiveControl:SetAnchor(TOPRIGHT, previousObjectiveControl, TOPLEFT, 0, 0)
            end
        else
            objectiveControl:SetAnchor(self.anchorPoint, self.control, self.anchorPoint, 0, 0)
        end
        previousObjectiveControl = objectiveControl
    end
end
function ZO_BattlegroundObjectiveStateLayout:Remove(objective)
    for i, searchObjective in ipairs(self.objectives) do
        if objective == searchObjective then
            table.remove(self.objectives, i, 1)
            self:UpdateAnchors()
            local objectiveControl = objective:GetControl()
            objectiveControl:SetHidden(true)
            break
        end
    end
end
--Indicator
ZO_BattlegroundObjectiveStateIndicator = ZO_InitializingObject:Subclass()
function ZO_BattlegroundObjectiveStateIndicator:Initialize(control, manager)   
    self.control = control
    self.pinTexture = control:GetNamedChild("Pin")
    self.auraPinTexture = self.control:GetNamedChild("Aura")
    self.manager = manager
end
function ZO_BattlegroundObjectiveStateIndicator:GetControl()
    return self.control
end
function ZO_BattlegroundObjectiveStateIndicator:GetSortOrder()
    return 1
end
function ZO_BattlegroundObjectiveStateIndicator:Setup(keepId, objectiveId, battlegroundContext)
    self.keepId = keepId
    self.objectiveId = objectiveId
    self.battlegroundContext = battlegroundContext
end
function ZO_BattlegroundObjectiveStateIndicator:GetObjectiveIds()
    return self.keepId, self.objectiveId, self.battlegroundContext
end
function ZO_BattlegroundObjectiveStateIndicator:IsThisObjective(keepId, objectiveId, battlegroundContext)
    return self.keepId == keepId and self.objectiveId == objectiveId and self.battlegroundContext == battlegroundContext
end
function ZO_BattlegroundObjectiveStateIndicator:MoveToLayout()
    local layout = self.manager:GetObjectiveStateLayout()
    if layout ~= self.containingLayout then
        self:RemoveFromContainingLayout()
        self.containingLayout = layout
        layout:Add(self)
    end
end
function ZO_BattlegroundObjectiveStateIndicator:RemoveFromContainingLayout()
    if self.containingLayout then
        self.containingLayout:Remove(self)
    end
    self.containingLayout = nil
end
function ZO_BattlegroundObjectiveStateIndicator:Reset()
end
function ZO_BattlegroundObjectiveStateIndicator:RefreshPinTextures()
    local pinType = GetObjectivePinInfo(self:GetObjectiveIds())
    local auraPinType, r, g, b = GetObjectiveAuraPinInfo(self:GetObjectiveIds())
    local pinTexturePath = ZO_MapPin.GetStaticPinTexture(pinType)
    self.pinTexture:SetTexture(pinTexturePath)
    local auraPinTexturePath = ZO_MapPin.GetStaticPinTexture(auraPinType)
    if auraPinTexturePath then
        self.auraPinTexture:SetHidden(false)
        self.auraPinTexture:SetTexture(auraPinTexturePath)
        self.auraPinTexture:SetColor(r, g, b, 1)
    else
        self.auraPinTexture:SetHidden(true)
    end
end
function ZO_BattlegroundObjectiveStateIndicator:Update()
    --It is possible that the objective is updated and removed in the same frame. In that case, when handling a normal update
    --all queries will fail because the object is already gone. So we check here to see that it still exists before adding it.
    --This would not protect against it updating, being removed, and being readded as a new objective all in one frame, so we assume
    --that won't happen.
        if self:ShouldShow() then
            self:RefreshPinTextures()
            self:MoveToLayout()
        end
    end
end
function ZO_BattlegroundObjectiveStateIndicator:ShouldShow()
    --Must be overridden. Returns true if this indicator should currently be shown.
    assert(false)
end
function ZO_BattlegroundObjectiveStateIndicator.Matches(keepId, objectiveId, battlegroundContext)
    --Must be overridden. Returns true if the passed in objective should have an indicator for this game mode.
