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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
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Preamble
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END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
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To do so, attach the following notices to the program. It is safest
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the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
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This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
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You should have received a copy of the GNU General Public License
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Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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# renzu_motels
Fivem - Motel Management. Hourly Rental System. Supports MLO and Shells. ESX/QBCORE
![image](https://user-images.githubusercontent.com/82306584/226111405-b162c926-6c00-4085-91ac-839f7ece117e.png)
# Features
- Player Motel Business Management (change hour rates, hire employees, add / kick occupants)
- Hourly Rental System
- Configurable Maximum Occupants per room
- Configurable Sharable Room Stash (stealable) or Unique per Players
- Police can Break in using Gunshot in doors.
- Lockpickable Doors
- Supports MLO / Shells
- Supports Multiple Skin resource for Wardrobes.
- Support Targets or Zone Markers
- Support Metadata item Keys Sharing
# Dependency
- ox_lib
- ESX / QBCORE
- ox_inventory / qb-inventory
- ox_target / qb-target (optional)
# Item name
- keys
# Todo
```
some features im looking to add later like Job Owneds
```

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if not ESX then return end
PlayerData = ESX.GetPlayerData()
local kvpname = GetCurrentServerEndpoint()..'_inshells'
RegisterNetEvent('esx:playerLoaded')
AddEventHandler('esx:playerLoaded',function(playerData)
PlayerData = playerData
local login = GetResourceKvpString(kvpname)
if not login then return end
local data = json.decode(login)
LocalPlayer.state:set('inshell',true,true)
LocalPlayer.state:set('lastloc',data.lastloc,false)
DoScreenFadeOut(0)
EnterShell(data,true)
end)
RegisterNetEvent('esx:setJob')
AddEventHandler('esx:setJob', function(job)
PlayerData.job = job
end)
GetInventoryItems = function(name)
local PlayerData = ESX.GetPlayerData()
local data = {}
for _, item in pairs(PlayerData.inventory) do
if name == item.name then
table.insert(data,item)
end
end
return data
end

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if not QBCORE then return end
PlayerData = QBCORE.Functions.GetPlayerData()
local kvpname = GetCurrentServerEndpoint()..'_inshells'
if PlayerData.job ~= nil then
PlayerData.job.grade = PlayerData.job.grade.level
end
if PlayerData.identifier == nil then
PlayerData.identifier = PlayerData.citizenid
end
RegisterNetEvent('QBCore:Client:OnPlayerLoaded', function()
Wait(1500)
PlayerData = QBCORE.Functions.GetPlayerData()
if PlayerData.job ~= nil then
PlayerData.job.grade = PlayerData.job.grade.level
end
if PlayerData.identifier == nil then
PlayerData.identifier = PlayerData.citizenid
end
local login = GetResourceKvpString(kvpname)
if not login then return end
local data = json.decode(login)
LocalPlayer.state:set('inshell',true,true)
LocalPlayer.state:set('lastloc',data.lastloc,false)
DoScreenFadeOut(0)
EnterShell(data,true)
end)
RegisterNetEvent('QBCore:Client:OnJobUpdate', function(job)
PlayerData.job = job
PlayerData.job.grade = PlayerData.job.grade.level
end)
GetInventoryItems = function(name)
local data = {}
local PlayerData = QBCORE.Functions.GetPlayerData()
for _, item in pairs(PlayerData.items) do
if name == item.name then
item.metadata = item.info
table.insert(data,item)
end
end
return data
end

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if not ESX then return end
GetPlayerFromId = function(src)
if type(src) == 'string' then
return ESX.GetPlayerFromIdentifier(src)
end
return ESX.GetPlayerFromId(src)
end

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if not QBCORE then return end
GetPlayerFromId = function(src)
local self = QBCORE.Functions.GetPlayer(src)
if not self then return end
if self.identifier == nil then
self.identifier = self.PlayerData.citizenid
end
self.getMoney = function(value)
return self.PlayerData.money['cash']
end
self.removeMoney = function(value)
self.Functions.RemoveMoney('cash',tonumber(value))
return true
end
self.name = self.PlayerData.charinfo.firstname
self.addMoney = function(value)
return self.Functions.AddMoney('cash',tonumber(value))
end
self.removeAccountMoney = function(type,val)
if type == 'money' then type = 'cash' end
self.Functions.RemoveMoney(type,tonumber(val))
return true
end
self.getAccount = function(type)
if type == 'money' then type = 'cash' end
return {money = self.PlayerData.money[type]}
end
return self
end

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if GetResourceState('ox_inventory') ~= 'started' then return end
OpenStash = function(data,identifier)
TriggerEvent('ox_inventory:openInventory', 'stash', {id = 'stash_'..data.motel..'_'..identifier..'_'..data.index, name = 'Storage', slots = 70, weight = 70000, coords = GetEntityCoords(cache.ped)})
end

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if GetResourceState('qb-inventory') ~= 'started' then return end
OpenStash = function(data,identifier)
TriggerServerEvent('inventory:server:OpenInventory', 'stash', 'stash_'..data.motel..'_'..identifier..'_'..data.index, {})
TriggerServerEvent("InteractSound_SV:PlayOnSource", "StashOpen", 0.4)
TriggerEvent("inventory:client:SetCurrentStash", 'stash_'..data.motel..'_'..identifier..'_'..data.index)
end

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if GetResourceState('qs-inventory') ~= 'started' then return end
OpenStash = function(data,identifier)
TriggerServerEvent('inventory:server:OpenInventory', 'stash', 'stash_'..data.motel..'_'..identifier..'_'..data.index, {})
TriggerServerEvent("InteractSound_SV:PlayOnSource", "StashOpen", 0.4)
TriggerEvent("inventory:client:SetCurrentStash", 'stash_'..data.motel..'_'..identifier..'_'..data.index)
end

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if GetResourceState('ox_inventory') ~= 'started' then return end
AddItem = function(src, item, count, metadata)
return exports.ox_inventory:AddItem(src, item, count, metadata)
end
RemoveItem = function(src, item, count, metadata)
return exports.ox_inventory:RemoveItem(src, item, count, metadata)
end

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if GetResourceState('qb-inventory') ~= 'started' then return end
AddItem = function(src, item, count, metadata)
return exports['qb-inventory']:AddItem(src, item, count, slot, metadata)
end
RemoveItem = function(src, item, count, metadata)
return exports['qb-inventory']:RemoveItem(src, item, count, slot, metadata)
end

