Back to Home

ESO Lua File v100023

ingame/storewindow/storewindow_shared.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
-- Globals
ZO_MODE_STORE_BUY              = 1
ZO_MODE_STORE_BUY_BACK         = 2
ZO_MODE_STORE_SELL             = 3
ZO_MODE_STORE_REPAIR           = 4
ZO_MODE_STORE_SELL_STOLEN      = 5
ZO_MODE_STORE_LAUNDER          = 6
ZO_MODE_STORE_STABLE           = 7
ZO_STORE_WINDOW_MODE_NORMAL = 1
ZO_STORE_WINDOW_MODE_STABLE = 2
STORE_INTERACTION =
{
    type = "Store",
    interactTypes = { INTERACTION_VENDOR, INTERACTION_STABLE },
}
-- Shared object
ZO_SharedStoreManager = ZO_Object:Subclass()
function ZO_SharedStoreManager:New(...)
    local obj = ZO_Object.New(self)
    obj:Initialize(...)
    return obj
end
function ZO_SharedStoreManager:Initialize(control)
    self.control = control
end
function ZO_SharedStoreManager:InitializeStore()
    self.storeUsesMoney, self.storeUsesAP, self.storeUsesTelvarStones, self.storeUsesWritVouchers = GetStoreCurrencyTypes()
end
function ZO_SharedStoreManager:RefreshCurrency()
    self.currentMoney = GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER)
    self.currentAP = GetCurrencyAmount(CURT_ALLIANCE_POINTS, CURRENCY_LOCATION_CHARACTER)
    self.currentTelvarStones = GetCurrencyAmount(CURT_TELVAR_STONES, CURRENCY_LOCATION_CHARACTER)
    self.currentWritVouchers = GetCurrencyAmount(CURT_WRIT_VOUCHERS, CURRENCY_LOCATION_CHARACTER)
end
local INTERNAL_IMPORTANT_ITEMDATA_KEYS = { "entryType", "slotIndex", "name", "stack", "traitInformation",}
function ZO_StoreManager_InternalValidateItems(items, optionalExtraLines)
    for _, itemData in ipairs(items) do
        if not itemData.traitInformation then
            local lines = optionalExtraLines or {}
            table.insert(lines, ("interact name: %q"):format(tostring(GetUnitName("interact"))))
            table.insert(lines, ("Item Link: %q"):format(tostring(GetStoreItemLink(itemData.slotIndex))))
            for _, k in ipairs(INTERNAL_IMPORTANT_ITEMDATA_KEYS) do
                local v = itemData[k]
                local key = type(k) == "string" and string.format("%q", k) or tostring(k)
                local value = type(v) == "string" and string.format("%q", v) or tostring(v)
                table.insert(lines, (" %s: %s"):format(key, value))
            end
            -- these will probably be cut off by the message limit
            table.insert(lines, "----")
            for k, v in pairs(itemData) do
                local key = type(k) == "string" and string.format("%q", k) or tostring(k)
                local value = type(v) == "string" and string.format("%q", v) or tostring(v)
                table.insert(lines, (" %s: %s"):format(key, value))
            end
            table.insert(lines, 1, "Invalid vendor object state:")
            internalassert(false, table.concat(lines, "\n "))
        end
    end
end
-- Shared global functions
    local items = {}
    local usedFilterTypes = {}
    for entryIndex = 1, GetNumStoreItems() do
        local icon, name, stack, price, sellPrice, meetsRequirementsToBuy, meetsRequirementsToEquip, quality, questNameColor, currencyType1, currencyQuantity1,
            currencyType2, currencyQuantity2, entryType = GetStoreEntryInfo(entryIndex)
        if stack > 0 then
            local itemLink = GetStoreItemLink(entryIndex)
            local traitInformation = GetItemTraitInformationFromItemLink(itemLink)
            local itemData =
            {
                entryType = entryType,
                slotIndex = entryIndex,
                icon = icon,
                name = name,
                stack = stack,
                price = price,
                sellPrice = sellPrice,
                meetsRequirementsToBuy = meetsRequirementsToBuy,
                meetsRequirementsToEquip = meetsRequirementsToEquip,
                quality = quality,
                questNameColor = questNameColor,
                currencyType1 = currencyType1,
                currencyQuantity1 = currencyQuantity1,
                currencyType2 = currencyType2,
                currencyQuantity2 = currencyQuantity2,
                stackBuyPrice = stack * price,
                stackBuyPriceCurrency1 = stack * currencyQuantity1,
                stackBuyPriceCurrency2 = stack * currencyQuantity2,
                filterData = { GetStoreEntryTypeInfo(entryIndex) },
                statValue = GetStoreEntryStatValue(entryIndex),
                isUnique = IsItemLinkUnique(itemLink),
                traitInformation = traitInformation,
                traitInformationSortOrder = ZO_GetItemTraitInformation_SortOrder(traitInformation),
            }
            if entryType == STORE_ENTRY_TYPE_QUEST_ITEM then
                itemData.questItemId = GetStoreEntryQuestItemId(entryIndex)
            end
            items[#items + 1] = itemData
            for i = 1, #itemData.filterData do
                usedFilterTypes[itemData.filterData[i]] = true
            end
        end
    end
    return items, usedFilterTypes
end
    local usedFilterTypes = {}
    for entryIndex = 1, GetNumStoreItems() do
        local filterData = { GetStoreEntryTypeInfo(entryIndex) }
        for i = 1, #filterData do
            usedFilterTypes[filterData[i]] = true
        end
    end
    return usedFilterTypes
end
local CURRENCY_TYPE_TO_SOUND_ID =
{
    [CURT_TELVAR_STONES] = SOUNDS.TELVAR_TRANSACT,
    [CURT_ALLIANCE_POINTS] = SOUNDS.ALLIANCE_POINT_TRANSACT,
    [CURT_WRIT_VOUCHERS] = SOUNDS.WRIT_VOUCHER_TRANSACT,
}
local function PlayItemAcquisitionSound(eventId, itemSoundCategory, specialCurrencyType1, specialCurrencyType2)
    --As of right now there are no stores that use both special currency types and it doesn't make sense
    --to play two currency transact sounds at once, so we only only keying off type1 for now.
    local soundId = CURRENCY_TYPE_TO_SOUND_ID[specialCurrencyType1]
    if soundId then
        PlaySound(soundId)
    else
        PlaySound(SOUNDS.ITEM_MONEY_CHANGED)
    end
end
function ZO_StoreManager_OnPurchased(eventId, entryName, entryType, entryQuantity, money, specialCurrencyType1, specialCurrencyInfo1, specialCurrencyQuantity1, specialCurrencyType2, specialCurrencyInfo2, specialCurrencyQuantity2, itemSoundCategory)
    PlayItemAcquisitionSound(eventId, itemSoundCategory, specialCurrencyType1, specialCurrencyType2)
end