mirror of
https://github.com/esx-framework/esx_core.git
synced 2026-08-31 19:01:35 +00:00
Major improvements, added slider
This commit is contained in:
+69
-42
@@ -1,70 +1,97 @@
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ESX = nil
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local ItemsLabels = {}
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ESX = nil
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local ShopItems = {}
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local hasSqlRun = false
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TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
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-- Load item labels
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Citizen.CreateThread(function()
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Citizen.Wait(5000)
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MySQL.Async.fetchAll(
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'SELECT * FROM items',
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{},
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function(result)
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for i=1, #result, 1 do
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ItemsLabels[result[i].name] = result[i].label
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end
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end)
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-- Load items
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AddEventHandler('onMySQLReady', function()
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hasSqlRun = true
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LoadShop()
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end)
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ESX.RegisterServerCallback('esx_shops:requestDBItems', function(source, cb)
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-- extremely useful when restarting script mid-game
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Citizen.CreateThread(function()
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Citizen.Wait(20000) -- hopefully enough for connection to the SQL server
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MySQL.Async.fetchAll(
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'SELECT * FROM shops',
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{},
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function(result)
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local shopItems = {}
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for i=1, #result, 1 do
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if shopItems[result[i].name] == nil then
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shopItems[result[i].name] = {}
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end
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table.insert(shopItems[result[i].name], {
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name = result[i].item,
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price = result[i].price,
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label = ItemsLabels[result[i].item]
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})
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if not hasSqlRun then
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LoadShop()
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hasSqlRun = true
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end
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end)
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function LoadShop()
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local itemResult = MySQL.Sync.fetchAll('SELECT * FROM items')
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local shopResult = MySQL.Sync.fetchAll('SELECT * FROM shops')
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local itemInformation = {}
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for i=1, #itemResult, 1 do
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if itemInformation[itemResult[i].name] == nil then
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itemInformation[itemResult[i].name] = {}
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end
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cb(shopItems)
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end)
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itemInformation[itemResult[i].name].label = itemResult[i].label
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itemInformation[itemResult[i].name].limit = itemResult[i].limit
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end
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for i=1, #shopResult, 1 do
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if ShopItems[shopResult[i].store] == nil then
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ShopItems[shopResult[i].store] = {}
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end
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table.insert(ShopItems[shopResult[i].store], {
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label = itemInformation[shopResult[i].item].label,
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item = shopResult[i].item,
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price = shopResult[i].price,
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limit = itemInformation[shopResult[i].item].limit
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})
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end
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end
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ESX.RegisterServerCallback('esx_shops:requestDBItems', function(source, cb)
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if not hasSqlRun then
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TriggerClientEvent('esx:showNotification', source, 'The shop database has not been loaded yet, try again in a few moments.')
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end
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cb(ShopItems)
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end)
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RegisterServerEvent('esx_shops:buyItem')
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AddEventHandler('esx_shops:buyItem', function(itemName, price)
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AddEventHandler('esx_shops:buyItem', function(itemName, amount, zone)
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local _source = source
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local xPlayer = ESX.GetPlayerFromId(_source)
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local sourceItem = xPlayer.getInventoryItem(itemName)
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-- is the player trying to cheat?
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if price < 0 then
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print('esx_shops: ' .. xPlayer.identifier .. ' attempted to cheat money!')
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-- is the player trying to exploit?
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if amount < 0 then
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print('esx_shops: ' .. xPlayer.identifier .. ' attempted to exploit the shop!')
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return
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end
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-- get price
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local price = 0
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local itemLabel = ''
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for i=1, #ShopItems[zone], 1 do
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if ShopItems[zone][i].item == itemName then
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price = ShopItems[zone][i].price
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itemLabel = ShopItems[zone][i].label
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break
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end
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end
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price = price * amount
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-- can the player afford this item?
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if xPlayer.getMoney() >= price then
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-- can the player carry the said amount of x item?
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if sourceItem.limit ~= -1 and (sourceItem.count + 1) > sourceItem.limit then
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if sourceItem.limit ~= -1 and (sourceItem.count + amount) > sourceItem.limit then
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TriggerClientEvent('esx:showNotification', _source, _U('player_cannot_hold'))
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else
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xPlayer.removeMoney(price)
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xPlayer.addInventoryItem(itemName, 1)
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TriggerClientEvent('esx:showNotification', _source, _U('bought', ItemsLabels[itemName], price))
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xPlayer.addInventoryItem(itemName, amount)
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TriggerClientEvent('esx:showNotification', _source, _U('bought', amount, itemLabel, price))
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end
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else
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local missingMoney = price - xPlayer.getMoney()
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TriggerClientEvent('esx:showNotification', _source, _U('not_enough', missingMoney))
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end
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end)
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