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ZO_ACTIVITY_FINDER_SORT_PRIORITY ={ GROUP = 0, PROMOTIONAL_EVENTS = 100, SPECTACLE_EVENTS = 200, GROUP_FINDER = 300, TIMED_ACTIVITIES = 400, ZONE_STORIES = 500, DUNGEONS = 600, BATTLEGROUNDS = 700, TRIBUTE = 800, HOUSE_TOURS = 900,} end if entry1ChampionPointsMin ~= entry2ChampionPointsMin then return entry1ChampionPointsMin < entry2ChampionPointsMin elseif entry1LevelMin ~= entry2LevelMin then return entry1LevelMin < entry2LevelMin elseif entry1ChampionPointsMax ~= entry2ChampionPointsMax then return entry1ChampionPointsMax < entry2ChampionPointsMax elseif entry1LevelMax ~= entry2LevelMax then return entry1LevelMax < entry2LevelMax else endend if playerChampionPoints < pointsMin then elseif playerChampionPoints > pointsMax then end else if playerLevel < levelMin then elseif playerLevel > levelMax then end endend return activityType == LFG_ACTIVITY_MASTER_DUNGEON or activityType == LFG_ACTIVITY_DUNGEONend return activityType == LFG_ACTIVITY_BATTLE_GROUND_LOW_LEVEL or activityType == LFG_ACTIVITY_BATTLE_GROUND_CHAMPION or activityType == LFG_ACTIVITY_BATTLE_GROUND_NON_CHAMPIONend return activityType == LFG_ACTIVITY_MASTER_DUNGEON or activityType == LFG_ACTIVITY_DUNGEONend--------------------Initialization-------------------- return singletonend { [LFG_COOLDOWN_ACTIVITY_STARTED] = { isOnCooldown = false, expiresAtS = 0, conciseFormatter = SI_LFG_LOCK_REASON_QUEUE_COOLDOWN_CONCISE, verboseFormatter = SI_LFG_LOCK_REASON_QUEUE_COOLDOWN_VERBOSE, }, [LFG_COOLDOWN_BATTLEGROUND_DESERTED_QUEUE] = { isOnCooldown = false, expiresAtS = 0, conciseFormatter = SI_LFG_LOCK_REASON_LEFT_BATTLEGROUND_EARLY_CONCISE, verboseFormatter = SI_LFG_LOCK_REASON_LEFT_BATTLEGROUND_EARLY_VERBOSE, }, [LFG_COOLDOWN_TRIBUTE_DESERTED] = { isOnCooldown = false, expiresAtS = 0, conciseFormatter = SI_LFG_LOCK_REASON_LEFT_TRIBUTE_EARLY_CONCISE, verboseFormatter = SI_LFG_LOCK_REASON_LEFT_TRIBUTE_EARLY_VERBOSE, }, }end end if collectionUpdateType == ZO_COLLECTION_UPDATE_TYPE.REBUILD then else return end end end end end end end end local dirty = false local wasOnCooldown = cooldownData.isOnCooldown cooldownData.isOnCooldown = timeRemaining > 0 if wasOnCooldown ~= cooldownData.isOnCooldown then dirty = true end end if dirty then end end end end end end end end end end end end EVENT_MANAGER:RegisterForEvent("ActivityFinderRoot_Manager", EVENT_ACTIVITY_FINDER_STATUS_UPDATE, function(eventCode, ...) self:OnActivityFinderStatusUpdate(...) end) EVENT_MANAGER:RegisterForEvent("ActivityFinderRoot_Manager", EVENT_ACTIVITY_FINDER_COOLDOWNS_UPDATE, OnCooldownsUpdate) EVENT_MANAGER:RegisterForEvent("ActivityFinderRoot_Manager", EVENT_CURRENT_CAMPAIGN_CHANGED, OnCurrentCampaignChanged) EVENT_MANAGER:RegisterForEvent("ActivityFinderRoot_Manager", EVENT_TRIBUTE_CLUB_INIT, OnTributeClubDataInitialized) EVENT_MANAGER:RegisterForEvent("ActivityFinderRoot_Manager", EVENT_TRIBUTE_PLAYER_CAMPAIGN_INIT, OnTributeCampaignDataInitialized) EVENT_MANAGER:RegisterForEvent("ActivityFinderRoot_Manager", EVENT_TRIBUTE_CLUB_EXPERIENCE_GAINED, OnTributeClubRankDataChanged) EVENT_MANAGER:RegisterForEvent("ActivityFinderRoot_Manager", EVENT_TRIBUTE_CAMPAIGN_CHANGE, OnTributeCampaignDataChanged) EVENT_MANAGER:RegisterForEvent("ActivityFinderRoot_Manager", EVENT_TRIBUTE_LEADERBOARD_RANK_RECEIVED, OnTributeLeaderboardRankChanged) --We