    assert(false)
end
--Fake Indicator
--These are used to show objectives that do not yet exist, and are used on a gameType by gameType basis
ZO_FakeBattlegroundObjectiveIndicator = ZO_BattlegroundObjectiveStateIndicator:Subclass()
function ZO_FakeBattlegroundObjectiveIndicator:Initialize(id, manager)
    local parent = manager:GetIndicatorControlContainer()
    local control = CreateControlFromVirtual("$(parent)FakeIndicator", parent, "ZO_BattlegroundObjectiveStatePin", id)
    control:SetHidden(true)
    ZO_BattlegroundObjectiveStateIndicator.Initialize(self, control, manager)
end
function ZO_FakeBattlegroundObjectiveIndicator:Update()
    self:MoveToLayout()
end
function ZO_FakeBattlegroundObjectiveIndicator:Setup(pinType)
    self.pinType = pinType
    self:Update()
end
do
    local FAKE_INDICATOR_COLOR = 0.5
    local FAKE_INDICATOR_ALPHA = 0.8
    function ZO_FakeBattlegroundObjectiveIndicator:RefreshPinTextures()
        local pinTexturePath = ZO_MapPin.GetStaticPinTexture(self.pinType)
        self.pinTexture:SetTexture(pinTexturePath)
        self.pinTexture:SetColor(FAKE_INDICATOR_COLOR, FAKE_INDICATOR_COLOR, FAKE_INDICATOR_COLOR, FAKE_INDICATOR_ALPHA)
        self.auraPinTexture:SetHidden(true)
    end
end
function ZO_FakeBattlegroundObjectiveIndicator:GetSortOrder()
    -- fake indicators are always shown on the right
    return 1000000000
end
function ZO_FakeBattlegroundObjectiveIndicator:ShouldShow()
    -- we are creating these specifically because we want to show them
    return true
end
function ZO_FakeBattlegroundObjectiveIndicator.Matches(keepId, objectiveId, battlegroundContext)
    -- fake indicators are never a real objective
    return false
end
--General Capture Area Indicator
ZO_CaptureAreaObjectiveStateIndicator = ZO_BattlegroundObjectiveStateIndicator:Subclass()
function ZO_CaptureAreaObjectiveStateIndicator:Setup(keepId, objectiveId, battlegroundContext)
    ZO_BattlegroundObjectiveStateIndicator.Setup(self, keepId, objectiveId, battlegroundContext)
    self:GetControl():RegisterForEvent(EVENT_CAPTURE_AREA_STATE_CHANGED, function(_, ...) self:OnCaptureAreaStateChanged(...) end)
    self:Update()
end
function ZO_CaptureAreaObjectiveStateIndicator:OnCaptureAreaStateChanged(keepId, objectiveId, battlegroundContext)
    if self:IsThisObjective(keepId, objectiveId, battlegroundContext) then
        self:Update()
    end
end
function ZO_CaptureAreaObjectiveStateIndicator:Reset()
    ZO_BattlegroundObjectiveStateIndicator.Reset(self)
    self:GetControl():UnregisterForEvent(EVENT_CAPTURE_AREA_STATE_CHANGED)
end
function ZO_CaptureAreaObjectiveStateIndicator:ShouldShow()
    return true
end
function ZO_CaptureAreaObjectiveStateIndicator.Matches(keepId, objectiveId, battlegroundContext)
    return GetObjectiveType(keepId, objectiveId, battlegroundContext) == OBJECTIVE_CAPTURE_AREA
end
--King of the Hill Indicator
ZO_KotHObjectiveStateIndicator = ZO_CaptureAreaObjectiveStateIndicator:Subclass()
function ZO_KotHObjectiveStateIndicator:Initialize(id, manager)
    local parent = manager:GetIndicatorControlContainer()
    local control = CreateControlFromVirtual("$(parent)KotH", parent, "ZO_BattlegroundObjectiveStatePin", id)
    control:SetHidden(true)
    ZO_CaptureAreaObjectiveStateIndicator.Initialize(self, control, manager)
end
--Crazy King Indicator
ZO_CrazyKingObjectiveStateIndicator = ZO_CaptureAreaObjectiveStateIndicator:Subclass()
function ZO_CrazyKingObjectiveStateIndicator:Initialize(id, manager)
    local parent = manager:GetIndicatorControlContainer()
