Back to Home

ESO Lua File v101044

ingame/crafting/sharedalchemy.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
ALCHEMY_TRAIT_STRIDE = 5
ZO_ALCHEMY_MODE_NONE = 0
ZO_ALCHEMY_MODE_CREATION = 1
ZO_ALCHEMY_MODE_RECIPES = 2
local REQUIRED_SLOTTED_REAGENTS = 2
ZO_ALCHEMY_DATA_TYPE_SOLVENT = 1
ZO_ALCHEMY_DATA_TYPE_REAGENT = 2
ZO_ALCHEMY_PIN_STATE_HIDDEN = 1
ZO_ALCHEMY_PIN_STATE_INVALID = 2
ZO_ALCHEMY_PIN_STATE_VALID = 3 
ZO_ALCHEMY_SYSTEM_NAME = "alchemy"
function ZO_Alchemy_DoesAlchemyItemPassFilter(bagId, slotIndex, filterType, isQuestFilterChecked, questInfo)
    if isQuestFilterChecked then
        --If no there is no valid combination at all, then everything fails the filter
        if not questInfo.validCombinationFound then
            return false
        end
        local itemId = GetItemId(bagId, slotIndex)
        --If this item does not match any solvents or reagents that are quest related, then it does not pass the filter
        if (not questInfo.reagents or questInfo.reagents[itemId] == nil) and (not questInfo.solvent or questInfo.solvent.itemId ~= itemId) then
            return false
        end
    end
    if filterType == nil then
        return true
    end
    local _, craftingSubItemType = GetItemCraftingInfo(bagId, slotIndex)
    if type(filterType) == "function" then
        return filterType(craftingSubItemType)
    end
    return filterType == craftingSubItemType
end
function ZO_Alchemy_GetTraitInfo(traitIndex, ...)
    return select(traitIndex * ALCHEMY_TRAIT_STRIDE - (ALCHEMY_TRAIT_STRIDE - 1), ...)
end
function ZO_Alchemy_IsAlchemyItem(bagId, slotIndex)
    local usedInCraftingType, craftingSubItemType = GetItemCraftingInfo(bagId, slotIndex)
    if usedInCraftingType == CRAFTING_TYPE_ALCHEMY then
        return craftingSubItemType == ITEMTYPE_REAGENT or IsAlchemySolvent(craftingSubItemType)
    end
end
    return GetNonCombatBonus(NON_COMBAT_BONUS_ALCHEMY_THIRD_SLOT) ~= 0
end
ZO_SharedAlchemy = ZO_CraftingCreateScreenBase:Subclass()
ZO_SharedAlchemy.initializedEvents = false
function ZO_SharedAlchemy:Initialize(control)
    self.control = control
    self.skillInfo = self.control:GetNamedChild("SkillInfo")
    self.cachedValidItemIds = nil
    self.questItems = {}
    self.slottedSolvent = nil
    self.slottedReagents = {}
    self.alchemyStationInteraction =
    {
        type = "Alchemy Station",
        OnInteractSwitch = function()
            internalassert(false, "OnInteractSwitch is being called.")
            SCENE_MANAGER:ShowBaseScene()
        end,
        interactTypes = { INTERACTION_CRAFT },
    }
    ZO_Skills_TieSkillInfoHeaderToCraftingSkill(self.skillInfo, CRAFTING_TYPE_ALCHEMY)
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStopped", function() self:OnCraftCompleted() end)
end
function ZO_SharedAlchemy:InitializeSharedEvents()
    if not ZO_SharedAlchemy.initializedEvents then
        ZO_SharedAlchemy.initializedEvents = true
    
        EVENT_MANAGER:RegisterForEvent("ZO_SharedAlchemy", EVENT_CRAFTING_STATION_INTERACT, function(eventCode, craftingType, isCraftingSameAsPrevious)
            if craftingType == CRAFTING_TYPE_ALCHEMY then
                if not isCraftingSameAsPrevious then
                    self:ResetSelectedTab()
                end
                SYSTEMS:ShowScene(ZO_ALCHEMY_SYSTEM_NAME)
            end
        end)
        EVENT_MANAGER:RegisterForEvent("ZO_SharedAlchemy", EVENT_END_CRAFTING_STATION_INTERACT, function(eventCode, craftingType)
            if craftingType == CRAFTING_TYPE_ALCHEMY then
                SYSTEMS:HideScene(ZO_ALCHEMY_SYSTEM_NAME)
            end
        end)
    end
end
function ZO_SharedAlchemy:InitializeInventory()
    -- Should be overridden
end
function ZO_SharedAlchemy:InitializeTooltip()
    -- Should be overridden
end
function ZO_SharedAlchemy:InitializeKeybindStripDescriptors()
    -- Should be overridden
end
function ZO_SharedAlchemy:InitializeScenes()
    -- Should be overridden
end
function ZO_SharedAlchemy:UpdateTooltip()
    -- Should be overridden
end
function ZO_SharedAlchemy:UpdateTooltipLayout()
    -- Should be overridden
end
function ZO_SharedAlchemy:InitializeSlots()
    -- Should be overridden
end
function ZO_SharedAlchemy:UpdateThirdAlchemySlot()
    -- Should be overridden
end
function ZO_SharedAlchemy:ResetSelectedTab()
    -- Should be overridden
end
function ZO_SharedAlchemy:UpdateQuestPins()
    -- Should be overridden
end
-- Overrides ZO_CraftingCreateScreenBase
function ZO_SharedAlchemy:GetMultiCraftMaxIterations()
    if not self:IsCraftable() then
        return 0
    end
    if maxIterations > 1 then
        -- If a player doesn't already know all the traits that would go into the
        -- final effect of this alchemy item, they will need to craft with them at
        -- least once to learn what the final result will be. Let's restrict them to
        -- single crafts until they've done that.