should clear selections when switching filters, but we won't necessarily clear them when closing scenes --However, we can't ensure that gamepad and keyboard will stay on the same filter, so we'll clear selections when switching between modes --This won't require rechecking lock statuses EVENT_MANAGER:RegisterForEvent("ActivityFinderRoot_Manager", EVENT_GAMEPAD_PREFERRED_MODE_CHANGED, ClearSelections) EVENT_MANAGER:RegisterForEvent("ActivityFinderRoot_Manager", EVENT_CHAMPION_POINT_UPDATE, OnLevelUpdate) EVENT_MANAGER:RegisterForEvent("ActivityFinderRoot_Manager", EVENT_HOLIDAYS_CHANGED, OnHolidaysChanged) EVENT_MANAGER:RegisterForEvent("ActivityFinderRoot_Manager", EVENT_PLAYER_ACTIVATED, OnPlayerActivate) EVENT_MANAGER:RegisterForEvent("ActivityFinderRoot_Manager", EVENT_GROUP_MEMBER_LEFT, UpdateGroupStatus) EVENT_MANAGER:RegisterForEvent("ActivityFinderRoot_Manager", EVENT_UNIT_CREATED, function(eventCode, unitTag) end end) EVENT_MANAGER:RegisterForEvent("ActivityFinderRoot_Manager", EVENT_LEADER_UPDATE, UpdateGroupStatus) EVENT_MANAGER:RegisterForEvent("ActivityFinderRoot_Manager", EVENT_DISABLED_ACTIVITIES_UPDATE, OnDisabledActivitiesUpdate)end local specificLocationsLookupData = {} local locationSetsLookupData = {} local sortedLocationsData = {} for activityType = LFG_ACTIVITY_ITERATION_BEGIN, LFG_ACTIVITY_ITERATION_END do local specificLookupActivityData = {} local setLookupActivityData = {} local sortedActivityData = {} local minGroupSize, maxGroupSize --Specific activities if numActivities > 0 then for activityIndex = 1, numActivities do if not minGroupSize or minGroupSize > dataMinGroupSize then minGroupSize = dataMinGroupSize end if not maxGroupSize or maxGroupSize < dataMaxGroupSize then maxGroupSize = dataMaxGroupSize end end else minGroupSize = 1 maxGroupSize = 1 end specificLocationsLookupData[activityType] = specificLookupActivityData --Activity sets for activitySetIndex = 1, numActivitySets do if not minGroupSize or minGroupSize > dataMinGroupSize then minGroupSize = dataMinGroupSize end if not maxGroupSize or maxGroupSize < dataMaxGroupSize then maxGroupSize = dataMaxGroupSize end end locationSetsLookupData[activityType] = setLookupActivityData sortedLocationsData[activityType] = sortedActivityData endend-------------Updates------------- endendend local groupStateChanged = wasGrouped ~= self.playerIsGrouped or wasLeader ~= self.playerIsLeader or previousGroupSize ~= self.groupSize if groupStateChanged then self:FireCallbacks("OnUpdateGroupStatus", wasGrouped, self.playerIsGrouped, wasLeader, self.playerIsLeader) endendend --Determine lock status for each location local isGroupRelevant = inAGroup local CONCISE_COOLDOWN_TEXT = false local isLockedByAvailabilityRequirement, availabilityRequirementErrorStringId = location:IsLockedByAvailablityRequirementList() if isLockedByAvailabilityRequirement then if lockReasonText == "" then lockReasonText = GetString("SI_ACTIVITYQUEUERESULT", ACTIVITY_QUEUE_RESULT_DESTINATION_NO_LONGER_VALID) end else local cooldownText if applicableCooldowns and