Files
esx_core/es_extended/server/classes/player.lua
T
2023-01-18 15:16:23 +01:00

582 lines
16 KiB
Lua

local SetTimeout = SetTimeout
local GetPlayerPed = GetPlayerPed
local DoesEntityExist = DoesEntityExist
local GetEntityCoords = GetEntityCoords
local GetEntityHeading = GetEntityHeading
function CreateExtendedPlayer(playerId, identifier, group, accounts, inventory, weight, job, loadout, name, coords)
local targetOverrides = Config.PlayerFunctionOverride and Core.PlayerFunctionOverrides[Config.PlayerFunctionOverride] or {}
local self = {}
self.accounts = accounts
self.coords = coords
self.group = group
self.identifier = identifier
self.inventory = inventory
self.job = job
self.loadout = loadout
self.name = name
self.playerId = playerId
self.source = playerId
self.variables = {}
self.weight = weight
self.maxWeight = Config.MaxWeight
if Config.Multichar then self.license = 'license'.. identifier:sub(identifier:find(':'), identifier:len()) else self.license = 'license:'..identifier end
ExecuteCommand(('add_principal identifier.%s group.%s'):format(self.license, self.group))
Player(self.source).state:set("identifier", self.identifier, true)
Player(self.source).state:set("license", self.license, true)
Player(self.source).state:set("job", self.job, true)
Player(self.source).state:set("group", self.group, true)
Player(self.source).state:set("name", self.name, true)
function self.triggerEvent(eventName, ...)
TriggerClientEvent(eventName, self.source, ...)
end
function self.setCoords(coords)
local Ped = GetPlayerPed(self.source)
local vector = type(coords) == "vector4" and coords or type(coords) == "vector3" and vector4(coords, 0.0) or
vec(coords.x, coords.y, coords.z, coords.heading or 0.0)
SetEntityCoords(Ped, vector.xyz, false, false, false, false)
SetEntityHeading(Ped, vector.w)
end
function self.updateCoords()
SetTimeout(1000,function()
local Ped = GetPlayerPed(self.source)
if DoesEntityExist(Ped) then
local coords = GetEntityCoords(Ped)
local distance = #(coords - vector3(self.coords.x, self.coords.y, self.coords.z))
if distance > 1.5 then
local heading = GetEntityHeading(Ped)
self.coords = {
x = coords.x,
y = coords.y,
z = coords.z,
heading = heading or 0.0
}
end
end
self.updateCoords()
end)
end
function self.getCoords(vector)
if vector then
return vector3(self.coords.x, self.coords.y, self.coords.z)
else
return self.coords
end
end
function self.kick(reason)
DropPlayer(self.source, reason)
end
function self.setMoney(money)
money = ESX.Math.Round(money)
self.setAccountMoney('money', money)
end
function self.getMoney()
return self.getAccount('money').money
end
function self.addMoney(money, reason)
money = ESX.Math.Round(money)
self.addAccountMoney('money', money, reason)
end
function self.removeMoney(money, reason)
money = ESX.Math.Round(money)
self.removeAccountMoney('money', money, reason)
end
function self.getIdentifier()
return self.identifier
end
function self.setGroup(newGroup)
ExecuteCommand(('remove_principal identifier.%s group.%s'):format(self.license, self.group))
self.group = newGroup
Player(self.source).state:set("group", self.group, true)
ExecuteCommand(('add_principal identifier.%s group.%s'):format(self.license, self.group))
end
function self.getGroup()
return self.group
end
function self.set(k, v)
self.variables[k] = v
Player(self.source).state:set(k, v, true)
end
function self.get(k)
return self.variables[k]
end
function self.getAccounts(minimal)
if minimal then
local minimalAccounts = {}
for i=1, #self.accounts do
minimalAccounts[self.accounts[i].name] = self.accounts[i].money
end
return minimalAccounts
else
return self.accounts
end
end
function self.getAccount(account)
for i=1, #self.accounts do
if self.accounts[i].name == account then
