Back to Home

ESO Lua File v101036

ingame/collections/collectibledatamanager.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
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
ZO_COLLECTIBLE_DATA_FILTERS = 
{
    INCLUDE_LOCKED = true,
    EXCLUDE_LOCKED = false,
    INCLUDE_INVALID_FOR_PLAYER = true,
    EXCLUDE_INVALID_FOR_PLAYER = false,
}
ZO_COLLECTION_UPDATE_TYPE =
{
    REBUILD = 1,
    FORCE_REINITIALIZE = 2,
    UNLOCK_STATE_CHANGES = 3,
    BLACKLIST_CHANGED = 4,
}
----------------------------------
-- Set Default Collectible Data --
----------------------------------
ZO_SetDefaultCollectibleData = ZO_InitializingObject:Subclass()
function ZO_SetDefaultCollectibleData:Initialize(categoryTypeToSetDefault)
    self.categoryTypeToSetDefault = categoryTypeToSetDefault
end
function ZO_SetDefaultCollectibleData:GetCategoryTypeToSetDefault()
    return self.categoryTypeToSetDefault
end
function ZO_SetDefaultCollectibleData:GetName()
    return ZO_CachedStrFormat(SI_SET_DEFAULT_COLLECTIBLE_NAME_FORMAT, GetString("SI_COLLECTIBLECATEGORYTYPE", self:GetCategoryTypeToSetDefault()))
end
do
    local DESCRIPTION_FORMATTERS =
    {
        [GAMEPLAY_ACTOR_CATEGORY_COMPANION] = SI_COMPANION_SET_DEFAULT_COLLECTIBLE_DESCRIPTION_FORMAT,
    }
    function ZO_SetDefaultCollectibleData:GetDescription(actorCategory)
        local descriptionFormatter = DESCRIPTION_FORMATTERS[actorCategory]
        if descriptionFormatter then
            return ZO_CachedStrFormat(descriptionFormatter, GetString("SI_COLLECTIBLECATEGORYTYPE", self:GetCategoryTypeToSetDefault()))
        end
        return nil
    end
end
do
    local COLLECTIBLE_CATEGORY_TYPE_DEFAULT_ICONS =
    {
        [COLLECTIBLE_CATEGORY_TYPE_MOUNT] = "EsoUI/Art/Collections/Default/collections_default_mount.dds",
    }
    function ZO_SetDefaultCollectibleData:GetIcon()
        return COLLECTIBLE_CATEGORY_TYPE_DEFAULT_ICONS[self.categoryTypeToSetDefault]
    end
end
function ZO_SetDefaultCollectibleData:IsActive(actorCategory)
    return IsCollectibleCategoryTypeSetToDefault(self.categoryTypeToSetDefault, actorCategory)
end
function ZO_SetDefaultCollectibleData:Use(actorCategory)
    SetCollectibleCategoryTypeToDefault(self.categoryTypeToSetDefault, actorCategory)
end
function ZO_SetDefaultCollectibleData:GetPrimaryInteractionStringId(actorCategory)
    -- Function signature mirrors the one on ZO_CollectibleData,
    -- but right now there's no support for anything other than Set Active variants
    return SI_COLLECTIBLE_ACTION_SET_ACTIVE
end
----------------------
-- Collectible Data --
----------------------
ZO_CollectibleData = ZO_InitializingObject:Subclass()
function ZO_CollectibleData:Reset()
    self.cachedNameWithNickname = nil
end
function ZO_CollectibleData:BuildData(categoryData, collectibleIndex)
    self.categoryData = categoryData
    local categoryIndex, subcategoryIndex = categoryData:GetCategoryIndicies()
    local collectibleId = GetCollectibleId(categoryIndex, subcategoryIndex, collectibleIndex)
    self.collectibleIndex = collectibleIndex
    self.collectibleId = collectibleId
    self.referenceId = GetCollectibleReferenceId(collectibleId)
    self.name = GetCollectibleName(collectibleId)
    -- Speed up sorts by caching
    self.sortOrder = GetCollectibleSortOrder(collectibleId)
    self.gridHeaderName = nil
    self:SetHousingData()
    self:Refresh()
    ZO_COLLECTIBLE_DATA_MANAGER:MapCollectibleData(self)
end
function ZO_CollectibleData:SetHousingData()
    if self:IsHouse() then
        self.isPrimaryResidence = IsPrimaryHouse(self.referenceId) or nil -- Memory optimization
    else
        self.isPrimaryResidence = nil
    end
end
function ZO_CollectibleData:SetOutfitStyleData()
    if self:IsOutfitStyle() then
        self.outfitStyleItemStyleId = GetOutfitStyleItemStyleId(self.referenceId)
        -- Since a lot of oufit style checks look at "if armor else ..." we'll cache isArmorStyle when it's armor as a perf improvement
        -- and not cache isArmorStyle or isWeaponStyle when it's not armor as a memory improvement
        self.isArmorStyle = IsOutfitStyleArmor(self.referenceId) or nil
        if self.isArmorStyle then
            self.gridHeaderName = GetString("SI_VISUALARMORTYPE", self:GetVisualArmorType())
        else
            self.gridHeaderName = GetString("SI_WEAPONMODELTYPE", self:GetWeaponModelType())
        end
    else
        self.outfitStyleItemStyleId = nil
    end
end
function ZO_CollectibleData:Refresh()
    local collectibleId = self.collectibleId
    local previousUnlockState = self.unlockState
    self.unlockState = GetCollectibleUnlockStateById(collectibleId)
    self:SetNew(IsCollectibleNew(collectibleId))
    self.cachedNameWithNickname = nil
    local categoryData = self:GetCategoryData()
    if categoryData then
        local specializedSortedCollectibles = categoryData:GetSpecializedSortedCollectiblesObject()
        if previousUnlockState ~= self.unlockState then
            specializedSortedCollectibles:HandleLockStatusChanged(self)
        end
    end
end
function ZO_CollectibleData:RefreshHousingData()
    if self:IsHouse() then
        local wasPrimaryResidence = self.isPrimaryResidence
        self.isPrimaryResidence = IsPrimaryHouse(self.referenceId) or nil -- Memory optimization
        local categoryData = self:GetCategoryData()
        if categoryData then
            local specializedSortedCollectibles = categoryData:GetSpecializedSortedCollectiblesObject()
            if wasPrimaryResidence ~= self.isPrimaryResidence then
                specializedSortedCollectibles:HandlePrimaryResidenceChanged(self)
            end
        end
    end
end
function ZO_CollectibleData:GetCategoryData()
    return self.categoryData
end
function ZO_CollectibleData:GetIndex()
    return self.collectibleIndex
end
function ZO_CollectibleData:GetId()
    return self.collectibleId
end
function ZO_CollectibleData:GetName()
    return self.name
end
function ZO_CollectibleData:GetFormattedName()
    return ZO_CachedStrFormat(SI_COLLECTIBLE_NAME_FORMATTER, self:GetName())
end
function ZO_CollectibleData:GetNameWithNickname()
    if not self.cachedNameWithNickname then
        local nickname = self:GetNickname()
        if nickname and nickname ~= "" then
            self.cachedNameWithNickname = zo_strformat(SI_COLLECTIBLE_NAME_WITH_NICKNAME_FORMATTER, self:GetName(), nickname)
        else
            self.cachedNameWithNickname = self:GetFormattedName()
        end
    end
    return self.cachedNameWithNickname
end
function ZO_CollectibleData:GetRawNameWithNickname()
    local nickname = self:GetNickname()
    if nickname and nickname ~= "" then
        return zo_strformat(SI_COLLECTIBLE_NAME_WITH_NICKNAME_RAW, self:GetName(), nickname)
    else
        return self:GetName()
    end
end
function ZO_CollectibleData:GetDescription()
    return GetCollectibleDescription(self.collectibleId)
end
function ZO_CollectibleData:GetIcon()
    return GetCollectibleIcon(self.collectibleId)
end
function ZO_CollectibleData:GetUnlockState()
    return self.unlockState
end
function ZO_CollectibleData:IsUnlocked()
    return self.unlockState ~= COLLECTIBLE_UNLOCK_STATE_LOCKED
end
function ZO_CollectibleData:IsLocked()
    return self.unlockState == COLLECTIBLE_UNLOCK_STATE_LOCKED
end
function ZO_CollectibleData:IsOwned()
    return self.unlockState == COLLECTIBLE_UNLOCK_STATE_UNLOCKED_OWNED
end