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if GetResourceState('qs-inventory') ~= 'started' then return end
AddItem = function(src, item, count, metadata)
if metadata then metadata.showAllDescriptions = true end
return TriggerEvent('inventory:server:addItem', src, item, count, false, metadata)
end
RemoveItem = function(src, item, count, metadata)
return TriggerEvent('inventory:server:removeItem', src, item, count, false, metadata)
end

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if GetResourceState('ox_target') ~= 'started' or not config.target then return end
MotelFunction = function(data)
if not data.Mlo and data.type ~= 'door' then return end
local options = {}
if data.type == 'door' then
local doorIndex = data.doorindex + (joaat(data.motel))
AddDoorToSystem(doorIndex, data.door, data.coord)
SetDoorState(data)
local blip = AddBlipForCoord(data.coord.x,data.coord.y,data.coord.z)
SetBlipSprite(blip,685+data.index)
SetBlipColour(blip,0)
SetBlipSecondaryColour(blip,255,255,255)
SetBlipAsShortRange(blip,true)
SetBlipScale(blip,0.3)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString('Door '..data.index)
EndTextCommandSetBlipName(blip)
table.insert(blips,blip)
table.insert(options,{
items = {'lockpick'},
name = data.index .. '_' .. data.type..'_lockpick',
onSelect = function()
return LockPick(data)
end,
icon = 'fas fa-unlink',
label = 'Lock Pick'
})
if not data.Mlo then
table.insert(options,{
name = data.index .. '_' .. data.type..'_lockpick',
onSelect = function()
return EnterShell(data)
end,
icon = 'fas fa-person-booth',
label = 'Enter'
})
end
end
table.insert(options,{
name = data.index .. '_' .. data.type,
onSelect = function()
return RoomFunction(data)
end,
icon = config.icons[data.type],
label = data.label
})
local targetid = exports.ox_target:addBoxZone({
coords = data.coord,
size = vec3(2, 2, 2),
rotation = 45,
debug = false,
options = options
})
table.insert(zones,targetid)
end
removeTargetZone = function(id)
return exports['ox_target']:removeZone(id)
end
ShellTargets = function(data,offsets,loc,house)
Wait(2000)
for k,v in pairs(offsets) do
local options = {}
table.insert(options,{
name = data.motel .. '_' .. k..'_'..data.index,
onSelect = function()
data.type = k
return RoomFunction(data)
end,
icon = config.icons[k],
label = config.Text[k]
})
if k == 'exit' then
table.insert(options,{
name = data.motel .. '_' .. k..'_'..data.index..'_door',
onSelect = function()
data.type = 'door'
return Door(data)
end,
icon = config.icons[k],
label = 'Toggle Door'
})
end
if k == 'stash' then
local motels = GlobalState.Motels[data.motel]
local room = motels?.rooms[data.index] or {}
local keys = GetPlayerKeys(data,room)
for identifier,name in pairs(keys) do
table.insert(options,{
name = data.motel .. '_' .. k..'_'..data.index..'_'..identifier,
onSelect = function()
data.type = k
return RoomFunction(data,identifier)
end,
icon = config.icons[k],
label = config.Text[k]..' - ['..name..']'
})
end
end
local targetid = exports.ox_target:addBoxZone({
coords = loc+v,
size = vec3(2, 2, 2),
rotation = 45,
debug = false,
options = options
})
table.insert(shelzones,targetid)
end
end

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if GetResourceState('ox_target') == 'started'
or GetResourceState('ox_target') ~= 'started' and GetResourceState('qb-target') ~= 'started' or not config.target then return end
MotelFunction = function(data)
if not data.Mlo and data.type ~= 'door' then return end
local options = {}
if data.type == 'door' then
local doorIndex = data.doorindex + (joaat(data.motel))
AddDoorToSystem(doorIndex, data.door, data.coord)
SetDoorState(data)
local blip = AddBlipForCoord(data.coord.x,data.coord.y,data.coord.z)
SetBlipSprite(blip,685+data.index)
SetBlipColour(blip,0)
SetBlipSecondaryColour(blip,255,255,255)
SetBlipAsShortRange(blip,true)
SetBlipScale(blip,0.3)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString('Door '..data.index)
EndTextCommandSetBlipName(blip)
table.insert(blips,blip)
table.insert(options,{
item = 'lockpick',
name = data.index .. '_' .. data.type..'_lockpick',
action = function()
return LockPick(data)
end,
icon = 'fas fa-unlink',
label = 'Lock Pick'
})
if not data.Mlo then
table.insert(options,{
name = data.index .. '_' .. data.type..'_lockpick',
action = function()
return EnterShell(data)
end,
icon = 'fas fa-person-booth',
label = 'Enter'
})
end
end
table.insert(options,{
name = data.index .. '_' .. data.type,
action = function()
return RoomFunction(data)
end,
icon = config.icons[data.type],
label = data.label
})
local target = {
coords = data.coord,
size = vec3(2, 2, 2),
rotation = 45,
debug = drawZones,
options = options
}
local targetid = data.index .. '_' .. data.type
exports['qb-target']:AddBoxZone(targetid,data.coord,0.40,0.40,{
name = targetid,
debugPoly = false,
minZ = data.coord.z-0.2,
maxZ = data.coord.z+0.2
},target)
table.insert(zones,targetid)
end
removeTargetZone = function(id)
return exports['qb-target']:RemoveZone(id)
end
ShellTargets = function(data,offsets,loc,house)
Wait(2000)
for k,v in pairs(offsets) do
local options = {}
table.insert(options,{
name = data.motel .. '_' .. k..'_'..data.index,
action = function()
data.type = k
return RoomFunction(data)
end,
icon = config.icons[k],
label = config.Text[k]
})
if k == 'exit' then
table.insert(options,{
name = data.motel .. '_' .. k..'_'..data.index..'_door',
action = function()
data.type = 'door'
return Door(data)
end,
icon = config.icons[k],
label = 'Toggle Door'
})
end
if k == 'stash' then
local motels = GlobalState.Motels[data.motel]
local room = motels?.rooms[data.index] or {}
local keys = GetPlayerKeys(data,room)
for identifier,name in pairs(keys) do
table.insert(options,{
name = data.motel .. '_' .. k..'_'..data.index..'_'..identifier,
action = function()
data.type = k
return RoomFunction(data,identifier)
end,
icon = config.icons[k],
label = config.Text[k]..' - ['..name..']'
})
end
end
local targetid = data.motel .. '_' .. k..'_'..data.index
exports['qb-target']:AddBoxZone(targetid, loc+v, 0.75, 0.75, {
name = targetid,
debugPoly = false,
minZ = (loc+v).z-0.45,
maxZ = (loc+v).z+0.45,
}, {
options = options,
distance = 5.5
})
table.insert(shelzones,targetid)
end
end

