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--[[ Crafting Create Screen Base ]]--end-- To be used with the C APIs, eg. CreateTradeskillItem(tradeskillObject:GetAllCraftingParameters())-- Lua limitation:-- writing tradeskillObject:GetAllCraftingParameters(), numIterations would truncate the crafting-- parameters to only the first return, so each implementation of-- GetAllCraftingParameters should manually place that argument at the end themselves -- return implementation definedend -- should return resultItemLinkend -- should return numResultsend -- should return boolend -- override me return 1end -- should return bool, errorStringend endend--[[ Crafting Multi Slot Base ]]--function ZO_CraftingMultiSlotBase:Initialize(owner, control, slotType, emptyTexture, multipleItemsTexture, craftingInventory, emptySlotIconTexture) if emptySlotIconTexture then end -- required -- optionalend if isCorrectType then else endendend-- Use to validate a list of virtually stacked items created from EnumerateInventorySlotsAndAddToScrollData-- validItemFilterFn is optional local failed = false local itemsChanged = false local bagId, slotIndex, itemInstanceId = item.bagId, item.slotIndex, item.itemInstanceId else itemsChanged = true failed = true end end if itemsChanged then end return not failedenddo if item.bagId == validItem.bagId and item.slotIndex == validItem.slotIndex then return true end end return false end -- Use to validate a list of slotDatas created from GetIndividualInventorySlotsAndAddToScrollData -- validItemFilterFn is optional local failed = false local needsValidation = {} needsValidation[i] = true end if MatchesValidItemSlot(item, validItems) and (validItemFilterFn == nil or validItemFilterFn(item.bagId, item.slotIndex)) then needsValidation[idx] = nil end end -- There are items that were not validated, clear them out failed = true if needsValidation[i] then end end end if failed then return false else return true end endendend return true end return falseend-- Crafting slots work off of virtual inventories, so this item is used to represent all items with the instance id that is slotted here, not just this slot local item = { bagId = bagId, slotIndex = slotIndex, } return true end return falseend if addedItem then end return addedItemend local removedItem = false if item.bagId == bagId and item.slotIndex == slotIndex then removedItem = true break end end if removedItem then end return removedItemend local isEmpty = numItems == 0 local quantity if isEmpty then quantity = 0 elseif numItems == 1 then else quantity = 0 -- hide quantity label end local MEETS_REQUIREMENTS = nil local LOCKED = nil ZO_ItemSlot_SetupSlotBase(self.control, quantity, icon, MEETS_REQUIREMENTS, LOCKED, self:ShouldBeVisible()) else ZO_ItemSlot_SetupSlot(self.control, quantity, icon, MEETS_REQUIREMENTS, LOCKED, self:ShouldBeVisible()) end end -- Empty string represents no icon, in this case we should just hide both inventory slot icon and our empty slot override else end endend local quantity = 0 -- non virtual items will have a stack count of 0, but we know that they represent exactly one in quantity quantity = quantity + zo_max(1, self.craftingInventory:GetStackCount(self:GetItemBagAndSlot(index))) end end return quantityendend endendendendendendend if item then return item.bagId, item.slotIndex end return nilend if item then return item.itemInstanceId end return nilend if item.itemInstanceId == itemId then return true end end return falseend if item.bagId == bagId and item.slotIndex == slotIndex then return true end end return falseendendend endendendend -- To be overridden if managing the visibility of the slot return trueend--[[ Crafting Slot Base ]]---- This is a multislot that only permits single items. The multislot API can-- be used, but the old single-slot api has been implemented on top.-- Attempting to add multiple items using AddItem() will instead replace the-- current item.function ZO_CraftingSlotBase:Initialize(owner, control, slotType, emptyTexture, craftingInventory, emptySlotIcon) return ZO_CraftingMultiSlotBase.Initialize(self, owner, control, slotType, emptyTexture, "", craftingInventory, emptySlotIcon)end -- can be overriden for custom functionality, but should still call base or SetupItemend if oldBagId ~= bagId or oldSlotIndex ~= slotIndex then endend -- instead of adding, replace existing itemsendendendendendend -- Use the double click behavior as the single click behavior for consistency with all -- other aspects of the Crafting UI. self.animation = ANIMATION_MANAGER:CreateTimelineFromVirtual("CraftingGlowAlphaAnimation", self:GetNamedChild("Glow"))end--[[ Crafting Slot Animation Base ]]-- return craftingSlotAnimationBaseend end end)endend endend -- intended to be overriddenend -- intended to be overriddenend--[[ Global Utils ]]-- if cost > 0 then return zo_strformat(SI_CRAFTING_PERFORM_CRAFT, ZO_Currency_FormatKeyboard(CURT_MONEY, cost, ZO_CURRENCY_FORMAT_AMOUNT_ICON)) end return zo_strformat(SI_CRAFTING_PERFORM_CRAFT, ZO_Currency_FormatKeyboard(CURT_MONEY, cost, ZO_CURRENCY_FORMAT_ERROR_AMOUNT_ICON)) endend end end endend endend end end endend end end endendendend end end endendendend else end end end else end endend local traits = {} for traitType = ITEM_TRAIT_TYPE_ITERATION_BEGIN, ITEM_TRAIT_TYPE_ITERATION_END do local traitIndex = traitType + 1 local _, name, icon, sellPrice, meetsUsageRequirement, itemStyle, quality = GetSmithingTraitItemInfo(traitIndex) local hasTrait = traitType ~= ITEM_TRAIT_TYPE_NONE index = traitIndex, sellPrice = sellPrice, meetsUsageRequirement = meetsUsageRequirement, itemStyle = itemStyle, quality = quality, }) end end return traitsenddo local ITEM_FILTER_TO_SMITHING_FILTER = { [ITEMFILTERTYPE_WEAPONS] = SMITHING_FILTER_TYPE_WEAPONS, [ITEMFILTERTYPE_ARMOR] = SMITHING_FILTER_TYPE_ARMOR, [ITEMFILTERTYPE_JEWELRY] = SMITHING_FILTER_TYPE_JEWELRY, } local smithingFilter = ITEM_FILTER_TO_SMITHING_FILTER[itemFilter] if smithingFilter then return smithingFilter end end return SMITHING_FILTER_TYPE_RAW_MATERIALS end return ITEM_FILTER_TO_SMITHING_FILTER[itemFilter] end local SMITHING_FILTER_TO_ITEM_FILTER = { [SMITHING_FILTER_TYPE_WEAPONS] = ITEMFILTERTYPE_WEAPONS, [SMITHING_FILTER_TYPE_SET_WEAPONS] = ITEMFILTERTYPE_WEAPONS, [SMITHING_FILTER_TYPE_ARMOR] = ITEMFILTERTYPE_ARMOR, [SMITHING_FILTER_TYPE_SET_ARMOR] = ITEMFILTERTYPE_ARMOR, [SMITHING_FILTER_TYPE_JEWELRY] = ITEMFILTERTYPE_JEWELRY, [SMITHING_FILTER_TYPE_SET_JEWELRY] = ITEMFILTERTYPE_JEWELRY, } return SMITHING_FILTER_TO_ITEM_FILTER[smithingFilter] end local TRAIT_CATEGORY_TO_SMITHING_FILTER = { [ITEM_TRAIT_TYPE_CATEGORY_WEAPON] = SMITHING_FILTER_TYPE_WEAPONS, [ITEM_TRAIT_TYPE_CATEGORY_ARMOR] = SMITHING_FILTER_TYPE_ARMOR, [ITEM_TRAIT_TYPE_CATEGORY_JEWELRY] = SMITHING_FILTER_TYPE_JEWELRY, } end local SMITHING_FILTER_TO_BASE_FILTER = { [SMITHING_FILTER_TYPE_WEAPONS] = SMITHING_FILTER_TYPE_WEAPONS, [SMITHING_FILTER_TYPE_SET_WEAPONS] = SMITHING_FILTER_TYPE_WEAPONS, [SMITHING_FILTER_TYPE_ARMOR] = SMITHING_FILTER_TYPE_ARMOR, [SMITHING_FILTER_TYPE_SET_ARMOR] = SMITHING_FILTER_TYPE_ARMOR, [SMITHING_FILTER_TYPE_JEWELRY] = SMITHING_FILTER_TYPE_JEWELRY, [SMITHING_FILTER_TYPE_SET_JEWELRY] = SMITHING_FILTER_TYPE_JEWELRY, } return SMITHING_FILTER_TO_BASE_FILTER[smithingFilter] end if SMITHING_FILTER_TO_BASE_FILTER[smithingFilter] == nil then return true end return SMITHING_FILTER_TO_BASE_FILTER[smithingFilter] == smithingFilter end return false end if baseFilter == SMITHING_FILTER_TYPE_WEAPONS then elseif baseFilter == SMITHING_FILTER_TYPE_ARMOR then elseif baseFilter == SMITHING_FILTER_TYPE_JEWELRY then end endenddo local g_isCrafting = false g_isCrafting = true end) g_isCrafting = false end) endendend-- Crafting screens virtualize each item into stacks, but only refining items-- can properly support deconstruction by virtual stack. In all other cases, eg.-- enchanting, we need to send a message with each slot represented by the-- virtual stack, which is what this function prepares for us.function ZO_CraftingUtils_AddVirtualStackToDeconstructMessageAsRealStacks(virtualBagId, virtualSlotIndex, quantityToAdd) local ALL_MATCHING_ITEMS = nil -- When there are more slots than items to add, we want to prioritize -- backpack items over bank items. Since the loop that adds these items pops -- from the end, we should generate our slots list so that the end of the list holds all the backpack items local slots = PLAYER_INVENTORY:GenerateAllSlotsInVirtualStackedItem(ALL_MATCHING_ITEMS, instanceId, INVENTORY_BANK, INVENTORY_BACKPACK) while quantityToAdd > 0 and slots[1] do return false end quantityToAdd = quantityToAdd - stackCount end return quantityToAdd == 0 -- did we add as many items as we requested?end if key ~= "topSection" then endenddo local CRAFTING_TYPE_TO_BOOSTER_ITEM_TYPE = { [CRAFTING_TYPE_BLACKSMITHING] = ITEMTYPE_BLACKSMITHING_BOOSTER, [CRAFTING_TYPE_CLOTHIER] = ITEMTYPE_CLOTHIER_BOOSTER, [CRAFTING_TYPE_WOODWORKING] = ITEMTYPE_WOODWORKING_BOOSTER, [CRAFTING_TYPE_JEWELRYCRAFTING] = ITEMTYPE_JEWELRYCRAFTING_BOOSTER, } return CRAFTING_TYPE_TO_BOOSTER_ITEM_TYPE[craftingType] endend |