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--Shared Trade Window Prototype
--
--Event Handlers and Helpers
--
--You just got invited to trade.
local function OnTradeWindowInviteConsidering ( self , eventCode , inviterCharacterName , inviterDisplayName )
TRADE_WINDOW . state = TRADE_STATE_INVITE_CONSIDERING
end
--You were notified that your target is considering your trade offer.
local function OnTradeWindowInviteWaiting ( self , eventCode , inviteeCharacterName , inviteeDisplayName )
TRADE_WINDOW . state = TRADE_STATE_INVITE_WAITING
end
--Either you or they declined an offer
--reset
TRADE_WINDOW . state = TRADE_STATE_IDLE
end
--Either you or they canceled the invite
--You canceled your trade invite
TRADE_WINDOW . state = TRADE_STATE_IDLE
end
--reset state info
TRADE_WINDOW . state = TRADE_STATE_TRADING
end
--Either we accepted their offer or they accepted ours
else
end
end
--Debug function to show trade window because having two players isn't always convenient
--reset state info
TRADE_WINDOW . state = TRADE_STATE_TRADING
end
if bagId and slotIndex then
for i = 1 , TRADE_NUM_SLOTS do
if bagId == bag and slotIndex == slot then
return true
end
end
end
return false
end
--region promotion of money change event
end
end
--an existing trade was canceled by myself or the other
TRADE_WINDOW . state = TRADE_STATE_IDLE
end
end
-- Cancel a trade when the player dies
TRADE_WINDOW . state = TRADE_STATE_IDLE
end
end
--terminate the trade window
TRADE_WINDOW . state = TRADE_STATE_IDLE
end
TRADE_WINDOW . state = TRADE_STATE_IDLE
end
end
end
--either of us changed states
end
end
--Either player added an item to the trade
end
end
--Either player removed an item from the trade
end
end
--An existing item changed quantity
end
end
end
end
end
--
--Trade Manager functions
--
--Shared Trade Window Constructor
return manager
end
{
[ TRADE_ME ] = TRADE_CONFIRM_EDIT ,
[ TRADE_THEM ] = TRADE_CONFIRM_EDIT ,
}
--Setup events
end
local EventCallbacks = {
}
--- TODO - This should be generalized in SYSTEMS:RegisterForEvent
-- This will wrap the callback so that it gets called with the control
return function ( ... )
if ( target == object ) then
end
end
end
end
end
end
end
return false
end
for i = 1 , TRADE_NUM_SLOTS do
if ( stackCount == 0 ) then
return i
end
end
end
end
end
return true
end
for i = 1 , TRADE_NUM_SLOTS do
if stackCount ~= 0 then
return true
end
end
return false
end
--There needs to be something in the trade (on either side) to accept it
else
return true
end
else
return false
end
end
end
end
if ( delay > 0 ) then
else
end
end
end
--Adjust the confirmation UI elements for the new level
--call each transfer function between the states
--ascending
if ( newLevel > currentLevel ) then
for i = currentLevel , newLevel - 1 do
end
end
--descending
elseif ( newLevel < currentLevel ) then
for i = currentLevel , newLevel + 1 , - 1 do
end
end
end
end |