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if config.target then return end
ZoneMenu = function(data)
local options = {}
if data.type == 'door' then
local haslockpick = false
for _, item in pairs(GetInventoryItems('lockpick') or {}) do
if item.name == 'lockpick' then
haslockpick = true
break
end
end
if haslockpick then
table.insert(options,{
items = {'lockpick'},
name = data.index .. '_' .. data.type..'_lockpick',
onSelect = function()
return LockPick(data)
end,
icon = 'unlink',
title = 'Lock Pick'
})
end
if not data.Mlo then
table.insert(options,{
name = data.index .. '_' .. data.type..'_lockpick',
onSelect = function()
return EnterShell(data)
end,
icon = 'person-booth',
title = 'Enter'
})
end
end
table.insert(options,{
name = data.index .. '_' .. data.type,
onSelect = function()
return RoomFunction(data)
end,
icon = config.icons[data.type],
title = data.label
})
if data.type == 'stash' then
local motels = GlobalState.Motels[data.motel]
local room = motels?.rooms[data.index] or {}
local keys = GetPlayerKeys(data,room)
for identifier,name in pairs(keys) do
table.insert(options,{
name = data.index .. '_' .. data.type,
onSelect = function()
return RoomFunction(data,identifier)
end,
icon = config.icons[data.type],
title = data.label..' - ['..name..']'
})
end
end
lib.registerContext({
id = 'door_menu',
title = 'Door Menu',
options = options
})
lib.showContext('door_menu')
end
MotelFunction = function(data)
if not data.Mlo and data.type ~= 'door' then return end
local options = {}
if data.type == 'door' then
local doorindex = data.doorindex + (joaat(data.motel))
AddDoorToSystem(doorindex, data.door, data.coord)
SetDoorState(data)
local blip = AddBlipForCoord(data.coord.x,data.coord.y,data.coord.z)
SetBlipSprite(blip,685+data.index)
SetBlipColour(blip,0)
SetBlipSecondaryColour(blip,255,255,255)
SetBlipAsShortRange(blip,true)
SetBlipScale(blip,0.3)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString('Door '..data.index)
EndTextCommandSetBlipName(blip)
table.insert(blips,blip)
end
local point = lib.points.new(data.coord, 2)
function point:onEnter()
local text = data.type == 'door' and 'Door '..data.index or data.type:upper()
lib.showTextUI('[E] - '..text)
end
function point:onExit()
lib.hideTextUI()
end
function point:nearby()
DrawMarker(2, self.coords.x, self.coords.y, self.coords.z, 0.0, 0.0, 0.0, 0.0, 180.0, 0.0, 0.4, 0.4, 0.4, 200, 255, 255, 50, false, true, 2, nil, nil, false)
if self.currentDistance < 1 and IsControlJustReleased(0, 38) then
ZoneMenu(data)
end
end
table.insert(zones,point)
end
removeTargetZone = function(point)
return point:remove()
end
RoomMenu = function(type,data)
local options = {}
table.insert(options,{
name = data.motel .. '_' .. type..'_'..data.index,
onSelect = function()
data.type = type
return RoomFunction(data)
end,
icon = config.icons[type],
title = type:upper()
})
if type == 'stash' then
local motels = GlobalState.Motels[data.motel]
local room = motels?.rooms[data.index] or {}
local keys = GetPlayerKeys(data,room)
for identifier,name in pairs(keys) do
table.insert(options,{
name = data.index .. '_' .. type,
onSelect = function()
data.type = type
return RoomFunction(data,identifier)
end,
icon = config.icons[type],
title = config.Text[type]..' - ['..name..']'
})
end
end
if type == 'exit' then
table.insert(options,{
name = data.motel .. '_' ..type..'_'..data.index..'_door',
onSelect = function()
data.type = 'door'
return Door(data)
end,
icon = config.icons[type],
title = 'Toggle Door'
})
end
lib.registerContext({
id = 'room_menu',
title = 'Room Menu',
options = options
})
lib.showContext('room_menu')
end
ShellTargets = function(data,offsets,loc,house)
Wait(2000)
for k,v in pairs(offsets) do
local point = lib.points.new(loc+v, 1.5)
function point:onEnter()
lib.showTextUI('[E] - Room '..k)
end
function point:onExit()
lib.hideTextUI()
end
function point:nearby()
DrawMarker(2, self.coords.x, self.coords.y, self.coords.z, 0.0, 0.0, 0.0, 0.0, 180.0, 0.0, 0.4, 0.4, 0.4, 200, 255, 255, 50, false, true, 2, nil, nil, false)
if self.currentDistance < 1 and IsControlJustReleased(0, 38) then
RoomMenu(k,data)
end
end
table.insert(shelzones,point)
end
end