    local control = CreateControlFromVirtual("$(parent)CrazyKing", parent, "ZO_BattlegroundObjectiveStatePin", id)
    control:SetHidden(true)
    ZO_CaptureAreaObjectiveStateIndicator.Initialize(self, control, manager)
end
function ZO_CrazyKingObjectiveStateIndicator:GetSortOrder()
end
function ZO_CrazyKingObjectiveStateIndicator:ShouldShow()
end
--Domination Indicator
ZO_DominationObjectiveStateIndicator = ZO_CaptureAreaObjectiveStateIndicator:Subclass()
function ZO_DominationObjectiveStateIndicator:GetSortOrder()
    return self.designation
end
function ZO_DominationObjectiveStateIndicator:Initialize(id, manager)
    local parent = manager:GetIndicatorControlContainer()
    local control = CreateControlFromVirtual("$(parent)Domination", parent, "ZO_BattlegroundObjectiveStatePin", id)
    control:SetHidden(true)
    ZO_CaptureAreaObjectiveStateIndicator.Initialize(self, control, manager)
end
function ZO_DominationObjectiveStateIndicator:Setup(keepId, objectiveId, battlegroundContext)
    self.designation = GetObjectiveDesignation(keepId, objectiveId, battlegroundContext)
    ZO_CaptureAreaObjectiveStateIndicator.Setup(self, keepId, objectiveId, battlegroundContext)
end
--CTF Indicator
ZO_CTFObjectiveStateIndicator = ZO_BattlegroundObjectiveStateIndicator:Subclass()
function ZO_CTFObjectiveStateIndicator:GetSortOrder()
    return self.pinType
end
function ZO_CTFObjectiveStateIndicator:Initialize(id, manager)
    local parent = manager:GetIndicatorControlContainer()
    local control = CreateControlFromVirtual("$(parent)CTF", parent, "ZO_BattlegroundObjectiveStatePin", id)
    control:SetHidden(true)
    ZO_BattlegroundObjectiveStateIndicator.Initialize(self, control, manager)
end
function ZO_CTFObjectiveStateIndicator:Setup(keepId, objectiveId, battlegroundContext)
    ZO_BattlegroundObjectiveStateIndicator.Setup(self, keepId, objectiveId, battlegroundContext)
    self.pinType = GetObjectivePinInfo(keepId, objectiveId, battlegroundContext)
    self:GetControl():RegisterForEvent(EVENT_CAPTURE_FLAG_STATE_CHANGED, function(_, ...) self:OnCaptureFlagStateChanged(...) end)
    self:Update()
end
function ZO_CTFObjectiveStateIndicator:OnCaptureFlagStateChanged(keepId, objectiveId, battlegroundContext)
    if self:IsThisObjective(keepId, objectiveId, battlegroundContext) then
        self:Update()
    end
end
function ZO_CTFObjectiveStateIndicator:Reset()
    ZO_BattlegroundObjectiveStateIndicator.Reset(self)
    self:GetControl():UnregisterForEvent(EVENT_CAPTURE_FLAG_STATE_CHANGED)
end
function ZO_CTFObjectiveStateIndicator:ShouldShow()
    return true
end
function ZO_CTFObjectiveStateIndicator.Matches(keepId, objectiveId, battlegroundContext)
    return GetObjectiveType(keepId, objectiveId, battlegroundContext) == OBJECTIVE_FLAG_CAPTURE
end
--Murderball
ZO_MurderballObjectiveStateIndicator = ZO_BattlegroundObjectiveStateIndicator:Subclass()
function ZO_MurderballObjectiveStateIndicator:Initialize(id, manager)
    local parent = manager:GetIndicatorControlContainer()
    local control = CreateControlFromVirtual("$(parent)Murderball", parent, "ZO_BattlegroundObjectiveStatePin", id)
    control:SetHidden(true)
    ZO_BattlegroundObjectiveStateIndicator.Initialize(self, control, manager)
end
function ZO_MurderballObjectiveStateIndicator:Setup(keepId, objectiveId, battlegroundContext)
    ZO_BattlegroundObjectiveStateIndicator.Setup(self, keepId, objectiveId, battlegroundContext)
    self:GetControl():RegisterForEvent(EVENT_MURDERBALL_STATE_CHANGED, function(_, ...) self:OnMurderballStateChanged(...) end)
    self:Update()
end