function ZO_CollectibleData:IsPurchasable()
    return IsCollectiblePurchasable(self.collectibleId)
end
function ZO_CollectibleData:IsActive(actorCategory)
    actorCategory = actorCategory or GAMEPLAY_ACTOR_CATEGORY_PLAYER
    return IsCollectibleActive(self.collectibleId, actorCategory)
end
function ZO_CollectibleData:IsBlacklisted()
    return IsCollectibleBlacklisted(self.collectibleId)
end
function ZO_CollectibleData:GetCategoryType()
    return GetCollectibleCategoryType(self.collectibleId)
end
function ZO_CollectibleData:GetSpecializedCategoryType()
    return GetSpecializedCollectibleType(self.collectibleId)
end
function ZO_CollectibleData:GetCategoryTypeDisplayName()
    local specializedCollectibleType = self:GetSpecializedCategoryType()
    if specializedCollectibleType == SPECIALIZED_COLLECTIBLE_TYPE_NONE then
        return GetString("SI_COLLECTIBLECATEGORYTYPE", self:GetCategoryType())
    else
        return GetString("SI_SPECIALIZEDCOLLECTIBLETYPE", specializedCollectibleType)
    end
end
function ZO_CollectibleData:IsCategoryType(categoryType)
    return self:GetCategoryType() == categoryType
end
function ZO_CollectibleData:GetCollectibleAssociatedQuestState()
    return GetCollectibleAssociatedQuestState(self.collectibleId)
end
do
    local DEFAULT_HOUSE_HINT = GetString(SI_HOUSING_BOOK_AVAILABLE_FOR_PURCHASE)
    function ZO_CollectibleData:GetHint()
        local hint = GetCollectibleHint(self.collectibleId)
        if self:IsHouse() and hint == "" then
            hint = DEFAULT_HOUSE_HINT
        end
        return hint
    end
end
function ZO_CollectibleData:GetKeyboardBackgroundImage()
    return GetCollectibleKeyboardBackgroundImage(self.collectibleId)
end
function ZO_CollectibleData:GetGamepadBackgroundImage()
    return GetCollectibleGamepadBackgroundImage(self.collectibleId)
end
function ZO_CollectibleData:GetNickname()
    return  GetCollectibleNickname(self.collectibleId)
end
function ZO_CollectibleData:GetFormattedNickname()
    local nickname = self:GetNickname()
    if nickname ~= "" then
        return ZO_CachedStrFormat(SI_TOOLTIP_COLLECTIBLE_NICKNAME, nickname)
    else
        return ""
    end
end
function ZO_CollectibleData:IsRenameable()
    return IsCollectibleRenameable(self.collectibleId)
end
function ZO_CollectibleData:IsSlottable()
    return IsCollectibleSlottable(self.collectibleId)
end
function ZO_CollectibleData:IsNew()
    return self.isNew
end
function ZO_CollectibleData:SetNew(isNew)
    if isNew == false then
        isNew = nil -- Memory optimization
    end
    if self.isNew ~= isNew then
        self.isNew = isNew
        local categoryData = self:GetCategoryData()
        if categoryData then
            categoryData:UpdateNewCache(self)
        end
    end
end
function ZO_CollectibleData:GetReferenceId()
    return self.referenceId
end
function ZO_CollectibleData:GetSortOrder()
    return self.sortOrder
end
function ZO_CollectibleData:IsStory()
    local categoryType = self:GetCategoryType()
    return categoryType == COLLECTIBLE_CATEGORY_TYPE_DLC or categoryType == COLLECTIBLE_CATEGORY_TYPE_CHAPTER
end
function ZO_CollectibleData:IsUnlockedViaSubscription()
    return DoesESOPlusUnlockCollectible(self.collectibleId)
end
function ZO_CollectibleData:GetQuestName()
    local questName = GetCollectibleQuestPreviewInfo(self.collectibleId)
    return questName
end
function ZO_CollectibleData:GetQuestDescription()
    local questDescription = select(2, GetCollectibleQuestPreviewInfo(self.collectibleId))
    return questDescription
end
function ZO_CollectibleData:IsHouse()
    return self:GetCategoryType() == COLLECTIBLE_CATEGORY_TYPE_HOUSE
end
function ZO_CollectibleData:GetHouseLocation()
    local houseFoundInZoneId = GetHouseFoundInZoneId(self.referenceId)
    return GetZoneNameById(houseFoundInZoneId)
end
function ZO_CollectibleData:GetFormattedHouseLocation()
    return ZO_CachedStrFormat(SI_ZONE_NAME, self:GetHouseLocation())
end
function ZO_CollectibleData:GetHouseCategoryType()
    return GetHouseCategoryType(self.referenceId)
end
function ZO_CollectibleData:IsPrimaryResidence()
    return self.isPrimaryResidence or false -- Memory optimization
end
function ZO_CollectibleData:IsOutfitStyle()
    return self:GetCategoryType() == COLLECTIBLE_CATEGORY_TYPE_OUTFIT_STYLE
end
function ZO_CollectibleData:IsArmorStyle()
    return self.isArmorStyle or false -- Memory/perf optimization, see ZO_CollectibleData:SetOutfitStyleData for details
end
function ZO_CollectibleData:IsWeaponStyle()
    return IsOutfitStyleWeapon(self.referenceId)
end
function ZO_CollectibleData:GetVisualArmorType()
    return self:IsArmorStyle() and GetOutfitStyleVisualArmorType(self.referenceId) or nil
end
function ZO_CollectibleData:GetWeaponModelType()
    return self:IsWeaponStyle() and GetOutfitStyleWeaponModelType(self.referenceId) or nil
end
function ZO_CollectibleData:GetOutfitGearType()
end
function ZO_CollectibleData:GetOutfitStyleItemStyleId()
    return self.outfitStyleItemStyleId
end
function ZO_CollectibleData:GetOutfitStyleItemStyleName()
end
function ZO_CollectibleData:GetOutfitStyleCost()
    if self:IsOutfitStyle() then
        local outfitStyleCost = GetOutfitStyleCost(self.referenceId)
        if outfitStyleCost ~= 0 then
            local outfitStyleFreeConversionCollectible = self:GetOutfitStyleFreeConversionCollectible()
            if outfitStyleFreeConversionCollectible then
                local freeConversionCollectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(outfitStyleFreeConversionCollectible)
                if freeConversionCollectibleData and freeConversionCollectibleData:IsUnlocked() then
                    return 0
                end
            end
        end
        return outfitStyleCost
    end
    return 0 -- No one should ever hit this code
end
function ZO_CollectibleData:GetOutfitStyleFreeConversionCollectible()
    return GetOutfitStyleFreeConversionCollectibleId(self.referenceId)
end
function ZO_CollectibleData:IsBlocked()
    return IsCollectibleBlocked(self.collectibleId)
end
function ZO_CollectibleData:IsCollectibleAvailableToActorCategory(aActorCategory)
    return IsCollectibleAvailableToActorCategory(self.collectibleId, aActorCategory)
end
function ZO_CollectibleData:IsCollectibleAvailableToCompanion()
    return self:IsCollectibleAvailableToActorCategory(GAMEPLAY_ACTOR_CATEGORY_COMPANION)
end
function ZO_CollectibleData:IsCollectibleCategoryUsable(actorCategory)
    return IsCollectibleCategoryUsable(self:GetCategoryType(), actorCategory)
end
function ZO_CollectibleData:IsCollectibleCategoryCompanionUsable()
    return self:IsCollectibleCategoryUsable(GAMEPLAY_ACTOR_CATEGORY_COMPANION)
end
function ZO_CollectibleData:IsUsable(actorCategory)
    actorCategory = actorCategory or GAMEPLAY_ACTOR_CATEGORY_PLAYER
    return IsCollectibleUsable(self.collectibleId, actorCategory)
end
function ZO_CollectibleData:Use(actorCategory)
    -- combination fragment collectibles can consume collectibles on use
    -- so we want to show a confirmation dialog if it consumes a non-fragment collectible
    if self:IsCategoryType(COLLECTIBLE_CATEGORY_TYPE_COMBINATION_FRAGMENT) then
        if not CheckPlayerCanPerformCombinationAndWarn(self.referenceId) then
            return
        end
        -- this combination might be acting as an "evolution" of a collectible into another collectible