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local kvpname = GetCurrentServerEndpoint()..'_inshells'
CreateBlips = function()
for k,v in pairs(config.motels) do
local blip = AddBlipForCoord(v.rentcoord.x,v.rentcoord.y,v.rentcoord.z)
SetBlipSprite(blip,475)
SetBlipColour(blip,2)
SetBlipAsShortRange(blip,true)
SetBlipScale(blip,0.6)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(v.label)
EndTextCommandSetBlipName(blip)
end
end
RegisterNetEvent('renzu_motels:invoice')
AddEventHandler('renzu_motels:invoice', function(data)
local motels = GlobalState.Motels
local buy = lib.alertDialog({
header = 'Invoice',
content = '![motel](nui://renzu_motels/data/image/'..data.motel..'.png) \n ## INFO \n **Description:** '..data.description..' \n **Amount:** $ '..data.amount..' \n **Payment method:** '..data.payment,
centered = true,
labels = {
cancel = 'close',
confirm = 'Pay'
},
cancel = true
})
if buy ~= 'cancel' then
local success = lib.callback.await('renzu_motels:payinvoice',false,data)
if success then
Notify('You Successfully Pay the Invoice','success')
else
Notify('Fail to Pay the Invoice','error')
end
end
end)
DoesPlayerHaveAccess = function(data)
for identifier, _ in pairs(data) do
if identifier == PlayerData?.identifier then return true end
end
return false
end
DoesPlayerHaveKey = function(data,room)
local items = GetInventoryItems('keys')
if not items then return false end
for k,v in pairs(items) do
if v.metadata?.type == data.motel and v.metadata?.serial == data.index then
return v.metadata?.owner and room?.players[v.metadata?.owner] or false
end
end
return false
end
GetPlayerKeys = function(data,room)
local items = GetInventoryItems('keys')
if not items then return false end
local keys = {}
for k,v in pairs(items) do
if v.metadata?.type == data.motel and v.metadata?.serial == data.index then
local key = v.metadata?.owner and room?.players[v.metadata?.owner]
if key then
keys[v.metadata.owner] = key.name
end
end
end
return keys
end
SetDoorState = function(data)
local motels = GlobalState.Motels or {}
local doorindex = data.index + (joaat(data.motel))
DoorSystemSetDoorState(doorindex, 1)
end
RegisterNetEvent('renzu_motels:Door', function(data)
if not data.Mlo then return end
local doorindex = data.doorindex + (joaat(data.motel))
DoorSystemSetDoorState(doorindex, DoorSystemGetDoorState(doorindex) == 0 and 1 or 0, false, false)
end)
Door = function(data)
local dist = #(data.coord - GetEntityCoords(cache.ped)) < 2
local motel = GlobalState.Motels[data.motel]
local moteldoor = motel and motel.rooms[data.index]
if moteldoor and DoesPlayerHaveAccess(motel.rooms[data.index].players)
or moteldoor and DoesPlayerHaveKey(data,moteldoor) or IsOwnerOrEmployee(data.motel) then
lib.RequestAnimDict('mp_doorbell')
TaskPlayAnim(PlayerPedId(), "mp_doorbell", "open_door", 1.0, 1.0, 1000, 1, 1, 0, 0, 0)
TriggerServerEvent('renzu_motels:Door', {
motel = data.motel,
index = data.index,
doorindex = data.doorindex,
coord = data.coord,
Mlo = data.Mlo,
})
local text
if data.Mlo then
local doorindex = data.index + (joaat(data.motel))
text = DoorSystemGetDoorState(doorindex) == 0 and 'You Locked the Motel Door' or 'You Unlocked the Motel Door'
else
text = not moteldoor?.lock and 'You Locked the Motel Door' or 'You Unlocked the Motel Door'
end
Wait(1000)
--PlaySoundFromEntity(-1, "Hood_Open", cache.ped , 'Lowrider_Super_Mod_Garage_Sounds', 0, 0)
local data = {
file = 'door',
volume = 0.5
}
SendNUIMessage({
type = "playsound",
content = data
})
Notify(text, 'inform')
else
Notify('you dont have access', 'error')
end
end
isRentExpired = function(data)
local motels = GlobalState.Motels[data.motel]
local room = motels?.rooms[data.index] or {}
local player = room?.players[PlayerData.identifier] or {}
return player?.duration and player?.duration < GlobalState.MotelTimer
end
RoomFunction = function(data,identifier)
if isRentExpired(data) then
return Notify('Your Rent is Due. \n Please Pay to Access')
end
if data.type == 'door' then
return Door(data)
elseif data.type == 'stash' then
local stashid = identifier or data.uniquestash and PlayerData.identifier or 'room'
return OpenStash(data,stashid)
elseif data.type == 'wardrobe' then
return config.wardrobes[config.wardrobe]()
elseif config.extrafunction[data.type] then
local stashid = identifier or data.uniquestash and PlayerData.identifier or 'room'
return config.extrafunction[data.type](data,stashid)
end
end
LockPick = function(data)
local success = nil
SetTimeout(1000,function()
repeat
local lockpick = lib.progressBar({
duration = 10000,
label = 'Breaking in..',
useWhileDead = false,
canCancel = true,
anim = {
dict = 'veh@break_in@0h@p_m_one@',
clip = 'low_force_entry_ds'
},
})
Wait(0)
until success ~= nil
end)
success = lib.skillCheck({'easy', 'easy', {areaSize = 60, speedMultiplier = 2}, 'easy'})
if lib.progressActive() then
lib.cancelProgress()
end
if success then
TriggerServerEvent('renzu_motels:Door', {
motel = data.motel,
index = data.index,
doorindex = data.doorindex,
coord = data.coord,
Mlo = data.Mlo
})
local doorindex = data.index + (joaat(data.motel))
Notify(DoorSystemGetDoorState(doorindex) == 0 and 'You Locked the Motel Door' or 'You Unlocked the Motel Door', 'inform')
end
end
Notify = function(msg,type)
lib.notify({
description = msg,
type = type or 'inform'
})
end
MyRoomMenu = function(data)
local motels = GlobalState.Motels
local rate = motels[data.motel].hour_rate or data.rate
local options = {
{
title = 'My Room ['..data.index..'] - Pay a rent',
description = 'Pay your rent in due or advanced to Door '..data.index..' \n Rent Duration: '..data.duration..' \n '..data.rental_period..' Rate: $ '..rate,
icon = 'money-bill-wave-alt',
onSelect = function()
local input = lib.inputDialog('Pay or Deposit to motel', {
{type = 'number', label = 'Amount to Deposit', description = '$ '..rate..' per '..data.rental_period..' \n Payment Method: '..data.payment, icon = 'money', default = rate},
})
if not input then return end
local success = lib.callback.await('renzu_motels:payrent',false,{
payment = data.payment,
index = data.index,
motel = data.motel,
amount = input[1],
rate = rate,
rental_period = data.rental_period
})
if success then
Notify('Successfully pay a rent', 'success')
else
Notify('Fail to pay a rent', 'error')
end
end,
arrow = true,
},
{
title = 'Generate Key Item',
description = 'Request a Door Key',
icon = 'key',
onSelect = function()
local success = lib.callback.await('renzu_motels:motelkey',false,{
index = data.index,
motel = data.motel,
})
if success then
Notify('Successfully requested a sharable motel key', 'success')
else
Notify('Fail to Generate Key', 'error')
end
end,
arrow = true,
},
{
title = 'End Rent',
description = 'End your rental period',