function ZO_MurderballObjectiveStateIndicator:OnMurderballStateChanged(keepId, objectiveId, battlegroundContext)
    if self:IsThisObjective(keepId, objectiveId, battlegroundContext) then
        self:Update()
    end
end
function ZO_MurderballObjectiveStateIndicator:Reset()
    ZO_BattlegroundObjectiveStateIndicator.Reset(self)
    self:GetControl():UnregisterForEvent(EVENT_MURDERBALL_STATE_CHANGED)
end
function ZO_MurderballObjectiveStateIndicator:ShouldShow()
    return true
end
function ZO_MurderballObjectiveStateIndicator.Matches(keepId, objectiveId, battlegroundContext)
    return GetObjectiveType(keepId, objectiveId, battlegroundContext) == OBJECTIVE_BALL
end
--Manager
ZO_BattlegroundObjectiveStateIndicatorManager = ZO_InitializingObject:Subclass()
function ZO_BattlegroundObjectiveStateIndicatorManager:Initialize(scoreHud)
    self.gameType = BATTLEGROUND_GAME_TYPE_NONE
    self.indicatorPoolsByGameType = {}
    self.fakeindicatorPoolsByGameType = {}
    self.scoreHud = scoreHud
end
function ZO_BattlegroundObjectiveStateIndicatorManager:GetIndicatorControlContainer()
    return self.scoreHud:GetControl()
end
function ZO_BattlegroundObjectiveStateIndicatorManager:OnBattlegroundGameTypeChanged(newGameType)
    self.gameType = newGameType
end
function ZO_BattlegroundObjectiveStateIndicatorManager:OnObjectivesUpdated()
end
function ZO_BattlegroundObjectiveStateIndicatorManager:GetObjectiveStateLayout()
    return self.scoreHud:GetObjectiveStateLayout()
end
do
    local INDICATOR_CLASS_BY_GAME_TYPE =
    {
        [BATTLEGROUND_GAME_TYPE_CAPTURE_THE_FLAG] = ZO_CTFObjectiveStateIndicator,
        [BATTLEGROUND_GAME_TYPE_KING_OF_THE_HILL] = ZO_KotHObjectiveStateIndicator,
        [BATTLEGROUND_GAME_TYPE_DOMINATION] = ZO_DominationObjectiveStateIndicator,
        [BATTLEGROUND_GAME_TYPE_CRAZY_KING] = ZO_CrazyKingObjectiveStateIndicator,
        [BATTLEGROUND_GAME_TYPE_MURDERBALL] = ZO_MurderballObjectiveStateIndicator,
    }
    function ZO_BattlegroundObjectiveStateIndicatorManager:GetIndicatorClassForGameType(gameType)
        return INDICATOR_CLASS_BY_GAME_TYPE[gameType]
    end
    local FAKE_INDICATOR_CLASS_BY_GAME_TYPE =
    {
        [BATTLEGROUND_GAME_TYPE_CRAZY_KING] = ZO_FakeBattlegroundObjectiveIndicator,
    }
    function ZO_BattlegroundObjectiveStateIndicatorManager:GetFakeIndicatorClassForGameType(gameType)
        return FAKE_INDICATOR_CLASS_BY_GAME_TYPE[gameType]
    end
    local FAKE_INDICATOR_PIN_TYPES_BY_GAME_TYPE =
    {
        [BATTLEGROUND_GAME_TYPE_CRAZY_KING] = MAP_PIN_TYPE_BGPIN_MOBILE_CAPTURE_AREA_NEUTRAL,
    }
    function ZO_BattlegroundObjectiveStateIndicatorManager:GetFakeIndicatorPinTypeForGameType(gameType)
        return FAKE_INDICATOR_PIN_TYPES_BY_GAME_TYPE[gameType]
    end
    local FAKE_INDICATOR_EVENT_BY_GAME_TYPE =
    {
        [BATTLEGROUND_GAME_TYPE_CRAZY_KING] = EVENT_CAPTURE_AREA_STATE_CHANGED,
    }
    function ZO_BattlegroundObjectiveStateIndicatorManager:GetFakeIndicatorEventForGameType(gameType)
        return FAKE_INDICATOR_EVENT_BY_GAME_TYPE[gameType]
    end
end
function ZO_BattlegroundObjectiveStateIndicatorManager:GetIndicatorPoolForGameType(gameType)
    local pool = self.indicatorPoolsByGameType[gameType]
    if not pool then
        local indicatorClass = self:GetIndicatorClassForGameType(gameType)
        local function Factory(objectPool)
            return indicatorClass:New(objectPool:GetNextControlId(), self)
        end
        pool = ZO_ObjectPool:New(Factory, ZO_ObjectPool_DefaultResetObject)
        self.indicatorPoolsByGameType[gameType] = pool
    end
    return pool
end