        -- like the indrik, so find the first non-fragment collectible and treat that as the base collectible
        local baseCollectibleId = GetCombinationFirstNonFragmentCollectibleComponentId(self.referenceId)
        if baseCollectibleId ~= 0 then
            local function AcceptCombinationCallback()
                UseCollectible(self.collectibleId, actorCategory)
            end
            local function DeclineCombinationCallback()
            end
            local unlockedCollectibleId = GetCombinationUnlockedCollectible(self.referenceId)
            ZO_CombinationPromptManager_ShowEvolutionPrompt(baseCollectibleId, unlockedCollectibleId, AcceptCombinationCallback, DeclineCombinationCallback)
            return
        end
    end
    UseCollectible(self.collectibleId, actorCategory)
end
function ZO_CollectibleData:GetPrimaryInteractionStringId(actorCategory)
    local categoryType = self:GetCategoryType()
    if self:IsActive(actorCategory) then
        if categoryType == COLLECTIBLE_CATEGORY_TYPE_VANITY_PET or categoryType == COLLECTIBLE_CATEGORY_TYPE_ASSISTANT or categoryType == COLLECTIBLE_CATEGORY_TYPE_COMPANION then
            return SI_COLLECTIBLE_ACTION_DISMISS
        else
            return SI_COLLECTIBLE_ACTION_PUT_AWAY
        end
    else
        if categoryType == COLLECTIBLE_CATEGORY_TYPE_MEMENTO then
            return SI_COLLECTIBLE_ACTION_USE
        elseif categoryType == COLLECTIBLE_CATEGORY_TYPE_COMBINATION_FRAGMENT then
            return SI_COLLECTIBLE_ACTION_COMBINE
        elseif categoryType == COLLECTIBLE_CATEGORY_TYPE_COMPANION then
            local activeState = self:GetCollectibleAssociatedQuestState()
            if activeState == COLLECTIBLE_ASSOCIATED_QUEST_STATE_INACTIVE then
                return SI_COLLECTIBLE_ACTION_ACCEPT_QUEST
            elseif activeState == COLLECTIBLE_ASSOCIATED_QUEST_STATE_ACCEPTED then
                return nil
            else
                return SI_COLLECTIBLE_ACTION_SET_ACTIVE
            end               
        else
            return SI_COLLECTIBLE_ACTION_SET_ACTIVE
        end
    end
end
function ZO_CollectibleData:IsPlaceableFurniture()
end
function ZO_CollectibleData:IsValidForPlayer()
    return IsCollectibleValidForPlayer(self.collectibleId)
end
function ZO_CollectibleData:HasVisualAppearence()
    return DoesCollectibleHaveVisibleAppearance(self.collectibleId)
end
function ZO_CollectibleData:WouldBeHidden(actorCategory)
    return WouldCollectibleBeHidden(self.collectibleId, actorCategory)
end
function ZO_CollectibleData:IsVisualLayerHidden(actorCategory)
    return self:HasVisualAppearence() and self:IsActive(actorCategory) and self:WouldBeHidden(actorCategory)
end
function ZO_CollectibleData:IsVisualLayerShowing(actorCategory)
    return self:HasVisualAppearence() and self:IsActive(actorCategory) and not self:WouldBeHidden(actorCategory)
end
function ZO_CollectibleData:GetNotificationId()
    return self.notificationId
end
function ZO_CollectibleData:SetNotificationId(notificationId)
    self.notificationId = notificationId
end
do
    local IS_HIDDEN_FROM_COLLECTION_MODE =
    {
        [COLLECTIBLE_HIDE_MODE_WHEN_LOCKED] = function(collectibleData) return collectibleData:IsLocked() end,
        [COLLECTIBLE_HIDE_MODE_WHEN_LOCKED_REQUIREMENT] = function(collectibleData) return collectibleData:IsCollectibleDynamicallyHidden() end,
    }
    function ZO_CollectibleData:IsHiddenFromCollection()
        local hideMode = GetCollectibleHideMode(self.collectibleId)
        if hideMode == COLLECTIBLE_HIDE_MODE_NONE then
            return false
        elseif hideMode == COLLECTIBLE_HIDE_MODE_ALWAYS then
            return true
        else
            local modeFunction = IS_HIDDEN_FROM_COLLECTION_MODE[hideMode]
            return modeFunction(self)
        end
    end
end
function ZO_CollectibleData:IsCollectibleDynamicallyHidden()
    return self:IsLocked() and IsCollectibleDynamicallyHidden(self.collectibleId)
end
function ZO_CollectibleData:IsShownInCollection()
    return not self:IsHiddenFromCollection()
end
do
    local ARMOR_VISUAL_TO_SOUND_ID =
    {
        [VISUAL_ARMORTYPE_LIGHT]        = SOUNDS.OUTFIT_ARMOR_TYPE_LIGHT,
        [VISUAL_ARMORTYPE_MEDIUM]       = SOUNDS.OUTFIT_ARMOR_TYPE_MEDIUM,
        [VISUAL_ARMORTYPE_HEAVY]        = SOUNDS.OUTFIT_ARMOR_TYPE_HEAVY,
        [VISUAL_ARMORTYPE_UNDAUNTED]    = SOUNDS.OUTFIT_ARMOR_TYPE_UNDAUNTED,
        [VISUAL_ARMORTYPE_CLOTHING]     = SOUNDS.OUTFIT_ARMOR_TYPE_CLOTHING,
        [VISUAL_ARMORTYPE_SIGNATURE]    = SOUNDS.OUTFIT_ARMOR_TYPE_SIGNATURE,
    }
    local WEAPON_VISUAL_TO_SOUND_ID =
    {
        [WEAPON_MODEL_TYPE_AXE]     = SOUNDS.OUTFIT_WEAPON_TYPE_AXE,
        [WEAPON_MODEL_TYPE_HAMMER]  = SOUNDS.OUTFIT_WEAPON_TYPE_MACE,
        [WEAPON_MODEL_TYPE_SWORD]   = SOUNDS.OUTFIT_WEAPON_TYPE_SWORD,
        [WEAPON_MODEL_TYPE_DAGGER]  = SOUNDS.OUTFIT_WEAPON_TYPE_DAGGER,
        [WEAPON_MODEL_TYPE_BOW]     = SOUNDS.OUTFIT_WEAPON_TYPE_BOW,
        [WEAPON_MODEL_TYPE_STAFF]   = SOUNDS.OUTFIT_WEAPON_TYPE_STAFF,
        [WEAPON_MODEL_TYPE_SHIELD]  = SOUNDS.OUTFIT_WEAPON_TYPE_SHIELD,
        [WEAPON_MODEL_TYPE_RUNE]    = SOUNDS.OUTFIT_WEAPON_TYPE_RUNE,
    }
    function ZO_CollectibleData:GetOutfitStyleEquipSound()
        local visualArmorType = self:GetVisualArmorType()
        if visualArmorType then
            return ARMOR_VISUAL_TO_SOUND_ID[visualArmorType]
        end
        local weaponModelType = self:GetWeaponModelType()
        if weaponModelType then
            return WEAPON_VISUAL_TO_SOUND_ID[weaponModelType]
        end
    end
end
-----------------------------------
-- Specialized Sorted Collectibles
-----------------------------------
ZO_SpecializedSortedCollectibles = ZO_InitializingObject:Subclass()
function ZO_SpecializedSortedCollectibles:Initialize()
    self.dirty = false
    self.sortedCollectibles = {}
end
function ZO_SpecializedSortedCollectibles:GetCollectibles()
    if self.dirty then
        self:RefreshSort()
    end
    return self.sortedCollectibles
end
function ZO_SpecializedSortedCollectibles:InsertCollectible(collectibleData)
    assert(false) -- override in derived classes
end
function ZO_SpecializedSortedCollectibles:OnInsertFinished()
    assert(false) -- override in derived classes
end
function ZO_SpecializedSortedCollectibles:RefreshSort()
    assert(false) -- override in derived classes
end
function ZO_SpecializedSortedCollectibles:CanIterateCollectibles()
    return true
end
function ZO_SpecializedSortedCollectibles:HandleLockStatusChanged(collectibleData)
    -- By default, do nothing
end
function ZO_SpecializedSortedCollectibles:HandlePrimaryResidenceChanged(collectibleData)
    -- By default, do nothing
end
-----------------------------
-- Default Sorted Collectible
-----------------------------
ZO_DefaultSortedCollectibles = ZO_SpecializedSortedCollectibles:Subclass()
function ZO_DefaultSortedCollectibles:Initialize(owner)
    ZO_SpecializedSortedCollectibles.Initialize(self)
    self.owner = owner
    self.collectibleNameLookupTable = {}
end
function ZO_DefaultSortedCollectibles:InsertCollectible(collectibleData)
    table.insert(self.sortedCollectibles, collectibleData)
    
    local collectibleId = collectibleData:GetId()
    if not self.collectibleNameLookupTable[collectibleId] then
        -- This will be replaced with a number when the sort is concluded
        self.collectibleNameLookupTable[collectibleId] = collectibleData