        local _, prospectiveAlchemyResult = GetAlchemyResultingItemLink(self:GetAllCraftingBagAndSlots())
        if prospectiveAlchemyResult ~= PROSPECTIVE_ALCHEMY_RESULT_KNOWN then
            return 1
        end
        -- The player may be using a reagent that could have no effect on the final
        -- craft. For the same reason we prevent multicrafting unknown potions, lets
        -- prevent multicrafting here too
        if self:DoesAnyReagentHaveNoKnownTraits() then
            return 1
        end
    end
    return maxIterations
end
function ZO_SharedAlchemy:GetResultItemLink()
end
function ZO_SharedAlchemy:GetMultiCraftNumResults(numIterations)
    local solventBagId, solventSlotIndex = self.solventSlot:GetBagAndSlot()
    return GetAlchemyResultQuantity(solventBagId, solventSlotIndex, numIterations)
end
function ZO_SharedAlchemy:UpdateMultiCraft()
    -- Should be overidden
end
function ZO_SharedAlchemy:OnCraftCompleted()
    if not self.control:IsHidden() then
        self:UpdateTooltip()
        self:UpdateMultiCraft()
    end
end
function ZO_SharedAlchemy:CanItemBeAddedToCraft(bagId, slotIndex)
    local usedInCraftingType, craftingSubItemType, rankRequirement = GetItemCraftingInfo(bagId, slotIndex)
    if usedInCraftingType == CRAFTING_TYPE_ALCHEMY then
        if IsAlchemySolvent(craftingSubItemType) and rankRequirement <= GetNonCombatBonus(NON_COMBAT_BONUS_ALCHEMY_LEVEL) then
            return true
        elseif craftingSubItemType == ITEMTYPE_REAGENT then
            return true
        end
    end
    return false
end
function ZO_SharedAlchemy:CreateInteractScene(name)
    return ZO_InteractScene:New(name, SCENE_MANAGER, self.alchemyStationInteraction)
end
function ZO_SharedAlchemy:IsItemAlreadySlottedToCraft(bagId, slotIndex)
    local itemId = GetItemInstanceId(bagId, slotIndex)
    if self.solventSlot:IsItemId(itemId) then
        return true
    else
        for i, slot in ipairs(self.reagentSlots) do
            if slot:IsItemId(itemId) then
                return true
            end
        end
    end
    return false
end
function ZO_SharedAlchemy:AddItemToCraft(bagId, slotIndex)
    local usedInCraftingType, craftingSubItemType, rankRequirement = GetItemCraftingInfo(bagId, slotIndex)
    if usedInCraftingType == CRAFTING_TYPE_ALCHEMY then
        if IsAlchemySolvent(craftingSubItemType) and rankRequirement <= GetNonCombatBonus(NON_COMBAT_BONUS_ALCHEMY_LEVEL) then
            self:SetSolventItem(bagId, slotIndex)
        elseif craftingSubItemType == ITEMTYPE_REAGENT and not self:FindAlreadySlottedReagent(bagId, slotIndex) then
            self:SetReagentItem(nil, bagId, slotIndex)
        end
    end
end
function ZO_SharedAlchemy:RemoveItemFromCraft(bagId, slotIndex)
    local itemId = GetItemInstanceId(bagId, slotIndex)
    if self.solventSlot:IsItemId(itemId) then
        self:SetSolventItem(nil)
    else
        for i, slot in ipairs(self.reagentSlots) do
            if slot:IsItemId(itemId) then
                self:SetReagentItem(i, nil)
                break
            end
        end
    end
end
function ZO_SharedAlchemy:SetSolventItem(bagId, slotIndex)
    self.solventSlot:SetItem(bagId, slotIndex)
end
function ZO_SharedAlchemy:FindNextSlotToInsertReagent()
    for i, slot in ipairs(self.reagentSlots) do
        if not slot:HasItem() and slot:MeetsUsabilityRequirement() then
            return i
        end
    end
    local reagentSlots = ZO_Alchemy_IsThirdAlchemySlotUnlocked() and 3 or 2
    return self.lastReagentIndexAdded % reagentSlots + 1
end
function ZO_SharedAlchemy:SetReagentItem(reagentSlot, bagId, slotIndex)
    if reagentSlot == nil then
        reagentSlot = self:FindNextSlotToInsertReagent()
    end
    self.reagentSlots[reagentSlot]:SetItem(bagId, slotIndex)
    self.lastReagentIndexAdded = reagentSlot
end
local function AddTraitCounts(traitCounts, cancellingTraitCounts, ...)