return self.accounts[i]
end
end
end
function self.getInventory(minimal)
if minimal then
local minimalInventory = {}
for k, v in ipairs(self.inventory) do
if v.count > 0 then
minimalInventory[v.name] = v.count
end
end
return minimalInventory
end
return self.inventory
end
function self.getJob()
return self.job
end
function self.getLoadout(minimal)
if minimal then
local minimalLoadout = {}
for k,v in ipairs(self.loadout) do
minimalLoadout[v.name] = {ammo = v.ammo}
if v.tintIndex > 0 then minimalLoadout[v.name].tintIndex = v.tintIndex end
if #v.components > 0 then
local components = {}
for k2,component in ipairs(v.components) do
if component ~= 'clip_default' then
components[#components + 1] = component
end
end
if #components > 0 then
minimalLoadout[v.name].components = components
end
end
end
return minimalLoadout
else
return self.loadout
end
end
function self.getName()
return self.name
end
function self.setName(newName)
self.name = newName
Player(self.source).state:set("name", self.name, true)
end
function self.setAccountMoney(accountName, money, reason)
reason = reason or 'unknown'
if not tonumber(money) then
print(('[^1ERROR^7] Tried To Set Account ^5%s^0 For Player ^5%s^0 To An Invalid Number -> ^5%s^7'):format(accountName, self.playerId, money))
return
end
if money >= 0 then
local account = self.getAccount(accountName)
if account then
money = account.round and ESX.Math.Round(money) or money
self.accounts[account.index].money = money
self.triggerEvent('esx:setAccountMoney', account)
TriggerEvent('esx:setAccountMoney', self.source, accountName, money, reason)
else
print(('[^1ERROR^7] Tried To Set Invalid Account ^5%s^0 For Player ^5%s^0!'):format(accountName, self.playerId))
end
else
print(('[^1ERROR^7] Tried To Set Account ^5%s^0 For Player ^5%s^0 To An Invalid Number -> ^5%s^7'):format(accountName, self.playerId, money))
end
end
function self.addAccountMoney(accountName, money, reason)
reason = reason or 'Unknown'
if not tonumber(money) then
print(('[^1ERROR^7] Tried To Set Account ^5%s^0 For Player ^5%s^0 To An Invalid Number -> ^5%s^7'):format(accountName, self.playerId, money))
return
end
if money > 0 then
local account = self.getAccount(accountName)
if account then
money = account.round and ESX.Math.Round(money) or money
self.accounts[account.index].money += money
self.triggerEvent('esx:setAccountMoney', account)
TriggerEvent('esx:addAccountMoney', self.source, accountName, money, reason)
else
print(('[^1ERROR^7] Tried To Set Add To Invalid Account ^5%s^0 For Player ^5%s^0!'):format(accountName, self.playerId))
end
else
print(('[^1ERROR^7] Tried To Set Account ^5%s^0 For Player ^5%s^0 To An Invalid Number -> ^5%s^7'):format(accountName, self.playerId, money))
end
end
function self.removeAccountMoney(accountName, money, reason)
reason = reason or 'Unknown'
if not tonumber(money) then
print(('[^1ERROR^7] Tried To Set Account ^5%s^0 For Player ^5%s^0 To An Invalid Number -> ^5%s^7'):format(accountName, self.playerId, money))
return
end
if money > 0 then
local account = self.getAccount(accountName)
if account then
money = account.round and ESX.Math.Round(money) or money
self.accounts[account.index].money -= money
self.triggerEvent('esx:setAccountMoney', account)
TriggerEvent('esx:removeAccountMoney', self.source, accountName, money, reason)
else
print(('[^1ERROR^7] Tried To Set Add To Invalid Account ^5%s^0 For Player ^5%s^0!'):format(accountName, self.playerId))
end
else
print(('[^1ERROR^7] Tried To Set Account ^5%s^0 For Player ^5%s^0 To An Invalid Number -> ^5%s^7'):format(accountName, self.playerId, money))
end
end
function self.getInventoryItem(name, metadata)
for k,v in ipairs(self.inventory) do
if v.name == name then
return v
