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local BATTLEGROUND_ROUND_RECAP_SCENE_NAME = "battleground_round_recap"local TEAM_IMAGES = { { imageWin = "EsoUI/Art/Battlegrounds/battleground_banner_orange_win.dds", imageWinGP = "EsoUI/Art/Battlegrounds/battleground_banner_orange_win.dds", imageLoss = "EsoUI/Art/Battlegrounds/battleground_banner_orange_loss.dds", imageLossGP = "EsoUI/Art/Battlegrounds/battleground_banner_orange_loss.dds", }, { imageWin = "EsoUI/Art/Battlegrounds/battleground_banner_green_win.dds", imageWinGP = "EsoUI/Art/Battlegrounds/battleground_banner_green_win.dds", imageLoss = "EsoUI/Art/Battlegrounds/battleground_banner_green_loss.dds", imageLossGP = "EsoUI/Art/Battlegrounds/battleground_banner_green_loss.dds", }, { imageWin = "EsoUI/Art/Battlegrounds/battleground_banner_purple_win.dds", imageWinGP = "EsoUI/Art/Battlegrounds/battleground_banner_purple_win.dds", imageLoss = "EsoUI/Art/Battlegrounds/battleground_banner_purple_loss.dds", imageLossGP = "EsoUI/Art/Battlegrounds/battleground_banner_purple_loss.dds", },}local PLAYER_WIN_STATUSES = { SI_BATTLEGROUND_RESULT_TITLE_ROUND_WON, SI_BATTLEGROUND_RESULT_TITLE_ROUND_LOST, SI_BATTLEGROUND_RESULT_TITLE_ROUND_TIED, SI_BATTLEGROUND_RESULT_TITLE_MATCH_WON, SI_BATTLEGROUND_RESULT_TITLE_MATCH_LOST, SI_BATTLEGROUND_RESULT_TITLE_MATCH_TIED,}local PLAYER_STATUS_WIN = 1local PLAYER_STATUS_LOSS = 2local PLAYER_STATUS_TIE = 3local HEADER_IMAGE_WIN = "EsoUI/Art/Battlegrounds/BattlegroundRoundRecapHeader.dds"local HEADER_IMAGE_LOSS = "EsoUI/Art/Battlegrounds/BattlegroundRoundRecapHeader_loss.dds"local KEYBIND_BUTTON_SPACING_X = 10----------------------------------------------Battleground Recap Scene-------------------------------------------- local ALWAYS_ANIMATE = true local DURATION = 500 BATTLEGROUND_ROUND_RECAP_FRAGMENT = ZO_FadeSceneFragment:New(self.control, ALWAYS_ANIMATE, DURATION)end self.sceneTimeLoopTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("BattlegroundRoundRecap", self.control) { } end local keybindButtonIndex = 1 local previousKeybindControl -- Make and anchor the button local keybindControl = CreateControlFromVirtual("$(parent)KeybindButton" .. keybindButtonIndex, keybindContainer, "ZO_KeybindButton") if previousKeybindControl then else end -- Keep track of the control for gamepad switching -- Keep track of the keybind mapping to handle the key being pressed keybindButtonIndex = keybindButtonIndex + 1 previousKeybindControl = keybindControl return keybindControl end function() end end, function() end, end return endend-- This function must be called instead of ShowScene directly because SCENE_MANAGER:Restore* -- functions can't be called from OnHiding or OnHidden. return endend -- Position flags based on number of active teams. local TWO_TEAM_POSITIONS = { -300, 300, false, } local THREE_TEAM_POSITIONS = { -400, 0, 400, } local flagPositions = numTeams == 2 and TWO_TEAM_POSITIONS or THREE_TEAM_POSITIONS if positionX ~= false then else end end local teamScores = { -- rank will be updated below. { score = scores[1], rank = 1, }, { score = scores[2], rank = 1, }, { score = scores[3], rank = 1, }, } if isWinner then if isGamepad then return teamData.imageWinGP else return teamData.imageWin end else if isGamepad then return teamData.imageLossGP else return teamData.imageLoss end end end -- Animation doesn't work if this is 1000. local PLAY_OFFSETS_PER_RANK = { 700, 500, 300, } -- We're determining three effects here: -- 1. Player's team flags is positioned first, and the other teams follow in canonical order. -- 2. The team with the highest score gets a little glow starburst. -- 3. Scores are converted to team ranks and the team flags drop in rank order. -- Convert team scores into ranks and insert rank values into TEAMS. do -- Sort teams by score and use sorted scores to determine rank order. local teamToRankData = {} for teamIndex = 1, numTeams do end -- Update the TEAMS data with the correct ranks. for rankIndex = 1, numTeams do teamScores[teamToRankData[rankIndex].teamIndex].rank = rankIndex end end -- Determine the highest score local highestScore = 0 local highestCount = 0 for teamIndex = 1, numTeams do if highestScore < teamScores[teamIndex].score then highestScore = teamScores[teamIndex].score highestCount = 1 elseif highestScore == teamScores[teamIndex].score then highestCount = highestCount + 1 end end local roundResultIndex local