function ZO_BattlegroundObjectiveStateIndicatorManager:GetFakeIndicatorPoolForGameType(gameType)
    local pool = self.fakeindicatorPoolsByGameType[gameType]
    if not pool then
        local fakeIndicatorClass = self:GetFakeIndicatorClassForGameType(gameType)
        if fakeIndicatorClass then
            local function Factory(objectPool)
                return fakeIndicatorClass:New(objectPool:GetNextControlId(), self)
            end
            pool = ZO_ObjectPool:New(Factory, ZO_ObjectPool_DefaultResetObject)
            self.fakeindicatorPoolsByGameType[gameType] = pool
        end
    end
    return pool
end
function ZO_BattlegroundObjectiveStateIndicatorManager:ResetIndicators()
    if self.gameType ~= BATTLEGROUND_GAME_TYPE_NONE then
        local indicatorPool = self:GetIndicatorPoolForGameType(self.gameType)
        indicatorPool:ReleaseAllObjects()
        local fakeIndicatorPool = self:GetFakeIndicatorPoolForGameType(self.gameType)
        if fakeIndicatorPool then
            fakeIndicatorPool:ReleaseAllObjects()
            EVENT_MANAGER:UnregisterForEvent("battlegroundObjectiveStateDisplay", self:GetFakeIndicatorEventForGameType(self.gameType))
        end
    end
end
function ZO_BattlegroundObjectiveStateIndicatorManager:BuildIndicators()
    if self.gameType ~= BATTLEGROUND_GAME_TYPE_NONE then
        local indicatorClass = self:GetIndicatorClassForGameType(self.gameType)
        if indicatorClass then
            local indicatorPool = self:GetIndicatorPoolForGameType(self.gameType)
            for i = 1, GetNumObjectives() do
                local keepId, objectiveId, battlegroundContext = GetObjectiveIdsForIndex(i)
                if IsBattlegroundObjective(keepId, objectiveId, battlegroundContext) then
                    if indicatorClass.Matches(keepId, objectiveId, battlegroundContext) then
                        local indicator = indicatorPool:AcquireObject()
                        indicator:Setup(keepId, objectiveId, battlegroundContext)
                    end
                end
            end
        end
        self:UpdateFakeIndicators()
    end
end
function ZO_BattlegroundObjectiveStateIndicatorManager:UpdateFakeIndicators()
    local fakeIndicatorPool = self:GetFakeIndicatorPoolForGameType(self.gameType)
    if fakeIndicatorPool then
        fakeIndicatorPool:ReleaseAllObjects()
        local battlegroundState = GetCurrentBattlegroundState()
        if battlegroundState == BATTLEGROUND_STATE_RUNNING then
            local indicatorPool = self:GetIndicatorPoolForGameType(self.gameType)
            local activeObjects = indicatorPool:GetActiveObjects()
            local numShown = 0
            for i, indicator in pairs(activeObjects) do
                if indicator:ShouldShow() then
                    numShown = numShown + 1
                end 
            end
            local maxSequencedObjectives = GetCurrentBattlegroundRoundMaxActiveSequencedObjectives()
            if maxSequencedObjectives > 0 and numShown < maxSequencedObjectives then
                EVENT_MANAGER:RegisterForEvent("battlegroundObjectiveStateDisplay", self:GetFakeIndicatorEventForGameType(self.gameType), function(eventId, ...) self:UpdateFakeIndicators(...) end)
                local missingObjectives = maxSequencedObjectives - numShown
                local pinType = self:GetFakeIndicatorPinTypeForGameType(self.gameType)
                for i = 1, missingObjectives do
                    local fakeIndicator = fakeIndicatorPool:AcquireObject()
                    fakeIndicator:Setup(pinType)
                end
            end
        end
    end
end