applicableCooldowns.queueCooldownType then cooldownText = self:GetLFGCooldownLockText(applicableCooldowns.queueCooldownType, CONCISE_COOLDOWN_TEXT) end if cooldownText then else end local lockReasonStringId = nil lockReasonStringId = SI_LFG_LOCK_REASON_COLLECTIBLE_NOT_UNLOCKED_UPGRADE lockReasonStringId = SI_LFG_LOCK_REASON_COLLECTIBLE_NOT_UNLOCKED_CROWN_STORE else lockReasonStringId = SI_LFG_LOCK_REASON_COLLECTIBLE_NOT_UNLOCKED end local lockReasonText = zo_strformat(lockReasonStringId, collectibleData:GetName(), collectibleData:GetCategoryName()) else if groupTooLarge then location:SetLockReasonText(GetLevelOrChampionPointsRequirementText(levelMin, levelMax, championPointsMin, championPointsMax)) elseif isGroupRelevant and not isLeader then else end end end end end endend end end if previousNumSelected > 0 then endend local activityTypeLookup = {} activityTypeLookup[activityType] = true end for i = 1, activeRequests do if activitySetId ~= 0 then if activityTypeLookup[activityType] then local location = locationSetsData[activitySetId] if location then end end end else if activityTypeLookup[activityType] then end end endend --A clear and update is required when the selections may change due to requirement changes. (Ex: a group member --joins that doesn't meet the level requirement of a location already selected. The location needs to be unselected --and locked, and then all other locations need to be refreshed again in case they are now unlocked. Instead of --nesting refreshes, just clear and update when an event occurs that can lead to this.)endend---------------Accessors--------------- if activityType then else endend if locationsByActivity then local location = locationsByActivity[activityId] if location then return location end end end assert(false) --We should never be asking for a location using a bad activity or lfgIndex, fix the code that called thisend local lowestAverage if dataFound then if lowestAverage then else lowestAverage = averageForLocation end end end end end return lowestAverage or 0end return self.activityFinderStatus == ACTIVITY_FINDER_STATUS_QUEUED or self.activityFinderStatus == ACTIVITY_FINDER_STATUS_READY_CHECKendend if IsCurrentlySearchingForGroup() or location:IsSelected() == selected or (location:IsLocked() and selected) then return end local delta = selected and 1 or -1end return true end end return falseendend if locationsByActivity then if not visibleEntryTypes then return #locationsByActivity else local numLocations = 0 numLocations = numLocations + 1 break end end end return numLocations end end return 0endend if cooldownData then return cooldownData.isOnCooldown end return falseend if cooldownData then return cooldownData.expiresAtS end return 0end if cooldownData and cooldownData.isOnCooldown then if verbose then local formattedTimeText = ZO_FormatTime(timeRemainingS, TIME_FORMAT_STYLE_COLONS, TIME_FORMAT_PRECISION_TWELVE_HOUR) else end end --If we're not on cooldown, we return nil because a nil lock text has meaning for activity finders return nilend return end --Add locations end end end if result ~= ACTIVITY_QUEUE_RESULT_SUCCESS then endend --Any response should clear the prompt, but only acceptance sends the request if accept then endend |