icon = 'ban',
onSelect = function()
if isRentExpired(data) then
Notify('Failed to End rent to room '..data.index..' \n Reason: your have a Balance Debt to pay','error')
return
end
local End = lib.alertDialog({
header = '## Warning',
content = ' You will no longer have access to the door and to your safes.',
centered = true,
labels = {
cancel = 'close',
confirm = 'End',
},
cancel = true
})
if End == 'cancel' then return end
local success = lib.callback.await('renzu_motels:removeoccupant',false,data,data.index,PlayerData.identifier)
if success then
Notify('Successfully End Your Rent to room '..data.index,'success')
else
Notify('Failed to End rent to room '..data.index,'error')
end
end,
arrow = true,
},
}
lib.registerContext({
id = 'myroom',
menu = 'roomlist',
title = 'My Motel Room Option',
options = options
})
lib.showContext('myroom')
end
CountOccupants = function(players)
local count = 0
for k,v in pairs(players or {}) do
count += 1
end
return count
end
RoomList = function(data)
local motels , time = lib.callback.await('renzu_motels:getMotels',false)
local rate = motels[data.motel].hour_rate or data.rate
local options = {}
--local motels = GlobalState.Motels
for doorindex,v in ipairs(data.doors) do
local playerroom = motels[data.motel].rooms[doorindex].players[PlayerData.identifier]
local duration = playerroom?.duration
local occupants = CountOccupants(motels[data.motel].rooms[doorindex].players)
if occupants < data.maxoccupants and not duration then
table.insert(options,{
title = 'Rent Motel room #'..doorindex,
description = 'Choose room #'..doorindex..' \n Occupants: '..occupants..'/'..data.maxoccupants,
icon = 'door-closed',
onSelect = function()
local input = lib.inputDialog('Rent Duration', {
{type = 'number', label = 'Select a Duration in '..data.rental_period..'s', description = '$ '..rate..' per '..data.rental_period..' \n Payment Method: '..data.payment, icon = 'clock', default = 1},
})
if not input then return end
local success = lib.callback.await('renzu_motels:rentaroom',false,{
index = doorindex,
motel = data.motel,
duration = input[1],
rate = rate,
rental_period = data.rental_period,
payment = data.payment,
uniquestash = data.uniquestash
})
if success then
Notify('Successfully rent a room', 'success')
else
Notify('Fail to Rent a Room', 'error')
end
end,
arrow = true,
})
elseif duration then
local hour = math.floor((duration - time) / 3600)
local duration_left = hour .. ' Hours : '..math.floor(((duration - time) / 60) - (60 * hour))..' Minutes'
table.insert(options,{
title = 'My Room Door #'..doorindex..' Options',
description = 'Pay your rent or request a motel key',
icon = 'cog',
onSelect = function()
return MyRoomMenu({
payment = data.payment,
index = doorindex,
motel = data.motel,
duration = duration_left,
rate = rate,
rental_period = data.rental_period
})
end,
arrow = true,
})
end
end
lib.registerContext({
id = 'roomlist',
menu = 'rentmenu',
title = 'Choose a Room',
options = options
})
lib.showContext('roomlist')
end
IsOwnerOrEmployee = function(motel)
local motels = GlobalState.Motels
return motels[motel].owned == PlayerData.identifier or motels[motel].employees[PlayerData.identifier]
end
MotelRentalMenu = function(data)
local motels = GlobalState.Motels
local rate = motels[data.motel].hour_rate or data.rate
local options = {}
if not data.manual then
table.insert(options,{
title = 'Rent a New Motel room',
description = '![rent](nui://renzu_motels/data/image/'..data.motel..'.png) \n Choose a room to rent \n '..data.rental_period..' Rate: $'..rate,
icon = 'hotel',
onSelect = function()
return RoomList(data)
end,
arrow = true,
})
end
if not motels[data.motel].owned and config.business or IsOwnerOrEmployee(data.motel) and config.business then
local title = not motels[data.motel].owned and 'Buy Motel Business' or 'Motel Management'
local description = not motels[data.motel].owned and 'Cost: '..data.businessprice or 'Manage Employees , Occupants and finance.'
table.insert(options,{
title = title,
description = description,
icon = 'hotel',
onSelect = function()
return MotelOwner(data)
end,
arrow = true,
})
end
if #options == 0 then
Notify('This Motels Manually Accept Occupants \n Contact the Owner')
Wait(1500)
return SendMessageApi(data.motel)
end
lib.registerContext({
id = 'rentmenu',
title = data.label,
options = options
})
lib.showContext('rentmenu')
end
SendMessageApi = function(motel)
local message = lib.alertDialog({
header = 'Do you want to Message the Owner?',
content = '## Message Motel Owner',
centered = true,
labels = {
cancel = 'close',
confirm = 'Message',
},
cancel = true
})
if message == 'cancel' then return end
local input = lib.inputDialog('Message', {
{type = 'input', label = 'Title', description = 'title of your message', icon = 'hash', required = true},
{type = 'textarea', label = 'Description', description = 'your message', icon = 'mail', required = true},
{type = 'number', label = 'Contact Number', icon = 'phone', required = false},
})
config.messageApi({title = input[1], message = input[2], motel = motel})
end
Owner = {}
Owner.Rooms = {}
Owner.Rooms.Occupants = function(data,index)
local motels , time = lib.callback.await('renzu_motels:getMotels',false)
local motel = motels[data.motel]
local players = motel.rooms[index] and motel.rooms[index].players or {}
local options = {}
for player,char in pairs(players) do
local hour = math.floor((char.duration - time) / 3600)
local name = char.name or 'No Name'
local duration_left = hour .. ' Hours : '..math.floor(((char.duration - time) / 60) - (60 * hour))..' Minutes'
table.insert(options,{
title = 'Occupant '..name,
description = 'Rent Duration: '..duration_left,
icon = 'hotel',
onSelect = function()
local kick = lib.alertDialog({
header = 'Confirmation',
content = '## Kick Occupant \n **Name:** '..name,
centered = true,
labels = {
cancel = 'close',
confirm = 'Kick',
waw = 'waw'
},
cancel = true
})
if kick == 'cancel' then return end
local success = lib.callback.await('renzu_motels:removeoccupant',false,data,index,player)
if success then
Notify('Successfully kicked '..name..' from room '..index,'success')
else
Notify('Failed to kicked '..name..' from room '..index,'error')
end
end,
arrow = true,
})
end
if data.maxoccupants > #options then
for i = 1, data.maxoccupants-#options do
table.insert(options,{
title = 'Vacant Slot ',
icon = 'hotel',
onSelect = function()
local input = lib.inputDialog('New Occupant', {
{type = 'number', label = 'Citizen ID', description = 'ID of the citizen you want to add', icon = 'id-card', required = true},
{type = 'number', label = 'Select a Duration in '..data.rental_period..'s', description = 'how many '..data.rental_period..'s', icon = 'clock', default = 1},
})