    for i = 1, NUM_ALCHEMY_TRAITS_PER_REAGENT do
        local traitName, _, _, cancellingTraitName = ZO_Alchemy_GetTraitInfo(i, ...)
        if traitName then
            traitCounts[traitName] = (traitCounts[traitName] or 0) + 1
        end
        if cancellingTraitName then
            cancellingTraitCounts[cancellingTraitName] = (cancellingTraitCounts[cancellingTraitName] or 0) + 1
        end
    end
end
function ZO_SharedAlchemy:UpdateReagentTraits()
    self.matchingTraits = {}
    self.cancelledTraits = {}
    local addedTraitCounts = {}
    local cancellingTraitCounts = {}
    for i, slot in ipairs(self.reagentSlots) do
        if slot:HasItem() then
            local bagId, slotIndex = slot:GetBagAndSlot()
            AddTraitCounts(addedTraitCounts, cancellingTraitCounts, GetAlchemyItemTraits(bagId, slotIndex))
        end
    end
    for traitName, addCount in pairs(addedTraitCounts) do
        if addCount > 1 then
            self.matchingTraits[traitName] = true
        end
        local cancellCount = cancellingTraitCounts[traitName] or 0
        if(cancellCount > 0) then
            self.cancelledTraits[traitName] = true
        end
    end
    for i, slot in ipairs(self.reagentSlots) do
        slot:UpdateTraits()
    end
end
function ZO_SharedAlchemy:HasTraitMatch(traitName)
    return self.matchingTraits and self.matchingTraits[traitName]
end
function ZO_SharedAlchemy:HasTraitCancelled(traitName)
    return self.cancelledTraits and self.cancelledTraits[traitName]
end
function ZO_SharedAlchemy:DoesAnyReagentHaveNoKnownTraits()
    for i, slot in ipairs(self.reagentSlots) do
        if slot:HasItem() then
            local bagId, slotIndex = slot:GetBagAndSlot()
            local noKnownTraits = true
            for traitIndex = 1, NUM_ALCHEMY_TRAITS_PER_REAGENT do
                if IsAlchemyItemTraitKnown(bagId, slotIndex, traitIndex) then
                    noKnownTraits = false
                    break
                end
            end
            if noKnownTraits then
                return true
            end
        end
    end
    return false
end
function  ZO_SharedAlchemy:SetupTraitIcon(textureControl, name, icon, matchIcon, conflictIcon, unknownTexture)
    if self:HasTraitCancelled(name) and conflictIcon then
        textureControl:SetTexture(conflictIcon)
        textureControl:SetAlpha(1)    
    elseif self:HasTraitMatch(name) and matchIcon then
        textureControl:SetTexture(matchIcon)
        textureControl:SetAlpha(1)
    elseif icon then
        textureControl:SetTexture(icon)
        textureControl:SetAlpha(.5)
    else
        textureControl:SetTexture(unknownTexture)
        textureControl:SetAlpha(1)
    end
end
function ZO_SharedAlchemy:FindAlreadySlottedReagent(bagId, slotIndex)
    local itemId = GetItemInstanceId(bagId, slotIndex)
    for i, slot in ipairs(self.reagentSlots) do
        if slot:IsItemId(itemId) then
            return i
        end
    end
    return nil
end
function ZO_SharedAlchemy:ShowAppropriateSlotDropCallouts(craftingSubItemType, rankRequirement)
    self.solventSlot:ShowDropCallout(IsAlchemySolvent(craftingSubItemType) and rankRequirement <= GetNonCombatBonus(NON_COMBAT_BONUS_ALCHEMY_LEVEL))
    for i, slot in ipairs(self.reagentSlots) do
        slot:ShowDropCallout(craftingSubItemType == ITEMTYPE_REAGENT)
    end
end
function ZO_SharedAlchemy:HideAllSlotDropCallouts()
    self.solventSlot:HideDropCallout()
    for i, slot in ipairs(self.reagentSlots) do
        slot:HideDropCallout()
    end
end
function ZO_SharedAlchemy:GetPinStateForItem(itemId, alchemyQuestInfo, dataType)
    local slottedSolvent = self.slottedSolvent
    local slottedReagents = self.slottedReagents
    --First, check if we even have any valid combinations
    if self:HasValidCombinationForQuest() then
        --Check to see if this item is one that will need a quest pin
        if self.questItems.reagents[itemId] or self.questItems.solvent.itemId == itemId then
            --Now we need to determine what type of pin
            local isInvalid = false
            --If we have an incorrect solvent slotted, then the item is invalid
            if dataType == ZO_ALCHEMY_DATA_TYPE_SOLVENT then
                isInvalid = slottedSolvent ~= nil and slottedSolvent.itemId ~= itemId
            elseif dataType == ZO_ALCHEMY_DATA_TYPE_REAGENT then
                isInvalid = slottedSolvent ~= nil and slottedSolvent.itemId ~= self.questItems.solvent.itemId
            end
            --The checks here vary depending on the number of reagents that are already slotted
            if #slottedReagents == 1 then
                local reagent1 = slottedReagents[1]
                local slottedItemId = GetItemId(reagent1.bagId, reagent1.slotIndex)
                if dataType == ZO_ALCHEMY_DATA_TYPE_SOLVENT then
                    --If we are checking a solvent, simply see if the slotted reagent is part of a valid combo
                    isInvalid = isInvalid or (not self.questItems.reagents[slottedItemId])