    end
    self.dirty = true
end
function ZO_DefaultSortedCollectibles:HandleLockStatusChanged(collectibleData)
    self.dirty = true
end
function ZO_DefaultSortedCollectibles:RefreshSort()
    if self.dirty then
        local collectibleNameLookupTable = self.collectibleNameLookupTable
        table.sort(self.sortedCollectibles, function(left, right) 
            local leftIsUnlocked = left:IsUnlocked()
            local rightIsUnlocked = right:IsUnlocked()
            if leftIsUnlocked ~= rightIsUnlocked then
                return leftIsUnlocked
            end
            local leftSortOrder = left:GetSortOrder()
            local rightSortOrder = right:GetSortOrder()
            if leftSortOrder ~= rightSortOrder then
                return leftSortOrder < rightSortOrder
            end
            
            local leftIsValidForPlayer = left:IsValidForPlayer()
            local rightIsValidForPlayer = right:IsValidForPlayer()
            if leftIsValidForPlayer ~= rightIsValidForPlayer then
                return leftIsValidForPlayer
            else
                return collectibleNameLookupTable[left:GetId()] < collectibleNameLookupTable[right:GetId()]
            end
        end)
    end
    self.dirty = false
end
function ZO_DefaultSortedCollectibles:OnInsertFinished()
    local tempTable = {}
    for _, collectibleData in pairs(self.collectibleNameLookupTable) do
        table.insert(tempTable, collectibleData)
    end
    table.sort(tempTable, function(left, right)
        return left.name < right.name
    end)
    
    -- We know that we start with a mapping of id to data and end with a mapping of id to position
    -- So since these mappings have 1 to 1 keys, rather than wasting throwing out the old table and creating a new table, we can just replace everything
    -- as another minor optimization
    for position, collectibleData in ipairs(tempTable) do
        self.collectibleNameLookupTable[collectibleData:GetId()] = position
    end
end
-------------------------------------------------------
-- Specialized Sorted Collectibles Outfit Style Types
-------------------------------------------------------
ZO_SpecializedSortedOutfitStyleTypes = ZO_SpecializedSortedCollectibles:Subclass()
function ZO_SpecializedSortedOutfitStyleTypes:Initialize()
    ZO_SpecializedSortedCollectibles.Initialize(self)
    self.itemStyleNameLookupTable = {}
end
function ZO_SpecializedSortedOutfitStyleTypes:InsertCollectible(collectibleData)
    local type = collectibleData:GetOutfitGearType()
    if type then
        local styles = self.sortedCollectibles[type] 
        if not styles then
            styles = ZO_SpecializedSortedOutfitStyles:New(self)
            self.sortedCollectibles[type] = styles
        end
        
        local itemStyleId = collectibleData:GetOutfitStyleItemStyleId()
        if not self.itemStyleNameLookupTable[itemStyleId] then
            -- Cache this off here instead of just storing the collectibleData
            -- so we don't have to fetch the name repeatedly in the sort function
            self.itemStyleNameLookupTable[itemStyleId] =
            {
                name = collectibleData:GetOutfitStyleItemStyleName(),
                id = itemStyleId
            }
        end
        styles:InsertCollectible(collectibleData)
        self.dirty = true
    end
end
function ZO_SpecializedSortedOutfitStyleTypes:HandleLockStatusChanged(collectibleData)
    local type = collectibleData:GetOutfitGearType()
    if type and self.sortedCollectibles[type] then
        self.sortedCollectibles[type]:HandleLockStatusChanged(collectibleData)
        self.dirty = true
    end
end
function ZO_SpecializedSortedOutfitStyleTypes:RefreshSort()
    if self.dirty then
        for _, collectibleDataForType in pairs(self.sortedCollectibles) do
            collectibleDataForType:RefreshSort()
        end
        self.dirty = false
    end
end
function ZO_SpecializedSortedOutfitStyleTypes:OnInsertFinished()
    local tempTable = {}
    for _, styleNameData in pairs(self.itemStyleNameLookupTable) do
        table.insert(tempTable, styleNameData)
    end
    table.sort(tempTable, function(left, right)
        return left.name < right.name
    end)
    for position, styleNameData in ipairs(tempTable) do
        self.itemStyleNameLookupTable[styleNameData.id] = position
    end
    for _, collectibleDataForType in pairs(self.sortedCollectibles) do
        collectibleDataForType:OnInsertFinished()
    end
    self:RefreshSort()
end
function ZO_SpecializedSortedOutfitStyleTypes:CanIterateCollectibles()
    -- Outfit styles are sorted with a custom structure that requires manual looping
    return false
end
--------------------------------------------------
-- Specialized Sorted Collectibles Outfit Styles
--------------------------------------------------
ZO_SpecializedSortedOutfitStyles = ZO_DefaultSortedCollectibles:Subclass()
function ZO_SpecializedSortedOutfitStyles:RefreshSort()
    if self.dirty then
        local itemStyleNameLookupTable = self.owner.itemStyleNameLookupTable
        local collectibleNameLookupTable = self.collectibleNameLookupTable
        table.sort(self.sortedCollectibles, function(left, right) 
            local leftIsUnlocked = left:IsUnlocked()
            local rightIsUnlocked = right:IsUnlocked()
            if leftIsUnlocked ~= rightIsUnlocked then
                return leftIsUnlocked
            end
            local leftOutfitStyleItemStyleId = left:GetOutfitStyleItemStyleId()
            local rightOutfitStyleItemStyleId = right:GetOutfitStyleItemStyleId()
            if leftOutfitStyleItemStyleId ~= rightOutfitStyleItemStyleId then
                return itemStyleNameLookupTable[leftOutfitStyleItemStyleId] < itemStyleNameLookupTable[rightOutfitStyleItemStyleId]
            end
            local leftSortOrder = left:GetSortOrder()
            local rightSortOrder = right:GetSortOrder()
            if leftSortOrder ~= rightSortOrder then
                return leftSortOrder < rightSortOrder
            else
                return collectibleNameLookupTable[left:GetId()] < collectibleNameLookupTable[right:GetId()]
            end
        end)
    end
    self.dirty = false
end
-----------------------------------------
-- Specialized Sorted Collectibles Houses
-----------------------------------------
ZO_SpecializedSortedHouses = ZO_DefaultSortedCollectibles:Subclass()
function ZO_SpecializedSortedHouses:HandlePrimaryResidenceChanged(collectibleData)
    self.dirty = true
end
function ZO_SpecializedSortedHouses:RefreshSort()
    if self.dirty then
        local collectibleNameLookupTable = self.collectibleNameLookupTable
        table.sort(self.sortedCollectibles, function(left, right)
            local leftIsPrimaryResidence = left:IsPrimaryResidence()
            local rightIsPrimaryResidence = right:IsPrimaryResidence()
            if leftIsPrimaryResidence ~= rightIsPrimaryResidence then
                return leftIsPrimaryResidence
            end
            local leftIsUnlocked = left:IsUnlocked()
            local rightIsUnlocked = right:IsUnlocked()
            if leftIsUnlocked ~= rightIsUnlocked then
                return leftIsUnlocked
            end
            local leftSortOrder = left:GetSortOrder()
            local rightSortOrder = right:GetSortOrder()
            if leftSortOrder ~= rightSortOrder then
