Files
esx_core-esx-framework/server/main.lua
T
2018-07-11 12:16:58 +02:00

106 lines
2.9 KiB
Lua

ESX = nil
local ShopItems = {}
local hasSqlRun = false
TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
-- Load items
AddEventHandler('onMySQLReady', function()
hasSqlRun = true
LoadShop()
end)
-- extremely useful when restarting script mid-game
Citizen.CreateThread(function()
Citizen.Wait(2000) -- hopefully enough for connection to the SQL server
if not hasSqlRun then
LoadShop()
hasSqlRun = true
end
end)
function LoadShop()
local itemResult = MySQL.Sync.fetchAll('SELECT * FROM items')
local shopResult = MySQL.Sync.fetchAll('SELECT * FROM shops')
local itemInformation = {}
for i=1, #itemResult, 1 do
if itemInformation[itemResult[i].name] == nil then
itemInformation[itemResult[i].name] = {}
end
itemInformation[itemResult[i].name].label = itemResult[i].label
itemInformation[itemResult[i].name].limit = itemResult[i].limit
end
for i=1, #shopResult, 1 do
if ShopItems[shopResult[i].store] == nil then
ShopItems[shopResult[i].store] = {}
end
if itemInformation[shopResult[i].item].limit == -1 then
itemInformation[shopResult[i].item].limit = 30
end
table.insert(ShopItems[shopResult[i].store], {
label = itemInformation[shopResult[i].item].label,
item = shopResult[i].item,
price = shopResult[i].price,
limit = itemInformation[shopResult[i].item].limit
})
end
end
ESX.RegisterServerCallback('esx_shops:requestDBItems', function(source, cb)
if not hasSqlRun then
TriggerClientEvent('esx:showNotification', source, 'The shop database has not been loaded yet, try again in a few moments.')
end
cb(ShopItems)
end)
RegisterServerEvent('esx_shops:buyItem')
AddEventHandler('esx_shops:buyItem', function(itemName, amount, zone)
local _source = source
local xPlayer = ESX.GetPlayerFromId(_source)
local sourceItem = xPlayer.getInventoryItem(itemName)
amount = ESX.Round(amount)
-- is the player trying to exploit?
if amount < 0 then
print('esx_shops: ' .. xPlayer.identifier .. ' attempted to exploit the shop!')
return
end
-- get price
local price = 0
local itemLabel = ''
for i=1, #ShopItems[zone], 1 do
if ShopItems[zone][i].item == itemName then
price = ShopItems[zone][i].price
itemLabel = ShopItems[zone][i].label
break
end
end
price = price * amount
-- can the player afford this item?
if xPlayer.getMoney() >= price then
-- can the player carry the said amount of x item?
if sourceItem.limit ~= -1 and (sourceItem.count + amount) > sourceItem.limit then
TriggerClientEvent('esx:showNotification', _source, _U('player_cannot_hold'))
else
xPlayer.removeMoney(price)
xPlayer.addInventoryItem(itemName, amount)
TriggerClientEvent('esx:showNotification', _source, _U('bought', amount, itemLabel, price))
end
else
local missingMoney = price - xPlayer.getMoney()
TriggerClientEvent('esx:showNotification', _source, _U('not_enough', missingMoney))
end
end)