                elseif dataType == ZO_ALCHEMY_DATA_TYPE_REAGENT then
                    --If we are checking a reagent, see if the slotted reagent and the reagent we are checking form a valid combination together
                    if slottedItemId ~= itemId then
                        isInvalid = isInvalid or (not self.questItems.reagents[itemId] or not self.questItems.reagents[itemId][slottedItemId])
                    end
                end
            elseif #slottedReagents == 2 then
                local reagent1 = slottedReagents[1]
                local reagent2 = slottedReagents[2]
                itemIdReagent1 = GetItemId(reagent1.bagId, reagent1.slotIndex)
                itemIdReagent2 = GetItemId(reagent2.bagId, reagent2.slotIndex)
                if alchemyQuestInfo.isMasterWrit then
                    if dataType == ZO_ALCHEMY_DATA_TYPE_SOLVENT then
                        --If we are checking a solvent, simply see if the slotted reagents are part of a valid combo
                        isInvalid = isInvalid or (not self.questItems.reagents[itemIdReagent1] or not self.questItems.reagents[itemIdReagent1][itemIdReagent2])
                    elseif dataType == ZO_ALCHEMY_DATA_TYPE_REAGENT then
                        --If we are checking a reagent, see if the slotted reagents and the reagent we are checking form a valid combination together
                        if itemIdReagent1 ~= itemId and itemIdReagent2 ~= itemId then
                            isInvalid = isInvalid or (not self.questItems.reagents[itemIdReagent1] or not self.questItems.reagents[itemIdReagent1][itemIdReagent2] or not self.questItems.reagents[itemIdReagent1][itemIdReagent2][itemId])
                        else
                            isInvalid = isInvalid or (not self.questItems.reagents[itemIdReagent1] or not self.questItems.reagents[itemIdReagent1][itemIdReagent2])
                        end
                    end
                else
                    --If there are 2 reagents slotted, check and see if they make the desired potion when used with the solvent
                    local result = GetAlchemyResultingItemIdIfKnown(self.questItems.solvent.bagId, self.questItems.solvent.slotIndex, reagent1.bagId, reagent1.slotIndex, reagent2.bagId, reagent2.slotIndex)
                    isInvalid = isInvalid or alchemyQuestInfo.basePotionItemId ~= result
                    if dataType == ZO_ALCHEMY_DATA_TYPE_REAGENT then
                        --If we are checking a reagent, it is only valid if it is one of the slotted items
                        isInvalid = isInvalid or (itemIdReagent1 ~= itemId and itemIdReagent2 ~= itemId) 
                    end
                end
            elseif #slottedReagents == 3 then
                local reagent1 = slottedReagents[1]
                local reagent2 = slottedReagents[2]
                local reagent3 = slottedReagents[3]
                itemIdReagent1 = GetItemId(reagent1.bagId, reagent1.slotIndex)
                itemIdReagent2 = GetItemId(reagent2.bagId, reagent2.slotIndex)
                itemIdReagent3 = GetItemId(reagent3.bagId, reagent3.slotIndex)
                local encodedTraits = nil
                if alchemyQuestInfo.isMasterWrit then
                    encodedTraits = alchemyQuestInfo.encodedTraits
                end
                --If all 3 reagents are slotted, check and see if they make the desired potion when used with the solvent
                local result = GetAlchemyResultingItemIdIfKnown(self.questItems.solvent.bagId, self.questItems.solvent.slotIndex, reagent1.bagId, reagent1.slotIndex, reagent2.bagId, reagent2.slotIndex, reagent3.bagId, reagent3.slotIndex, encodedTraits)
                isInvalid = isInvalid or alchemyQuestInfo.basePotionItemId ~= result
                if dataType == ZO_ALCHEMY_DATA_TYPE_REAGENT then
                    --If we are checking a reagent, it is only valid if it is one of the slotted items
                    isInvalid = isInvalid or (itemIdReagent1 ~= itemId and itemIdReagent2 ~= itemId and itemIdReagent3 ~= itemId) 
                end
            end
            if isInvalid then
                return ZO_ALCHEMY_PIN_STATE_INVALID
            else
                return ZO_ALCHEMY_PIN_STATE_VALID
            end
        else
            return ZO_ALCHEMY_PIN_STATE_HIDDEN
        end
    else
        return ZO_ALCHEMY_PIN_STATE_HIDDEN
    end
end
function ZO_SharedAlchemy:UpdatePotentialQuestItems(validItemIds, alchemyQuestInfo)
    self.slottedSolvent, self.slottedReagents = self:GetAllCraftingBagAndSlotsFormatted()
    --TODO: Determine if the self.cachedValidItemIds variable is even needed
    local filteredItemData = validItemIds or self.cachedValidItemIds
    local solvents = {}
    local reagents = {}
    --Check each item
    for _, data in pairs(filteredItemData) do
        local typeId = self:GetDataType(data.bag, data.index)
        --If this is a solvent
        if typeId == ZO_ALCHEMY_DATA_TYPE_SOLVENT then