end
end
end
function self.addInventoryItem(name, count, metadata, slot)
local item = self.getInventoryItem(name)
if item then
count = ESX.Math.Round(count)
item.count = item.count + count
self.weight = self.weight + (item.weight * count)
TriggerEvent('esx:onAddInventoryItem', self.source, item.name, item.count)
self.triggerEvent('esx:addInventoryItem', item.name, item.count)
end
end
function self.removeInventoryItem(name, count, metadata, slot)
local item = self.getInventoryItem(name)
if item then
count = ESX.Math.Round(count)
local newCount = item.count - count
if newCount >= 0 then
item.count = newCount
self.weight = self.weight - (item.weight * count)
TriggerEvent('esx:onRemoveInventoryItem', self.source, item.name, item.count)
self.triggerEvent('esx:removeInventoryItem', item.name, item.count)
end
end
end
function self.setInventoryItem(name, count, metadata)
local item = self.getInventoryItem(name)
if item and count >= 0 then
count = ESX.Math.Round(count)
if count > item.count then
self.addInventoryItem(item.name, count - item.count)
else
self.removeInventoryItem(item.name, item.count - count)
end
end
end
function self.getWeight()
return self.weight
end
function self.getMaxWeight()
return self.maxWeight
end
function self.canCarryItem(name, count, metadata)
if ESX.Items[name] then
local currentWeight, itemWeight = self.weight, ESX.Items[name].weight
local newWeight = currentWeight + (itemWeight * count)
return newWeight <= self.maxWeight
else
print(('[^3WARNING^7] Item ^5"%s"^7 was used but does not exist!'):format(name))
end
end
function self.canSwapItem(firstItem, firstItemCount, testItem, testItemCount)
local firstItemObject = self.getInventoryItem(firstItem)
local testItemObject = self.getInventoryItem(testItem)
if firstItemObject.count >= firstItemCount then
local weightWithoutFirstItem = ESX.Math.Round(self.weight - (firstItemObject.weight * firstItemCount))
local weightWithTestItem = ESX.Math.Round(weightWithoutFirstItem + (testItemObject.weight * testItemCount))
return weightWithTestItem <= self.maxWeight
end
return false
end
function self.setMaxWeight(newWeight)
self.maxWeight = newWeight
self.triggerEvent('esx:setMaxWeight', self.maxWeight)
end
function self.setJob(job, grade)
grade = tostring(grade)
local lastJob = json.decode(json.encode(self.job))
if ESX.DoesJobExist(job, grade) then
local jobObject, gradeObject = ESX.Jobs[job], ESX.Jobs[job].grades[grade]
self.job.id = jobObject.id
self.job.name = jobObject.name
self.job.label = jobObject.label
self.job.grade = tonumber(grade)
self.job.grade_name = gradeObject.name
self.job.grade_label = gradeObject.label
self.job.grade_salary = gradeObject.salary
if gradeObject.skin_male then
self.job.skin_male = json.decode(gradeObject.skin_male)
else
self.job.skin_male = {}
end
if gradeObject.skin_female then
self.job.skin_female = json.decode(gradeObject.skin_female)
else
self.job.skin_female = {}
end
TriggerEvent('esx:setJob', self.source, self.job, lastJob)
self.triggerEvent('esx:setJob', self.job, lastJob)
Player(self.source).state:set("job", self.job, true)
else
print(('[es_extended] [^3WARNING^7] Ignoring invalid ^5.setJob()^7 usage for ID: ^5%s^7, Job: ^5%s^7'):format(self.source, job))
end
end
function self.addWeapon(weaponName, ammo)
if not self.hasWeapon(weaponName) then
local weaponLabel = ESX.GetWeaponLabel(weaponName)
table.insert(self.loadout, {
name = weaponName,
ammo = ammo,
label = weaponLabel,
components = {},
tintIndex = 0
})
GiveWeaponToPed(GetPlayerPed(self.source), joaat(weaponName), ammo, false, false)
self.triggerEvent('esx:addInventoryItem', weaponLabel, false, true)
end
end
function self.addWeaponComponent(weaponName, weaponComponent)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