if not input then return end
local success = lib.callback.await('renzu_motels:addoccupant',false,data,index,input)
if success == 'exist' then
Notify('Already exist from room '..index,'error')
elseif success then
Notify('Successfully Add '..input[1]..' from room '..index,'success')
else
Notify('Failed to Add '..input[1]..' from room '..index,'error')
end
end,
arrow = true,
})
end
end
lib.registerContext({
menu = 'owner_rooms',
id = 'occupants_lists',
title = 'Room #'..index..' Occupants',
options = options
})
lib.showContext('occupants_lists')
end
Owner.Rooms.List = function(data)
local motels = GlobalState.Motels
local options = {}
for doorindex,v in ipairs(data.doors) do
local occupants = CountOccupants(motels[data.motel].rooms[doorindex].players)
table.insert(options,{
title = 'Room #'..doorindex,
description = 'Add or Kick Occupants from room #'..doorindex..' \n ***Occupants:*** '..occupants,
icon = 'hotel',
onSelect = function()
return Owner.Rooms.Occupants(data,doorindex)
end,
arrow = true,
})
end
lib.registerContext({
menu = 'motelmenu',
id = 'owner_rooms',
title = data.label,
options = options
})
lib.showContext('owner_rooms')
end
Owner.Employee = {}
Owner.Employee.Manage = function(data)
local motel = GlobalState.Motels[data.motel]
local options = {
{
title = 'Add Employee',
description = 'Add nearby citizen to your motel employees',
icon = 'hotel',
onSelect = function()
local input = lib.inputDialog('Add Employee', {
{type = 'number', label = 'Citizen ID', description = 'ID of the citizen you want to add', icon = 'id-card', required = true},
})
if not input then return end
local success = lib.callback.await('renzu_motels:addemployee',false,data.motel,input[1])
if success then
Notify('Successfully Add to Employee Lists','success')
else
Notify('Failed to Add to Employee','error')
end
end,
arrow = true,
}
}
if motel and motel.employees then
for identifier,name in pairs(motel.employees) do
table.insert(options,{
title = name,
description = 'remove '..name..' to your Employee Lists',
icon = 'hotel',
onSelect = function()
local success = lib.callback.await('renzu_motels:removeemployee',false,data.motel,identifier)
if success then
Notify('Successfully remove from Employee Lists','success')
else
Notify('Failed to remove from Employee','error')
end
end,
arrow = true,
})
end
end
lib.registerContext({
id = 'employee_manage',
title = 'Employee Manage',
options = options
})
lib.showContext('employee_manage')
end
MotelOwner = function(data)
local motels = GlobalState.Motels
if not motels[data.motel].owned then
local buy = lib.alertDialog({
header = data.label,
content = '![motel](nui://renzu_motels/data/image/'..data.motel..'.png) \n ## INFO \n **Rooms:** '..#data.doors..' \n **Maximum Occupants:** '..#data.doors * data.maxoccupants..' \n **Price:** $'..data.businessprice,
centered = true,
labels = {
cancel = 'close',
confirm = 'buy'
},
cancel = true
})
if buy ~= 'cancel' then
local success = lib.callback.await('renzu_motels:buymotel',false,data)
if success then
Notify('You Successfully buy the motel','success')
else
Notify('Fail to buy the motel','error')
end
end
elseif IsOwnerOrEmployee(data.motel) then
local revenue = motels[data.motel].revenue or 0
local rate = motels[data.motel].hour_rate or data.rate
local options = {
{
title = 'Motel Rooms',
description = 'Add or Kick Occupants',
icon = 'hotel',
onSelect = function()
return Owner.Rooms.List(data)
end,
arrow = true,
},
{
title = 'Send Invoice',
description = 'Invoice nearby citizens',
icon = 'hotel',
onSelect = function()
local input = lib.inputDialog('Send Invoice', {
{type = 'number', label = 'Citizen ID', description = 'id of nearby citizen', icon = 'money', required = true},
{type = 'number', label = 'Amount', description = 'total amount to request', icon = 'money', required = true},
{type = 'input', label = 'Describe', description = 'Description of Invoice', icon = 'info'},
{type = 'checkbox', label = 'Payment Bank'},
})
if not input then return end
Notify('You Successfully Send the Invoice to '..input[1],'success')
local success = lib.callback.await('renzu_motels:sendinvoice',false,data.motel,input)
if success then
Notify('Invoice has been paid','success')
else
Notify('Invoice is not paid','error')
end
end,
arrow = true,
}
}
if motels[data.motel].owned == PlayerData.identifier then
table.insert(options,{
title = 'Adjust Hour Rates',
description = 'Modify current '..data.rental_period..' rates. \n '..data.rental_period..' Rates: '..rate,
icon = 'hotel',
onSelect = function()
local input = lib.inputDialog('Edit '..data.rental_period..' Rate', {
{type = 'number', label = 'Rate', description = 'Rate per '..data.rental_period..'', icon = 'money', required = true},
})
if not input then return end
local success = lib.callback.await('renzu_motels:editrate',false,data.motel,input[1])
if success then
Notify('You Successfully Change the '..data.rental_period..' Rate','success')
else
Notify('Fail to Modify','error')
end
end,
arrow = true,
})
table.insert(options,{
title = 'Motel Revenue',
description = 'Total: '..revenue,
icon = 'hotel',
onSelect = function()
local input = lib.inputDialog('Withdraw Funds', {
{type = 'number', label = 'Fund Amount', icon = 'money', required = true},
})
if not input then return end
local success = lib.callback.await('renzu_motels:withdrawfund',false,data.motel,input[1])
if success then
Notify('You Successfully Withdraw Funds','success')
else
Notify('Fail to Withdraw','error')
end
end,
arrow = true,
})
table.insert(options,{
title = 'Employee Management',
description = 'Add / Remove Employee',
icon = 'hotel',
onSelect = function()
return Owner.Employee.Manage(data)
end,
arrow = true,
})
table.insert(options,{
title = 'Transfer Ownership',
description = 'transfer to other nearby citizens',
icon = 'hotel',
onSelect = function()
local input = lib.inputDialog('Transfer Motel', {
{type = 'number', label = 'Citizen ID', description = 'ID of the citizen you want to be transfered', icon = 'id-card', required = true},
})
if not input then return end
local success = lib.callback.await('renzu_motels:transfermotel',false,data.motel,input[1])
if success then
Notify('Successfully Transfer Motel Ownership','success')
else
Notify('Failed to Transfer','error')
end
end,
arrow = true,
})
table.insert(options,{
title = 'Sell Motel',
description = 'Sell motel for half price',
icon = 'hotel',
onSelect = function()
local sell = lib.alertDialog({
header = data.label,
content = '![motel](nui://renzu_motels/data/image/'..data.motel..'.png) \n ## INFO \n **Selling Value:** $'..data.businessprice / 2,
centered = true,
labels = {
cancel = 'close',
confirm = 'Sell'
},
cancel = true
})
if sell ~= 'cancel' then