            --If this is a valid solvent for the item and material id, then add it to the list of potential solvents
            if alchemyQuestInfo.basePotionItemId and alchemyQuestInfo.materialItemId and IsAlchemySolventForItemAndMaterialId(data.bag, data.index, alchemyQuestInfo.basePotionItemId, alchemyQuestInfo.materialItemId) then
                local item = 
                {
                    bagId = data.bag,
                    slotIndex = data.index,
                    itemId = GetItemId(data.bag, data.index)
                }
                table.insert(solvents, item)
            end
        --If this is a reagent
        elseif typeId == ZO_ALCHEMY_DATA_TYPE_REAGENT then
            --If this reagent has the (known) trait that we want, add it to the list of potential reagents
            local hasMasterWritTrait = alchemyQuestInfo.isMasterWrit and DoesAlchemyItemHaveKnownEncodedTrait(data.bag, data.index, alchemyQuestInfo.encodedTraits)
            local hasNormalWritTrait = alchemyQuestInfo.desiredTrait ~= nil and DoesAlchemyItemHaveKnownTrait(data.bag, data.index, alchemyQuestInfo.desiredTrait)
            if hasMasterWritTrait or hasNormalWritTrait then
                local item = 
                {
                    bagId = data.bag,
                    slotIndex = data.index,
                    itemId = GetItemId(data.bag, data.index)
                }
                table.insert(reagents, item)
            end
        end
    end
    self.cachedValidItemIds = filteredItemData
    
    --Now we need to narrow it down further
    self:DetermineQuestPinInfo(solvents, reagents, alchemyQuestInfo)
end
function ZO_SharedAlchemy:DetermineQuestPinInfo(solvents, reagents, alchemyQuestInfo)
    local requiredSolvent = nil
    local validCombinations = {}
    local validCombinationFound = false
    --If we didn't find any solvents in the first place, don't bother
    if #solvents > 0 then
        if #solvents > 1 then
            --This should never happen, but in case it does, we should know about it
            internalassert(false, "Multiple solvents found that match the crafting goal")
        end
        requiredSolvent = solvents[1]
        --Master writs get to look for combinations of 3 instead of combinations of 2
        if alchemyQuestInfo.isMasterWrit then
            --First, determine what the valid combinations are
            for _, reagent1 in ipairs(reagents) do
                for _, reagent2 in ipairs(reagents) do
                    --Skip over combinations of the same reagent
                    if reagent1.itemId ~= reagent2.itemId then
                        for _, reagent3 in ipairs(reagents) do
                            --Skip over combinations of the same reagent
                            if reagent1.itemId ~= reagent3.itemId and reagent2.itemId ~= reagent3.itemId then
                                --Form a table of potential combinations
                                local resultItemId = GetAlchemyResultingItemIdIfKnown(requiredSolvent.bagId, requiredSolvent.slotIndex, reagent1.bagId, reagent1.slotIndex, reagent2.bagId, reagent2.slotIndex, reagent3.bagId, reagent3.slotIndex, alchemyQuestInfo.encodedTraits)
                                if alchemyQuestInfo.basePotionItemId == resultItemId then
                                    if validCombinations[reagent1.itemId] == nil then
                                        validCombinations[reagent1.itemId] = {}
                                    end
                                    if validCombinations[reagent1.itemId][reagent2.itemId] == nil then
                                        validCombinations[reagent1.itemId][reagent2.itemId] = {}
                                    end 
                                    validCombinations[reagent1.itemId][reagent2.itemId][reagent3.itemId] = true
                                    validCombinationFound = true
                                end
                            end
                        end
                    end
                end
            end
        else
            --First, determine what the valid combinations are
            for _, reagent1 in ipairs(reagents) do
                for _, reagent2 in ipairs(reagents) do
                    --Skip over combinations of the same reagent
                    if reagent1.itemId ~= reagent2.itemId then
                        --Form a table of potential combinations
                        local resultItemId = GetAlchemyResultingItemIdIfKnown(requiredSolvent.bagId, requiredSolvent.slotIndex, reagent1.bagId, reagent1.slotIndex, reagent2.bagId, reagent2.slotIndex)
                        if alchemyQuestInfo.basePotionItemId == resultItemId then
                            if validCombinations[reagent1.itemId] == nil then
                                validCombinations[reagent1.itemId] = {}
                            end
                            validCombinations[reagent1.itemId][reagent2.itemId] = true
                            validCombinationFound = true