                return leftSortOrder < rightSortOrder
            else
                return collectibleNameLookupTable[left:GetId()] < collectibleNameLookupTable[right:GetId()]
            end
        end)
    end
    self.dirty = false
end
------------------------------------------
-- Specialized Sorted Collectibles Stories
------------------------------------------
ZO_SpecializedSortedStories = ZO_DefaultSortedCollectibles:Subclass()
function ZO_SpecializedSortedStories:HandleLockStatusChanged(collectibleData)
    -- Do nothing, stories don't re-sort, their order is based on release date
end
function ZO_SpecializedSortedStories:RefreshSort()
    if self.dirty then
        local collectibleNameLookupTable = self.collectibleNameLookupTable
        table.sort(self.sortedCollectibles, function(left, right)
            local leftSortOrder = left:GetSortOrder()
            local rightSortOrder = right:GetSortOrder()
            if leftSortOrder ~= rightSortOrder then
                return leftSortOrder < rightSortOrder
            else
                return collectibleNameLookupTable[left:GetId()] < collectibleNameLookupTable[right:GetId()]
            end
        end)
    end
    self.dirty = false
end
-------------------
-- Category Base --
-------------------
ZO_CollectibleCategoryData = ZO_InitializingObject:Subclass()
function ZO_CollectibleCategoryData:Initialize(masterCollectibleObjectPool, masterSubcategoryObjectPool)
    -- orderedCollectibles is the order they came from C in. specializedSortedCollectibles is the sorted list, based on criterea set for the category type
    self.orderedCollectibles = {}
    self.newCollectibleIdsCache = {}
    self.collectibleObjectPool = ZO_MetaPool:New(masterCollectibleObjectPool)
    
    if masterSubcategoryObjectPool then
        self.orderedSubcategories = {}
        self.subcategoryObjectPool = ZO_MetaPool:New(masterSubcategoryObjectPool)
        self.isTopLevelCategory = true
    else
        self.isTopLevelCategory = false
    end
end
function ZO_CollectibleCategoryData:Reset()
    ZO_ClearNumericallyIndexedTable(self.orderedCollectibles)
    ZO_ClearTable(self.newCollectibleIdsCache)
    self.collectibleObjectPool:ReleaseAllObjects()
    if self.isTopLevelCategory then
        ZO_ClearNumericallyIndexedTable(self.orderedSubcategories)
        self.subcategoryObjectPool:ReleaseAllObjects()
    end
end
function ZO_CollectibleCategoryData:IsTopLevelCategory()
    return self.isTopLevelCategory
end
function ZO_CollectibleCategoryData:IsSubcategory()
    return not self.isTopLevelCategory
end
function ZO_CollectibleCategoryData:GetParentData()
    if self:IsSubcategory() then
        return ZO_COLLECTIBLE_DATA_MANAGER:GetCategoryDataByIndicies(self.categoryIndex)
    end
    return nil
end
function ZO_CollectibleCategoryData:GetId()
    return self.categoryId
end
function ZO_CollectibleCategoryData:GetCategorySpecialization()
    return self.categorySpecialization
end
function ZO_CollectibleCategoryData:IsSpecializedCategory(specializedCategoryType)
    return self.categorySpecialization == specializedCategoryType
end
function ZO_CollectibleCategoryData:IsOutfitStylesCategory()
    return self.categorySpecialization == COLLECTIBLE_CATEGORY_SPECIALIZATION_OUTFIT_STYLES
end
function ZO_CollectibleCategoryData:IsHousingCategory()
    return self.categorySpecialization == COLLECTIBLE_CATEGORY_SPECIALIZATION_HOUSING
end
function ZO_CollectibleCategoryData:IsDLCCategory()
    return self.categorySpecialization == COLLECTIBLE_CATEGORY_SPECIALIZATION_DLC
end
function ZO_CollectibleCategoryData:IsTributePatronCategory()
    return self.categorySpecialization == COLLECTIBLE_CATEGORY_SPECIALIZATION_TRIBUTE_PATRONS
end
function ZO_CollectibleCategoryData:IsStandardCategory()
    return self.categorySpecialization == COLLECTIBLE_CATEGORY_SPECIALIZATION_NONE
end
function ZO_CollectibleCategoryData:GetCategoryIndicies()
    return self.categoryIndex, self.subcategoryIndex
end
function ZO_CollectibleCategoryData:BuildData(categoryIndex, subcategoryIndex)
    self.categoryIndex, self.subcategoryIndex = categoryIndex, subcategoryIndex
    self.categoryId = GetCollectibleCategoryId(categoryIndex, subcategoryIndex)
    if self.isTopLevelCategory then
        local numSubcategories = GetNumSubcategoriesInCollectibleCategory(categoryIndex)
        for loopSubcategoryIndex = 1, numSubcategories do
            local subcategoryData = self.subcategoryObjectPool:AcquireObject()
            subcategoryData:BuildData(categoryIndex, loopSubcategoryIndex)
            table.insert(self.orderedSubcategories, subcategoryData)
        end
    else
        self.numSubcategories = 0
    end
    self.categorySpecialization = GetCollectibleCategorySpecialization(categoryIndex)
    self.specializedSortedCollectibles = self:CreateSpecializedSortedCollectiblesTable()
    local numCollectibles = GetNumCollectiblesInCollectibleCategory(categoryIndex, subcategoryIndex)
    for collectibleIndex = 1, numCollectibles do
        local collectibleData = self.collectibleObjectPool:AcquireObject()
        collectibleData:BuildData(self, collectibleIndex)
        table.insert(self.orderedCollectibles, collectibleData)
        self.specializedSortedCollectibles:InsertCollectible(collectibleData)
    end
    self.specializedSortedCollectibles:OnInsertFinished()
    ZO_COLLECTIBLE_DATA_MANAGER:MapCategoryData(self)
end
function ZO_CollectibleCategoryData:CreateSpecializedSortedCollectiblesTable()
    if self:IsOutfitStylesCategory() then
        return ZO_SpecializedSortedOutfitStyleTypes:New()
    elseif self:IsHousingCategory() then
        return ZO_SpecializedSortedHouses:New()
    elseif self:IsDLCCategory() then
        return ZO_SpecializedSortedStories:New()
    else
        return ZO_DefaultSortedCollectibles:New()
    end
end
function ZO_CollectibleCategoryData:GetName()
    return GetCollectibleCategoryNameByCategoryId(self.categoryId)
end
function ZO_CollectibleCategoryData:GetFormattedName()
    return ZO_CachedStrFormat(SI_COLLECTIBLE_NAME_FORMATTER, self:GetName())
end
function ZO_CollectibleCategoryData:GetKeyboardIcons()
    return GetCollectibleCategoryKeyboardIcons(self.categoryIndex, self.subcategoryIndex)
end
function ZO_CollectibleCategoryData:GetGamepadIcon()
    return GetCollectibleCategoryGamepadIcon(self.categoryIndex, self.subcategoryIndex)
end
function ZO_CollectibleCategoryData:GetNumSubcategories()
    return #self.orderedSubcategories
end
function ZO_CollectibleCategoryData:GetSubcategoryData(subcategoryIndex)
    if self.isTopLevelCategory then
        return self.orderedSubcategories[subcategoryIndex]
    end
    return nil
end
function ZO_CollectibleCategoryData:SubcategoryIterator(subcategoryFilterFunctions) -- ... Are filter functions that take categoryData as a param
    return ZO_FilteredNumericallyIndexedTableIterator(self.orderedSubcategories, subcategoryFilterFunctions)
end
function ZO_CollectibleCategoryData:GetNumCollectibles()
    return #self.orderedCollectibles
end
function ZO_CollectibleCategoryData:GetCollectibleDataByIndex(collectibleIndex)
    return self.orderedCollectibles[collectibleIndex]
end
function ZO_CollectibleCategoryData:GetCollectibleDataBySpecializedSort()
    return self.specializedSortedCollectibles:GetCollectibles()
end
function ZO_CollectibleCategoryData:GetSpecializedSortedCollectiblesObject()
    return self.specializedSortedCollectibles