playerScore = teamScores[playerTeam] and teamScores[playerTeam].score or 0 if playerScore == highestScore then if highestCount == 1 then roundResultIndex = PLAYER_STATUS_WIN else roundResultIndex = PLAYER_STATUS_TIE end else roundResultIndex = PLAYER_STATUS_LOSS end if roundResultIndex ~= PLAYER_STATUS_LOSS then else end local playerWinLoss = PLAYER_WIN_STATUSES[roundResultIndex] -- Shift a round result into a match result. playerWinLoss = PLAYER_WIN_STATUSES[roundResultIndex + 3] end -- Create a list with the player's team first and the other teams following in canonical order. for positionedTeamIndex = 1, numTeams do local teamIndex = positionedTeams[positionedTeamIndex] local teamImages = TEAM_IMAGES[teamIndex] or TEAM_IMAGES[1] local teamScore = teamScores[teamIndex] or teamScores[1] local isWinner = DidCurrentBattlegroundTeamWinOrTieRound(teamIndex) -- Multiple teams might tie for first. self.flags[positionedTeamIndex]:SetDetails(teamIndex, flagImage, teamScore.score, PLAY_OFFSETS_PER_RANK[teamScore.rank], isWinner, roundsWonByTeam) end -- Reanchor buttons to accomodate leaveBattleground button showing/hiding. if battlegroundFinished then self.showScoreboardButton:SetAnchor(LEFT, self.leaveBattlegroundButton, RIGHT, KEYBIND_BUTTON_SPACING_X, 0) else end if roundResultIndex ~= PLAYER_STATUS_LOSS then if battlegroundFinished then else end else endend-- Create a list with the player's team first and the other teams following in canonical order. local positionedTeams = { } local positionedTeamCount = 0 positionedTeamCount = positionedTeamCount + 1 positionedTeams[positionedTeamCount] = playerTeam for teamId = BATTLEGROUND_TEAM_ITERATION_BEGIN, BATTLEGROUND_TEAM_ITERATION_END do if teamId ~= playerTeam then positionedTeamCount = positionedTeamCount + 1 positionedTeams[positionedTeamCount] = teamId end end end return positionedTeamsend-- The data comes out as a list of order-agnostic team:score pairs. Convert to a canonical ordered list. local scores = {} for teamId = BATTLEGROUND_TEAM_ITERATION_BEGIN, BATTLEGROUND_TEAM_ITERATION_END do end return scoresendend endend return not DoesBattlegroundHaveRounds(GetCurrentBattlegroundId()) or GetCurrentBattlegroundRoundIndex() == GetBattlegroundNumRounds(GetCurrentBattlegroundId()) or HasTeamWonBattlegroundEarly()enddo local KEYBOARD_STYLE = { roundRecapTemplate = "ZO_BattlegroundRoundRecapTopLevel_Keyboard", keybindButtonTemplate = "ZO_KeybindButton_Keyboard_Template", } local GAMEPAD_STYLE = { roundRecapTemplate = "ZO_BattlegroundRoundRecapTopLevel_Gamepad", keybindButtonTemplate = "ZO_KeybindButton_Gamepad_Template", } self.platformStyle = ZO_PlatformStyle:New(function(style) self:ApplyPlatformStyle(style) end, KEYBOARD_STYLE, GAMEPAD_STYLE) endend -- Re-apply the title and button text so the text is updated with the new modify text type self.leaveBattlegroundButton.nameLabel:SetText(GetString(SI_BATTLEGROUND_SCOREBOARD_LEAVE_BATTLEGROUND)) self.showScoreboardButton.nameLabel:SetText(GetString(SI_BATTLEGROUND_HUD_FRAGMENT_SCOREBOARD_KEYBIND)) endend local narrationInfo = { end, local narrations = {} -- Title Area ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(self.winTitle:GetText())) ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(self.winSubtitle:GetText())) -- Create a list with the player's team first and the other teams following in canonical order. -- The screen is ordered with the player first, so we need to extract the scores in that order. for positionedTeamIndex = 1, numTeams do local teamIndex = positionedTeams[positionedTeamIndex] local teamScore = scores[teamIndex] ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_BATTLEGROUND_RESULT_TEAM_NAME_FORMAT, GetBattlegroundTeamName(teamIndex)))) end ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_BATTLEGROUND_RESULT_NEXT_ROUND_TITLE))) local formattedTimer = zo_strformat(SI_TIME_FORMAT_SECONDS_DESC, zo_ceil(currentBattlegroundTimeMS / 1000)) return narrations end, end, }end local narrationData = {} if leaveRecapNarrationData then end if showScoreboardNarrationData then end return narrationDataend return true end end return falseend endend endend endend local coloredTime = ZO_SELECTED_TEXT:Colorize(ZO_FormatCountdownTimer(zo_ceil(currentBattlegroundTimeMS / 1000))) self.countdown:SetText(zo_strformat(SI_BATTLEGROUND_RESULT_NEXT_ROUND_FORMAT, coloredTitle, coloredTime))end--[[ xml functions ]]--endendendend |