                        end
                    end
                end
            end
        end
    end
    self.questItems = {solvent = requiredSolvent, reagents = validCombinations, validCombinationFound = validCombinationFound}
    CALLBACK_MANAGER:FireCallbacks("AlchemyInfoReady")
end
function ZO_SharedAlchemy:GetAllCraftingBagAndSlotsFormatted()
    local slottedSolvent = nil
    local slottedReagents = {}
    --Basically take this data and return it as something slightly more organized for use with the quest pin stuff
    local slottedSolventBagId, slottedSolventIndex, slottedReagentBagId1, slottedReagentIndex1, slottedReagentBagId2, slottedReagentIndex2, slottedReagentBagId3, slottedReagentIndex3 = self:GetAllCraftingBagAndSlots()
    if slottedSolventBagId then
        slottedSolvent =
        {
            bagId = slottedSolventBagId,
            slotIndex = slottedSolventIndex,
            itemId = GetItemId(slottedSolventBagId, slottedSolventIndex)
        }
    end
    --Created a table of the slotted reagents
    if slottedReagentBagId1 then
        local reagent1 =                 
        {
            bagId = slottedReagentBagId1, 
            slotIndex = slottedReagentIndex1,
            itemId = GetItemId(slottedReagentBagId1, slottedReagentIndex1)
        }
        table.insert(slottedReagents, reagent1)
        if slottedReagentBagId2 then
            local reagent2 =                 
            { 
                bagId = slottedReagentBagId2, 
                slotIndex = slottedReagentIndex2,
                itemId = GetItemId(slottedReagentBagId2, slottedReagentIndex2)
            }  
            table.insert(slottedReagents, reagent2)
            if slottedReagentBagId3 then
                local reagent3 =                 
                {
                    bagId = slottedReagentBagId3, 
                    slotIndex = slottedReagentIndex3,
                    itemId = GetItemId(slottedReagentBagId3, slottedReagentIndex3)
                }
                table.insert(slottedReagents, reagent3)
            end
        end
    end
    return slottedSolvent, slottedReagents
end
function ZO_SharedAlchemy:OnInventoryUpdate(validItemIds)
    local changed = false
    self.solventSlot:ValidateItemId(validItemIds)
    for i, slot in ipairs(self.reagentSlots) do
        slot:ValidateItemId(validItemIds)
    end
end
function ZO_SharedAlchemy:IsSlotted(bagId, slotIndex)
    if self.solventSlot:IsBagAndSlot(bagId, slotIndex) then
        return true
    end
    for i, slot in ipairs(self.reagentSlots) do
        if slot:IsBagAndSlot(bagId, slotIndex) then
            return true
        end
    end
    return false
end
function ZO_SharedAlchemy:ClearSelections(suppressSound, ignoreUsabilityRequirement)
    local NO_BAG = nil
    local NO_INDEX = nil
    self.solventSlot:SetItem(NO_BAG, NO_INDEX, suppressSound, ignoreUsabilityRequirement)
    for i, slot in ipairs(self.reagentSlots) do
        slot:SetItem(NO_BAG, NO_INDEX, suppressSound, ignoreUsabilityRequirement)
    end
end
function ZO_SharedAlchemy:HasSelections()
    if self.solventSlot:HasItem() then
        return true
    end
    for i, slot in ipairs(self.reagentSlots) do
        if slot:HasItem() then
            return true
        end
    end
    return false
end
-- Overrides ZO_CraftingCreateScreenBase
function ZO_SharedAlchemy:IsCraftable()
    if self.solventSlot:HasItem() then
        local numSlotsWithItems = 0
        for i, slot in ipairs(self.reagentSlots) do
            if slot:HasItem() and slot:MeetsUsabilityRequirement() then
                numSlotsWithItems = numSlotsWithItems + 1
                if numSlotsWithItems >= REQUIRED_SLOTTED_REAGENTS then
                    return true
                end
            end
        end
    end
    return false
end
function ZO_SharedAlchemy:ShouldCraftButtonBeEnabled()
        return false
    end
    if not self.solventSlot:HasItem() then
        return false, GetString("SI_TRADESKILLRESULT", CRAFTING_RESULT_INVALID_BASE)
    end
    local numSlotsWithItems = 0
    for i, slot in ipairs(self.reagentSlots) do
        if slot:HasItem() and slot:MeetsUsabilityRequirement() then
            numSlotsWithItems = numSlotsWithItems + 1
        end
    end
    if numSlotsWithItems < REQUIRED_SLOTTED_REAGENTS then
        return false, GetString("SI_TRADESKILLRESULT", CRAFTING_RESULT_TOO_FEW_REAGENTS)
    end
    local _, prospectiveAlchemyResult = GetAlchemyResultingItemLink(self:GetAllCraftingBagAndSlots())
    if prospectiveAlchemyResult == PROSPECTIVE_ALCHEMY_RESULT_UNCRAFTABLE then
        -- allow invalid crafts, even if there isn't inventory space for it
        return true
    end
    local maxIterations, craftingResult = GetMaxIterationsPossibleForAlchemyItem(self:GetAllCraftingBagAndSlots())
    return maxIterations ~= 0, GetString("SI_TRADESKILLRESULT", craftingResult)
end
-- Overrides ZO_CraftingCreateScreenBase
function ZO_SharedAlchemy:Create(numIterations)
end
local function CollapseBagAndSlots(bagId, slotIndex, ...)