end
function ZO_CollectibleCategoryData:SortedCollectibleIterator(collectibleFilterFunctions)
    local collectiblesTable = self.specializedSortedCollectibles:CanIterateCollectibles() and self.specializedSortedCollectibles:GetCollectibles() or self.orderedCollectibles
    return ZO_FilteredNumericallyIndexedTableIterator(collectiblesTable, collectibleFilterFunctions)
end
function ZO_CollectibleCategoryData:CollectibleIterator(collectibleFilterFunctions)
    return ZO_FilteredNumericallyIndexedTableIterator(self.orderedCollectibles, collectibleFilterFunctions)
end
function ZO_CollectibleCategoryData:GetAllCollectibleDataObjects(collectibleFilterFunctions, sorted) 
    local foundCollectibleDataObjects = {}
    return self:AppendAllCollectibleDataObjects(foundCollectibleDataObjects, collectibleFilterFunctions, sorted)
end
function ZO_CollectibleCategoryData:AppendAllCollectibleDataObjects(foundCollectibleDataObjects, collectibleFilterFunctions, sorted)
    local iterator = sorted and ZO_CollectibleCategoryData.SortedCollectibleIterator or ZO_CollectibleCategoryData.CollectibleIterator
    for _, collectibleData in iterator(self, collectibleFilterFunctions) do
        table.insert(foundCollectibleDataObjects, collectibleData)
    end
    if self.isTopLevelCategory then
        for _, subcategoryData in ipairs(self.orderedSubcategories) do
            subcategoryData:AppendAllCollectibleDataObjects(foundCollectibleDataObjects, collectibleFilterFunctions, sorted)
        end
    end
    return foundCollectibleDataObjects
end
function ZO_CollectibleCategoryData:HasAnyNewCollectibles()
    if NonContiguousCount(self.newCollectibleIdsCache) > 0 then
        return true
    end
    if self.isTopLevelCategory then
        for _, subcategoryData in ipairs(self.orderedSubcategories) do
            if subcategoryData:HasAnyNewCollectibles() then
                return true
            end
        end
    end
    return false
end
function ZO_CollectibleCategoryData:HasAnyNewCompanionCollectibles()
    if NonContiguousCount(self.newCollectibleIdsCache) > 0 and self:HasAnyCompanionUsableCollectibles() then
        return true
    end
    if self.isTopLevelCategory then
        for _, subcategoryData in ipairs(self.orderedSubcategories) do
            if subcategoryData:HasAnyNewCompanionCollectibles() then
                return true
            end
        end
    end
    return false
end
function ZO_CollectibleCategoryData:HasAnyNewTributePatronCollectibles()
    if NonContiguousCount(self.newCollectibleIdsCache) > 0 and self:IsTributePatronCategory() then
        return true
    end
       if self.isTopLevelCategory then
        for _, subcategoryData in ipairs(self.orderedSubcategories) do
            if subcategoryData:HasAnyNewTributePatronCollectibles() then
                return true
            end
        end
    end
    return false
end
function ZO_CollectibleCategoryData:HasAnyNewNonTributePatronCollectibles()
    if NonContiguousCount(self.newCollectibleIdsCache) > 0 and not self:IsTributePatronCategory() then
        return true
    end
    if self.isTopLevelCategory then
        for _, subcategoryData in ipairs(self.orderedSubcategories) do
            if subcategoryData:HasAnyNewNonTributePatronCollectibles() then
                return true
            end
        end
    end
    return false
end
function ZO_CollectibleCategoryData:UpdateNewCache(collectibleData)
    local collectibleId = collectibleData:GetId()
    local isNew = collectibleData:IsNew()
    self.newCollectibleIdsCache[collectibleId] = isNew or nil
end
function ZO_CollectibleCategoryData:HasAnyUnlockedCollectibles()
    for _, collectibleData in ipairs(self.orderedCollectibles) do
        if collectibleData:IsUnlocked() then
            return true
        end
    end
    if self.isTopLevelCategory then
        for _, subcategoryData in ipairs(self.orderedSubcategories) do
            if subcategoryData:HasAnyUnlockedCollectibles() then
                return true
            end
        end
    end
    return false
end
function ZO_CollectibleCategoryData:HasShownCollectiblesInCollection()
    for _, collectibleData in ipairs(self.orderedCollectibles) do
        if not collectibleData:IsHiddenFromCollection() then
            return true
        end
    end
    if self.isTopLevelCategory then
        for _, subcategoryData in ipairs(self.orderedSubcategories) do
            if subcategoryData:HasShownCollectiblesInCollection() then
                return true
            end
        end
    end
    return false
end
function ZO_CollectibleCategoryData:HasAnyCompanionUsableCollectibles()
    for _, collectibleData in ipairs(self.orderedCollectibles) do
        if collectibleData:IsCollectibleCategoryCompanionUsable() and collectibleData:IsCollectibleAvailableToCompanion() then
            return true
        end
    end
    if self.isTopLevelCategory then
        for _, subcategoryData in ipairs(self.orderedSubcategories) do
            if subcategoryData:HasAnyCompanionUsableCollectibles() then
                return true
            end
        end
    end
    return false
end
function ZO_CollectibleCategoryData:GetCollectibleCategoryTypesInCategory()
    if not self.collectibleCategoryTypesInCategory then
        local collectibleCategoryTypesInCategory = {}
        for _, collectibleData in self:CollectibleIterator() do
            collectibleCategoryTypesInCategory[collectibleData:GetCategoryType()] = true
        end
        if self.isTopLevelCategory then
            for _, subcategoryData in self:SubcategoryIterator() do
                local collectibleCategoryTypesInSubcategory = subcategoryData:GetCollectibleCategoryTypesInCategory()
                for categoryType in pairs(collectibleCategoryTypesInSubcategory) do
                    collectibleCategoryTypesInCategory[categoryType] = true
                end
            end
        end
        self.collectibleCategoryTypesInCategory = collectibleCategoryTypesInCategory
    end
    return self.collectibleCategoryTypesInCategory
end
------------------
-- Data Manager --
------------------
ZO_CollectibleDataManager = ZO_InitializingCallbackObject:Subclass()
function ZO_CollectibleDataManager:Initialize()
    self.collectibleIdToDataMap = {}
    self.collectibleCategoryIdToDataMap = {}
    self.collectibleCategoryTypeToSetDefaultCollectibleDataMap = {}
    ZO_COLLECTIBLE_DATA_MANAGER = self
    local function CreateCategoryData()
        return ZO_CollectibleCategoryData:New(self.collectibleObjectPool, self.subcategoryObjectPool)
    end
    local function CreateSubcategoryData()
        return ZO_CollectibleCategoryData:New(self.collectibleObjectPool)
    end
    self.categoryObjectPool = ZO_ObjectPool:New(CreateCategoryData, ZO_ObjectPool_DefaultResetObject)
    self.subcategoryObjectPool = ZO_ObjectPool:New(CreateSubcategoryData, ZO_ObjectPool_DefaultResetObject)
    self.collectibleObjectPool = ZO_ObjectPool:New(ZO_CollectibleData, ZO_ObjectPool_DefaultResetObject)
    --[[
EVENT_COLLECTIBLE_UPDATED fires when a nickname changes or a collectible is set as active/inactive. It does not encompass unlock state changes.
EVENT_COLLECTION_UPDATED happens on init or when a command forces all collectibles to lock/unlock (re-init). Those cases don't use dirty unlock mappings from C, so we do that delta work here while we refresh everything.