local success = lib.callback.await('renzu_motels:sellmotel',false,data)
if success then
Notify('You Successfully Sell the motel','success')
else
Notify('Fail to sell the motel','error')
end
end
end,
arrow = true,
})
end
lib.registerContext({
id = 'motelmenu',
menu = 'rentmenu',
title = data.label,
options = options
})
lib.showContext('motelmenu')
end
end
MotelRentalPoints = function(data)
local point = lib.points.new(data.rentcoord, 5, data)
function point:onEnter()
lib.showTextUI('[E] - Motel Rent', {
position = "top-center",
icon = 'hotel',
style = {
borderRadius = 0,
backgroundColor = '#48BB78',
color = 'white'
}
})
end
function point:onExit()
lib.hideTextUI()
end
function point:nearby()
DrawMarker(2, self.coords.x, self.coords.y, self.coords.z, 0.0, 0.0,0.0, 0.0, 180.0, 0.0, 0.7, 0.7, 0.7, 225, 225, 211, 50, false,true, 2, nil, nil, false)
if self.currentDistance < 1 and IsControlJustReleased(0, 38) then
MotelRentalMenu(data)
end
end
return point
end
local inMotelZone = false
MotelZone = function(data)
local point = nil
function onEnter(self)
inMotelZone = true
Citizen.CreateThreadNow(function()
for index, doors in pairs(data.doors) do
for type, door in pairs(doors) do
if type == 'door' then
for doorindex,v in pairs(door) do
MotelFunction({
payment = data.payment or 'money',
uniquestash = data.uniquestash,
shell = data.shell,
Mlo = data.Mlo,
type = type,
index = index,
doorindex = index + doorindex,
coord = v.coord,
label = config.Text[type],
motel = data.motel,
door = v.model
})
end
else
MotelFunction({
payment = data.payment or 'money',
uniquestash = data.uniquestash,
shell = data.shell,
Mlo = data.Mlo,
type = type,
index = index,
coord = door,
label = config.Text[type],
motel = data.motel,
door = data.door
})
end
end
end
point = MotelRentalPoints(data)
end)
end
function onExit(self)
inMotelZone = false
point:remove()
for k,id in pairs(zones) do
removeTargetZone(id)
end
for k,id in pairs(blips) do
if DoesBlipExist(id) then
RemoveBlip(id)
end
end
zones = {}
end
local sphere = lib.zones.sphere({
coords = data.coord,
radius = data.radius,
debug = false,
inside = inside,
onEnter = onEnter,
onExit = onExit
})
end
--qb-interior func
local house
local inhouse = false
function Teleport(x, y, z, h ,exit)
CreateThread(function()
SetEntityCoords(cache.ped, x, y, z, 0, 0, 0, false)
SetEntityHeading(cache.ped, h or 0.0)
Wait(1001)
DoScreenFadeIn(1000)
end)
if exit then
inhouse = false
TriggerEvent('qb-weathersync:client:EnableSync')
for k,id in pairs(shelzones) do
removeTargetZone(id)
end
DeleteEntity(house)
lib.callback.await('renzu_motels:SetRouting',false,data,'exit')
shelzones = {}
DeleteResourceKvp(kvpname)
LocalPlayer.state:set('inshell',false,true)
end
end
EnterShell = function(data,login)
local motels = GlobalState.Motels
if motels[data.motel].rooms[data.index].lock and not login then
Notify('Door is Locked', 'error')
return false
end
local shelldata = config.shells[data.shell or data.motel]
if not shelldata then
warn('Shell is not configure')
return
end
lib.callback.await('renzu_motels:SetRouting',false,data,'enter')
inhouse = true
Wait(1000)
local spawn = vec3(data.coord.x,data.coord.y,data.coord.z)+vec3(0.0,0.0,1500.0)
local offsets = shelldata.offsets
local model = shelldata.shell
DoScreenFadeOut(500)
while not IsScreenFadedOut() do
Wait(10)
end
inhouse = true
TriggerEvent('qb-weathersync:client:DisableSync')
RequestModel(model)
while not HasModelLoaded(model) do
Wait(1000)
end
local lastloc = GetEntityCoords(cache.ped)
house = CreateObject(model, spawn.x, spawn.y, spawn.z, false, false, false)
FreezeEntityPosition(house, true)
LocalPlayer.state:set('lastloc',data.lastloc or lastloc,false)
data.lastloc = data.lastloc or lastloc
if not login then
SendNUIMessage({
type = 'door'
})
end
Teleport(spawn.x + offsets.exit.x, spawn.y + offsets.exit.y, spawn.z+0.1, offsets.exit.h)
SetResourceKvp(kvpname,json.encode(data))
Citizen.CreateThreadNow(function()
ShellTargets(data,offsets,spawn,house)
while inhouse do
--SetRainLevel(0.0)
SetWeatherTypePersist('CLEAR')
SetWeatherTypeNow('CLEAR')
SetWeatherTypeNowPersist('CLEAR')
NetworkOverrideClockTime(18, 0, 0)
Wait(1)
end
end)
return house
end
function RotationToDirection(rotation)
local adjustedRotation =
{
x = (math.pi / 180) * rotation.x,
y = (math.pi / 180) * rotation.y,
z = (math.pi / 180) * rotation.z
}
local direction =
{
x = -math.sin(adjustedRotation.z) * math.abs(math.cos(adjustedRotation.x)),
y = math.cos(adjustedRotation.z) * math.abs(math.cos(adjustedRotation.x)),
z = math.sin(adjustedRotation.x)
}
return direction
end
function RayCastGamePlayCamera(distance,flag)
local cameraRotation = GetGameplayCamRot()
local cameraCoord = GetGameplayCamCoord()
local direction = RotationToDirection(cameraRotation)
local destination = vector3(cameraCoord.x + direction.x * distance,
cameraCoord.y + direction.y * distance,
cameraCoord.z + direction.z * distance
)
if not flag then
flag = 1
end
local a, b, c, d, e = GetShapeTestResultIncludingMaterial(StartShapeTestRay(cameraCoord.x, cameraCoord.y, cameraCoord.z, destination.x, destination.y, destination.z, flag, -1, 1))
return b, c, e, destination
end
local lastweapon = nil
lib.onCache('weapon', function(weapon)
if not inMotelZone then return end
if not PlayerData.job then return end
if not config.breakinJobs[PlayerData.job.name] then return end
local motels = GlobalState.Motels
lastweapon = weapon
while weapon and weapon == lastweapon do
Wait(33)
if IsPedShooting(cache.ped) then
local _, bullet, _ = RayCastGamePlayCamera(200.0,1)
for k,data in pairs(config.motels) do
for k,v in pairs(data.doors) do
if v.door then
for k2,v in pairs(v.door) do
if #(vec3(bullet.x,bullet.y,bullet.z) - vec3(v.coord.x,v.coord.y,v.coord.z)) < 2 and motels[data.motel].rooms[k].lock then
TriggerServerEvent('renzu_motels:Door', {
motel = data.motel,
index = k,
doorindex = k + k2,
coord = v.coord,
Mlo = data.Mlo,
})
local text
if data.Mlo then
local doorindex = (k + k2) + (joaat(data.motel))
text = DoorSystemGetDoorState(doorindex) == 0 and 'You Destroy the Motel Door'
else
text = 'You Destroy the Motel Door'
end
Notify(text,'warning')
end
end
end
end
Wait(1000)
end
end
end
end)
RegisterNetEvent('renzu_motels:MessageOwner', function(data)
AddTextEntry('esxAdvancedNotification', data.message)
BeginTextCommandThefeedPost('esxAdvancedNotification')
ThefeedSetNextPostBackgroundColor(1)
AddTextComponentSubstringPlayerName(data.message)
EndTextCommandThefeedPostMessagetext('CHAR_FACEBOOK', 'CHAR_FACEBOOK', false, 1, data.motel, data.title)
EndTextCommandThefeedPostTicker(flash or false, true)
end)
Citizen.CreateThread(function()
while GlobalState.Motels == nil do Wait(1) end
for motel, data in pairs(config.motels) do
MotelZone(data)
end
CreateBlips()
end)