    if select("#", ...) > 0 then
        if bagId and slotIndex then
            return bagId, slotIndex, CollapseBagAndSlots(...)
        end
        return CollapseBagAndSlots(...)
    end
    if bagId and slotIndex then
        return bagId, slotIndex
    end
end
function ZO_SharedAlchemy:GetAllCraftingBagAndSlots()
    local solventBagId, solventSlotIndex = self.solventSlot:GetBagAndSlot()
    local reagent1BagId, reagent1SlotIndex = self.reagentSlots[1]:GetBagAndSlot()
    local reagent2BagId, reagent2SlotIndex = self.reagentSlots[2]:GetBagAndSlot()
    local reagent3BagId, reagent3SlotIndex = nil, nil
    if #self.reagentSlots >= 3 then
        reagent3BagId, reagent3SlotIndex = self.reagentSlots[3]:GetBagAndSlot()
    end
    local bagId1, slotIndex1, bagId2, slotIndex2, bagId3, slotIndex3 = CollapseBagAndSlots(reagent1BagId, reagent1SlotIndex, reagent2BagId, reagent2SlotIndex, reagent3BagId, reagent3SlotIndex)
    return solventBagId, solventSlotIndex, bagId1, slotIndex1, bagId2, slotIndex2, bagId3, slotIndex3
end
-- Overrides ZO_CraftingCreateScreenBase
function ZO_SharedAlchemy:GetAllCraftingParameters(numIterations)
    -- Tricky behavior here: since bag/slot 3 can be nil, you _cannot_ put these crafting parameters into a table safely.
    local solventBagId, solventSlotIndex = self.solventSlot:GetBagAndSlot()
    local reagent1BagId, reagent1SlotIndex = self.reagentSlots[1]:GetBagAndSlot()
    local reagent2BagId, reagent2SlotIndex = self.reagentSlots[2]:GetBagAndSlot()
    local reagent3BagId, reagent3SlotIndex = nil, nil
    if #self.reagentSlots >= 3 then
        reagent3BagId, reagent3SlotIndex = self.reagentSlots[3]:GetBagAndSlot()
    end
    local bagId1, slotIndex1, bagId2, slotIndex2, bagId3, slotIndex3 = CollapseBagAndSlots(reagent1BagId, reagent1SlotIndex, reagent2BagId, reagent2SlotIndex, reagent3BagId, reagent3SlotIndex)
    return solventBagId, solventSlotIndex, bagId1, slotIndex1, bagId2, slotIndex2, bagId3, slotIndex3, numIterations
end
function ZO_SharedAlchemy:OnSolventSlotted(bagId, slotIndex)
    local _, craftingSubItemType = GetItemCraftingInfo(bagId, slotIndex)
    if craftingSubItemType == ITEMTYPE_POISON_BASE then
        TriggerTutorial(TUTORIAL_TRIGGER_ALCHEMY_STATION_OIL_SLOTTED)
    end
end
function ZO_SharedAlchemy:OnSlotChanged(bagId, slotIndex)
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
    self:UpdateTooltip()
    self.slottedSolvent, self.slottedReagents = self:GetAllCraftingBagAndSlotsFormatted()
    if self.inventory then
        self.inventory:HandleVisibleDirtyEvent()
    end
end
function ZO_SharedAlchemy:FindReagentSlotIndexBySlotControl(slotControl)
    for i, slot in ipairs(self.reagentSlots) do
        if slot:IsSlotControl(slotControl) then
            return i
        end
    end
end
function ZO_SharedAlchemy:HasValidCombinationForQuest()
    return self.questItems.validCombinationFound
end
function ZO_SharedAlchemy:GetDataType(bagId, slotIndex)
    local usedInCraftingType, craftingSubItemType = GetItemCraftingInfo(bagId, slotIndex)
    if IsAlchemySolvent(craftingSubItemType) then
        return ZO_ALCHEMY_DATA_TYPE_SOLVENT
    elseif craftingSubItemType == ITEMTYPE_REAGENT then
        return ZO_ALCHEMY_DATA_TYPE_REAGENT
    end
end
function ZO_SharedAlchemy:DoesCurrentModeHaveSlotAnimations()
    return self.mode == ZO_ALCHEMY_MODE_CREATION
end
--
-- ZO_AlchemySlot
--
ZO_AlchemySlot = ZO_CraftingSlotBase:Subclass()
function ZO_AlchemySlot:New(...)