EVENT_ESO_PLUS_FREE_TRIAL_STATUS_CHANGED can happen at any time, and is an event that tells us to re-evaluate unlock status for everything because anything could be based on that. Like with EVENT_COLLECTION_UPDATED, we handle the delta here, not in C.
EVENT_COLLECTIBLES_UNLOCK_STATE_CHANGED happens when the client maps out dirty unlock states (collectibles go on trial or ownership changes like crown store or rewards). We consume the dirty mapping from C and broadcast it out.
EVENT_COLLECTIBLE_BLACKLIST_UPDATED happens when the client maps out dirty blacklist states. We consume the dirty mapping from C and broadcast it out.
The later 4 all fire the same callback ("OnCollectionUpdated") to all systems registering with the callback manager with info to help determine what happened: collectionUpdateType (ZO_COLLECTION_UPDATE_TYPE), collectiblesByNewUnlockState
--]]
    EVENT_MANAGER:RegisterForEvent("ZO_CollectibleDataManager", EVENT_COLLECTIBLE_UPDATED, function(_, ...) self:OnCollectibleUpdated(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_CollectibleDataManager", EVENT_COLLECTION_UPDATED, function(_, ...) self:OnCollectionUpdated(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_CollectibleDataManager", EVENT_ESO_PLUS_FREE_TRIAL_STATUS_CHANGED, function(_, ...) self:OnESOPlusFreeTrialStatusChanged(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_CollectibleDataManager", EVENT_COLLECTIBLES_UNLOCK_STATE_CHANGED, function(_, ...) self:OnCollectiblesUnlockStateChanged(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_CollectibleDataManager", EVENT_COLLECTIBLE_BLACKLIST_UPDATED, function(_, ...) self:OnCollectibleBlacklistUpdated(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_CollectibleDataManager", EVENT_COLLECTIBLE_NEW_STATUS_CLEARED, function(_, ...) self:OnCollectibleNewStatusCleared(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_CollectibleDataManager", EVENT_COLLECTIBLE_CATEGORY_NEW_STATUS_CLEARED, function(_, ...) self:OnCollectibleCategoryNewStatusCleared(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_CollectibleDataManager", EVENT_COLLECTIBLE_NOTIFICATION_NEW, function(_, ...) self:OnCollectibleNotificationNew(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_CollectibleDataManager", EVENT_COLLECTIBLE_NOTIFICATION_REMOVED, function(_, ...) self:OnCollectibleNotificationRemoved(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_CollectibleDataManager", EVENT_HOUSING_PRIMARY_RESIDENCE_SET, function(_, ...) self:OnPrimaryResidenceSet(...) end)
end
function ZO_CollectibleDataManager:OnCollectibleUpdated(collectibleId)
    local collectibleData = self:GetCollectibleDataById(collectibleId)
    if collectibleData then
        collectibleData:Refresh()
        self:FireCallbacks("OnCollectibleUpdated", collectibleId)
    else
        local errorString = string.format("EVENT_COLLECTIBLE_UPDATED fired with invalid collectible id (%d)", collectibleId)
        internalassert(false, errorString)
    end
end
-- Begin Collection Update Functions --
function ZO_CollectibleDataManager:MarkCollectionDirty()
    self.isCollectionDirty = true
end
function ZO_CollectibleDataManager:CleanCollection()
    if self.isCollectionDirty then
        self:RebuildCollection()
    end
end
function ZO_CollectibleDataManager:RebuildCollection()
    self.isCollectionDirty = false
    ZO_ClearTable(self.collectibleIdToDataMap)
    ZO_ClearTable(self.collectibleCategoryIdToDataMap)
    self.categoryObjectPool:ReleaseAllObjects()
    for categoryIndex = 1, GetNumCollectibleCategories() do
        local categoryData = self.categoryObjectPool:AcquireObject(categoryIndex)
        categoryData:BuildData(categoryIndex)
    end
    -- No state to track changes for
    local collectiblesByNewUnlockState = {}
    self:FinalizeCollectionUpdates(ZO_COLLECTION_UPDATE_TYPE.REBUILD, collectiblesByNewUnlockState)
end
do
    local function ProcessCollectibleDataForUnlockStateChange(collectibleData, collectiblesByUnlockState)
        local oldUnlockState = collectibleData:GetUnlockState()
        collectibleData:Refresh()
        collectibleData:SetNotificationId(nil)
        local newUnlockState = collectibleData:GetUnlockState()
        if oldUnlockState ~= newUnlockState then
            local unlockStateTable = collectiblesByUnlockState[newUnlockState]
            if not unlockStateTable then
                unlockStateTable = {}
                collectiblesByUnlockState[newUnlockState] = unlockStateTable
            end
            table.insert(unlockStateTable, collectibleData)
        end
    end
    function ZO_CollectibleDataManager:OnCollectionUpdated()
        local collectiblesByNewUnlockState = {}
        for _, collectibleData in self:CollectibleIterator() do
            ProcessCollectibleDataForUnlockStateChange(collectibleData, collectiblesByNewUnlockState)
        end
        self:FinalizeCollectionUpdates(ZO_COLLECTION_UPDATE_TYPE.FORCE_REINITIALIZE, collectiblesByNewUnlockState)
    end
    function ZO_CollectibleDataManager:OnESOPlusFreeTrialStatusChanged()
        local collectiblesByNewUnlockState = {}
        for _, collectibleData in self:CollectibleIterator() do
            ProcessCollectibleDataForUnlockStateChange(collectibleData, collectiblesByNewUnlockState)
        end
        self:FinalizeCollectionUpdates(ZO_COLLECTION_UPDATE_TYPE.UNLOCK_STATE_CHANGES, collectiblesByNewUnlockState)
    end
    local function GetNextDirtyUnlockStateCollectibleIdIter(_, lastCollectibleId)
        return GetNextDirtyUnlockStateCollectibleId(lastCollectibleId)
    end
    local function GetNextDirtyBlacklistCollectibleIdIter(_, lastCollectibleId)
        return GetNextDirtyBlacklistCollectibleId(lastCollectibleId)
    end
    function ZO_CollectibleDataManager:OnCollectiblesUnlockStateChanged()
        local collectiblesByNewUnlockState = {}
        for collectibleId in GetNextDirtyUnlockStateCollectibleIdIter do
            local collectibleData = self:GetCollectibleDataById(collectibleId)
            if collectibleData then
                ProcessCollectibleDataForUnlockStateChange(collectibleData, collectiblesByNewUnlockState)
            else
                local errorString = string.format("EVENT_COLLECTIBLES_UPDATED fired with invalid dirty collectible id (%d)", collectibleId)
                internalassert(false, errorString)
            end
        end
        self:FinalizeCollectionUpdates(ZO_COLLECTION_UPDATE_TYPE.UNLOCK_STATE_CHANGES, collectiblesByNewUnlockState)
    end
    function ZO_CollectibleDataManager:OnCollectibleBlacklistUpdated()
        for collectibleId in GetNextDirtyBlacklistCollectibleIdIter do
            local collectibleData = self:GetCollectibleDataById(collectibleId)
            if collectibleData then
                collectibleData:Refresh()
            end
        end
        local collectiblesByNewUnlockState = {}
        self:FinalizeCollectionUpdates(ZO_COLLECTION_UPDATE_TYPE.BLACKLIST_CHANGED, collectiblesByNewUnlockState)
    end
end
-- TODO: Refactor this so that collectiblesByNewUnlockState can hold collectibles for any collectionUpdateType to support different kinds of state changes
function ZO_CollectibleDataManager:FinalizeCollectionUpdates(collectionUpdateType, collectiblesByNewUnlockState)
    local hasUnlockStateChanges = not ZO_IsTableEmpty(collectiblesByNewUnlockState)
    if hasUnlockStateChanges then
        if collectiblesByNewUnlockState[COLLECTIBLE_UNLOCK_STATE_UNLOCKED_OWNED] then
            TriggerTutorial(TUTORIAL_TRIGGER_ACQUIRED_COLLECTIBLE)
        end
    end