local component = ESX.GetWeaponComponent(weaponName, weaponComponent)
if component then
if not self.hasWeaponComponent(weaponName, weaponComponent) then
self.loadout[loadoutNum].components[#self.loadout[loadoutNum].components + 1] = weaponComponent
local componentHash = ESX.GetWeaponComponent(weaponName, weaponComponent).hash
GiveWeaponComponentToPed(GetPlayerPed(self.source), joaat(weaponName), componentHash)
self.triggerEvent('esx:addInventoryItem', component.label, false, true)
end
end
end
end
function self.addWeaponAmmo(weaponName, ammoCount)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
weapon.ammo = weapon.ammo + ammoCount
SetPedAmmo(GetPlayerPed(self.source), joaat(weaponName), weapon.ammo)
end
end
function self.updateWeaponAmmo(weaponName, ammoCount)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
weapon.ammo = ammoCount
end
end
function self.setWeaponTint(weaponName, weaponTintIndex)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
local weaponNum, weaponObject = ESX.GetWeapon(weaponName)
if weaponObject.tints and weaponObject.tints[weaponTintIndex] then
self.loadout[loadoutNum].tintIndex = weaponTintIndex
self.triggerEvent('esx:setWeaponTint', weaponName, weaponTintIndex)
self.triggerEvent('esx:addInventoryItem', weaponObject.tints[weaponTintIndex], false, true)
end
end
end
function self.getWeaponTint(weaponName)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
return weapon.tintIndex
end
return 0
end
function self.removeWeapon(weaponName)
local weaponLabel
for k,v in ipairs(self.loadout) do
if v.name == weaponName then
weaponLabel = v.label
for k2,v2 in ipairs(v.components) do
self.removeWeaponComponent(weaponName, v2)
end
table.remove(self.loadout, k)
break
end
end
if weaponLabel then
self.triggerEvent('esx:removeWeapon', weaponName)
self.triggerEvent('esx:removeInventoryItem', weaponLabel, false, true)
end
end
function self.removeWeaponComponent(weaponName, weaponComponent)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
local component = ESX.GetWeaponComponent(weaponName, weaponComponent)
if component then
if self.hasWeaponComponent(weaponName, weaponComponent) then
for k,v in ipairs(self.loadout[loadoutNum].components) do
if v == weaponComponent then
table.remove(self.loadout[loadoutNum].components, k)
break
end
end
self.triggerEvent('esx:removeWeaponComponent', weaponName, weaponComponent)
self.triggerEvent('esx:removeInventoryItem', component.label, false, true)
end
end
end
end
function self.removeWeaponAmmo(weaponName, ammoCount)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
weapon.ammo = weapon.ammo - ammoCount
self.triggerEvent('esx:setWeaponAmmo', weaponName, weapon.ammo)
end
end
function self.hasWeaponComponent(weaponName, weaponComponent)
local loadoutNum, weapon = self.getWeapon(weaponName)
if weapon then
for k,v in ipairs(weapon.components) do
if v == weaponComponent then
return true
end
end
return false
else
return false
end
end
function self.hasWeapon(weaponName)
for k,v in ipairs(self.loadout) do
if v.name == weaponName then
return true
end
end
return false
end
function self.hasItem(item, metadata)
for k,v in ipairs(self.inventory) do
if (v.name == item) and (v.count >= 1) then
return v, v.count
end
end
return false
end
function self.getWeapon(weaponName)
for k,v in ipairs(self.loadout) do
if v.name == weaponName then
return k, v
end
end
end
function self.showNotification(msg)
self.triggerEvent('esx:showNotification', msg)
end
function self.showHelpNotification(msg, thisFrame, beep, duration)
self.triggerEvent('esx:showHelpNotification', msg, thisFrame, beep, duration)
end
for fnName,fn in pairs(targetOverrides) do
self[fnName] = fn(self)
end
return self
end