    return ZO_CraftingSlotBase.New(self, ...)
end
function ZO_AlchemySlot:Initialize(owner, control, emptyTexture, placeSound, removeSound, usabilityPredicate, craftingInventory, emptySlotIcon)
    ZO_CraftingSlotBase.Initialize(self, owner, control, SLOT_TYPE_PENDING_CRAFTING_COMPONENT, emptyTexture, craftingInventory, emptySlotIcon)
    self.createsLevelLabel = self.control:GetNamedChild("CreatesLevel")
    self.placeSound = placeSound
    self.removeSound = removeSound
    self.dropCallout:SetDrawLayer(DL_BACKGROUND)
    self:UpdateTraits()
end
function ZO_AlchemySlot:ShouldBeVisible()
    return self:MeetsUsabilityRequirement()
end
function ZO_AlchemySlot:ShowDropCallout(isCorrectType)
    self.dropCallout:SetHidden(false)
    if isCorrectType then
        self.dropCallout:SetTexture("EsoUI/Art/Crafting/crafting_alchemy_goodSlot.dds")
    else
        self.dropCallout:SetTexture("EsoUI/Art/Crafting/crafting_alchemy_badSlot.dds")
    end
end
function ZO_AlchemySlot:SetItem(bagId, slotIndex, suppressSound, ignoreUsabilityRequirement)
    if not ignoreUsabilityRequirement then
        if not self:MeetsUsabilityRequirement() then
            return
        end
    end
    self:SetupItem(bagId, slotIndex)
    if self:HasItem() then
        if not suppressSound then
            PlaySound(self.placeSound)
        end
    else
        if not suppressSound then
            PlaySound(self.removeSound)
        end
    end
end
function ZO_AlchemySlot:Refresh()
    ZO_CraftingSlotBase.Refresh(self)
    if self:HasItem() then
        if self.createsLevelLabel then
            local bagId, slotIndex = self:GetBagAndSlot()
            local craftingSubItemType, _, resultingItemLevel, requiredChampionPoints = select(2, GetItemCraftingInfo(bagId, slotIndex))
            local itemTypeString = GetString((craftingSubItemType == ITEMTYPE_POTION_BASE) and SI_ITEM_FORMAT_STR_POTION or SI_ITEM_FORMAT_STR_POISON)
            if requiredChampionPoints and requiredChampionPoints > 0 then
                self.createsLevelLabel:SetText(zo_strformat(SI_ALCHEMY_CREATES_ITEM_OF_CHAMPION_POINTS, requiredChampionPoints, itemTypeString))
            else
                self.createsLevelLabel:SetText(zo_strformat(SI_ALCHEMY_CREATES_ITEM_OF_LEVEL, resultingItemLevel, itemTypeString))
            end
            self.createsLevelLabel:SetHidden(false)
        end
        self:ShowSlotTraits(true)
    else
        if self.createsLevelLabel then
            self.createsLevelLabel:SetHidden(true)
        end
        self:ShowSlotTraits(false)
    end
end
function ZO_AlchemySlot:UpdateTraits()
    if self:HasItem() then
    else
        self:ClearTraits()
    end
end
function ZO_AlchemySlot:GetUnknownTraitTexture()
    return  "EsoUI/Art/Crafting/crafting_alchemy_trait_slot.dds"
end
function ZO_AlchemySlot:SetTraits(...)
    if self.control.traits then
        local unknownTraitTexture = self:GetUnknownTraitTexture()
        for i, traitTexture in ipairs(self.control.traits) do
            local traitName, traitIcon, traitMatchIcon, _, traitConflictIcon = ZO_Alchemy_GetTraitInfo(i, ...)
            traitTexture.traitName = traitName
            self.owner:SetupTraitIcon(traitTexture, traitName, traitIcon, traitMatchIcon, traitConflictIcon, unknownTraitTexture)
        end
    end
end
function ZO_AlchemySlot:ClearTraits()
    if self.control.traits then
        local unknownTraitTexture = self:GetUnknownTraitTexture()
        for i, traitTexture in ipairs(self.control.traits) do
            traitTexture.traitName = nil
            traitTexture:SetTexture(unknownTraitTexture)
            traitTexture:SetAlpha(1)
        end
    end
end
function ZO_AlchemySlot:MeetsUsabilityRequirement()
    return self.usabilityPredicate == nil or self.usabilityPredicate()
end
function ZO_AlchemySlot:ShowSlotTraits(showTraits)
    if self.emptySlotIcon and self.control.traits then
        for i, trait in ipairs(self.control.traits) do
            trait:SetHidden(not showTraits)
        end
    end
end