    if hasUnlockStateChanges or collectionUpdateType ~= ZO_COLLECTION_UPDATE_TYPE.UNLOCK_STATE_CHANGES then
        self:MapNotifications()
        self:FireCallbacks("OnCollectionUpdated", collectionUpdateType, collectiblesByNewUnlockState)
    end
end
-- End Collection Update Functions --
function ZO_CollectibleDataManager:OnCollectibleNewStatusCleared(collectibleId)
    local collectibleData = self:GetCollectibleDataById(collectibleId)
    if collectibleData then
        collectibleData:SetNew(false)
        self:FireCallbacks("OnCollectibleNewStatusCleared", collectibleId)
    else
        local errorString = string.format("EVENT_COLLECTIBLE_NEW_STATUS_CLEARED fired with invalid collectible id (%d)", collectibleId)
        internalassert(false, errorString)
    end
end
function ZO_CollectibleDataManager:OnCollectibleCategoryNewStatusCleared(categoryId)
    local categoryData = self:GetCategoryDataById(categoryId)
    if categoryData then
        for _, collectibleData in categoryData:CollectibleIterator({ ZO_CollectibleData.IsNew }) do
            collectibleData:SetNew(false)
        end
        self:FireCallbacks("OnCollectibleCategoryNewStatusCleared", categoryId)
    end
end
function ZO_CollectibleDataManager:OnCollectibleNotificationNew(collectibleId, notificationId)
    local collectibleData = self:GetCollectibleDataById(collectibleId)
    if collectibleData then
        collectibleData:SetNotificationId(notificationId)
        self:FireCallbacks("OnCollectibleNotificationNew", notificationId, collectibleId)
    else
        local errorString = string.format("EVENT_COLLECTIBLE_NOTIFICATION_NEW fired with invalid collectible id (%d)", collectibleId)
        internalassert(false, errorString)
    end
end
function ZO_CollectibleDataManager:OnCollectibleNotificationRemoved(notificationId, collectibleId)
    local collectibleData = self:GetCollectibleDataById(collectibleId)
    if collectibleData then
        collectibleData:SetNotificationId(nil)
        self:FireCallbacks("OnCollectibleNotificationRemoved", notificationId, collectibleId)
    else
        local errorString = string.format("EVENT_COLLECTIBLE_NOTIFICATION_REMOVED fired with invalid collectible id (%d)", collectibleId)
        internalassert(false, errorString)
    end
end
function ZO_CollectibleDataManager:OnPrimaryResidenceSet(houseId)
    local oldPrimaryResidenceResults = self:GetAllCollectibleDataObjects({ ZO_CollectibleCategoryData.IsHousingCategory }, { ZO_CollectibleData.IsPrimaryResidence })
    for _, collectibleData in ipairs(oldPrimaryResidenceResults) do
        collectibleData:RefreshHousingData()
    end
    if houseId ~= 0 then
        local newPrimaryResidenceCollectibleId = GetCollectibleIdForHouse(houseId)
        local newPrimaryResidenceCollectibleData = self:GetCollectibleDataById(newPrimaryResidenceCollectibleId)
        newPrimaryResidenceCollectibleData:RefreshHousingData()
    end
    self:FireCallbacks("PrimaryResidenceSet", houseId)
end
function ZO_CollectibleDataManager:MapNotifications()
    for index = 1, GetNumCollectibleNotifications() do
        local notificationId, collectibleId = GetCollectibleNotificationInfo(index)
        local collectibleData = self:GetCollectibleDataById(collectibleId)
        if collectibleData then
            collectibleData:SetNotificationId(notificationId)
        else
            local errorString = string.format("GetNumCollectibleNotifications returned a bad collectible id (%d)", collectibleId)
            internalassert(false, errorString)
        end
    end
end
function ZO_CollectibleDataManager:GetCollectibleDataById(collectibleId)
    return self.collectibleIdToDataMap[collectibleId]
end
function ZO_CollectibleDataManager:GetCollectibleDataByIndicies(categoryIndex, subcategoryIndex, collectibleIndex)
    local categoryData = self:GetCategoryDataByIndicies(categoryIndex, subcategoryIndex)
    if categoryData then
        return categoryData:GetCollectibleDataByIndex(collectibleIndex)
    end
    return nil
end
function ZO_CollectibleDataManager:CollectibleIterator(collectibleFilterFunctions)
    return ZO_FilteredNonContiguousTableIterator(self.collectibleIdToDataMap, collectibleFilterFunctions)
end
function ZO_CollectibleDataManager:MapCollectibleData(collectibleData)
    self.collectibleIdToDataMap[collectibleData:GetId()] = collectibleData
end
function ZO_CollectibleDataManager:GetCategoryDataById(categoryId)
    return self.collectibleCategoryIdToDataMap[categoryId]
end
function ZO_CollectibleDataManager:MapCategoryData(categoryData)
    self.collectibleCategoryIdToDataMap[categoryData:GetId()] = categoryData
end
function ZO_CollectibleDataManager:GetCategoryDataByIndicies(categoryIndex, subcategoryIndex)
    local categoryData = self.categoryObjectPool:GetActiveObject(categoryIndex)
    if categoryData and subcategoryIndex then
        return categoryData:GetSubcategoryData(subcategoryIndex)
    end
    return categoryData
end
function ZO_CollectibleDataManager:GetNumCategories()
    return self.categoryObjectPool:GetActiveObjectCount()
end
function ZO_CollectibleDataManager:CategoryIterator(categoryFilterFunctions)
    -- This only works because we use the categoryObjectPool like a numerically indexed table
    return ZO_FilteredNumericallyIndexedTableIterator(self.categoryObjectPool:GetActiveObjects(), categoryFilterFunctions)
end
function ZO_CollectibleDataManager:GetAllCollectibleDataObjects(categoryFilterFunctions, collectibleFilterFunctions, sorted)
    local foundCollectibleDataObjects = {}
    for _, categoryData in self:CategoryIterator(categoryFilterFunctions) do
        categoryData:AppendAllCollectibleDataObjects(foundCollectibleDataObjects, collectibleFilterFunctions, sorted)
    end
    return foundCollectibleDataObjects
end
function ZO_CollectibleDataManager:HasAnyNewCollectibles()
    for _, categoryData in self:CategoryIterator() do
        if categoryData:HasAnyNewCollectibles() then
            return true
        end
    end
    return false
end
function ZO_CollectibleDataManager:HasAnyNewCompanionCollectibles()
    for _, categoryData in self:CategoryIterator() do
        if categoryData:HasAnyNewCompanionCollectibles() then
            return true
        end
    end
    return false
end
function ZO_CollectibleDataManager:HasAnyNewTributePatronCollectibles()
    for _, categoryData in self:CategoryIterator() do
        if categoryData:HasAnyNewTributePatronCollectibles() then
            return true
        end
    end
    return false
end
function ZO_CollectibleDataManager:HasAnyNewNonTributePatronCollectibles()
    for _, categoryData in self:CategoryIterator() do
        if categoryData:HasAnyNewNonTributePatronCollectibles() then
            return true
        end
    end
    return false
end
function ZO_CollectibleDataManager:HasAnyUnlockedCollectibles()
    for _, categoryData in self:CategoryIterator() do
        if categoryData:HasAnyUnlockedCollectibles() then
            return true
        end
    end
    return false
end
function ZO_CollectibleDataManager:GetSetDefaultCollectibleData(categoryTypeToSetDefault, actorCategory)
    local setDefaultCollectibleData = self.collectibleCategoryTypeToSetDefaultCollectibleDataMap[categoryTypeToSetDefault]
    if not setDefaultCollectibleData and DoesCollectibleCategoryTypeHaveDefault(categoryTypeToSetDefault, actorCategory) then
        setDefaultCollectibleData = ZO_SetDefaultCollectibleData:New(categoryTypeToSetDefault)
        self.collectibleCategoryTypeToSetDefaultCollectibleDataMap[categoryTypeToSetDefault] = setDefaultCollectibleData
    end
    return setDefaultCollectibleData
end
ZO_CollectibleDataManager:New()