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@ -0,0 +1,388 @@
config = {}
config.wardrobe = 'illenium-appearance' -- choose your skin menu
config.target = qb-target -- false = markers zones type. true = ox_target, qb-target
config.business = false -- allowed players to purchase the motel
config.autokickIfExpire = false -- auto kick occupants if rent is due. if false owner of motel must kick the occupants
config.breakinJobs = { -- jobs can break in to door using gunfire in doors
['police'] = true,
['swat'] = true,
}
config.wardrobes = { -- skin menus
['renzu_clothes'] = function()
exports.renzu_clothes:OpenClotheInventory()
end,
['fivem-appearance'] = function()
return exports['fivem-appearance']:startPlayerCustomization() -- you could replace this with outfits events
end,
['illenium-appearance'] = function()
return TriggerEvent('illenium-appearance:client:openOutfitMenu')
end,
['qb-clothing'] = function()
return TriggerEvent('qb-clothing:client:openOutfitMenu')
end,
['esx_skin'] = function()
TriggerEvent('esx_skin:openSaveableMenu')
end,
}
-- Shells Offsets and model name
config.shells = {
['standard'] = {
shell = `standardmotel_shell`, -- kambi shell
offsets = {
exit = vec3(327.53, -227.89, 39.84),
stash = vec3(1.368164, -3.134506, 1.16),
wardrobe = vec3(1.643646, 2.551102, 1.16),
}
},
['modern'] = {
shell = `modernhotel_shell`, -- kambi shell
offsets = {
exit = vec3(5.410095, 4.299301, 0.9),
stash = vec3(-4.068207, 4.046188, 0.9),
wardrobe = vec3(2.811829, -3.619385, 0.9),
}
},
}
config.messageApi = function(data) -- {title,message,motel}
local motel = GlobalState.Motels[data.motel]
local identifier = motel.owned -- owner identifier
-- add your custom message here. ex. SMS phone
-- basic notification (remove this if using your own message system)
local success = lib.callback.await('renzu_motels:MessageOwner',false,{identifier = identifier, message = data.message, title = data.title, motel = data.motel})
if success then
Notify('message has been sent', 'success')
else
Notify('message fail \n owner is not available yet', 'error')
end
end
-- @shell string (shell type)
-- @Mlo string ( toggle MLO or shell type)
-- @hour_rate int ( per hour rates)
-- @motel string (Motel Index Name)
-- @rentcoord vec3 (coordinates of Rental Menu)
-- @radius float ( total size radius of motel )
-- @maxoccupants int (total player can rent in each Rooms)
-- @uniquestash bool ( Toggle Non Sharable / Stealable Stash Storage )
-- @doors table ( lists of doors feature coordinates. ex. stash, wardrobe) wardrobe,stash coords are only applicable in Mlo. using shells has offsets for stash and wardrobes.
-- @manual boolean ( accept walk in occupants only )
-- @businessprice int ( value of motel)
-- @door int (door hash or doormodel `model`) for MLO type
config.motels = {
[1] = { -- index name of motel
manual = false, -- set the motel to auto accept occupants or false only the owner of motel can accept Occupants
Mlo = false, -- if MLO you need to configure each doors coordinates,stash etc. if false resource will use shells
shell = 'standard', -- shell type, configure only if using Mlo = true
label = 'Pink Cage Motel',
rental_period = 'day',-- hour, day, month
rate = 1000, -- cost per period
businessprice = 1000000,
motel = 'pinkcage',
payment = 'money', -- money, bank
door = `gabz_pinkcage_doors_front`, -- door hash for MLO type
rentcoord = vec3(313.38,-225.20,54.212),
coord = vec3(326.04,-210.47,54.086), -- center of the motel location
radius = 50.0, -- radius of motel location
maxoccupants = 5, -- maximum renters per room
uniquestash = true, -- if true. each players has unique stash ID (non sharable and non stealable). if false stash is shared to all Occupants if maxoccupans is > 1
doors = { -- doors and other function of each rooms
[1] = { -- COORDINATES FOR GABZ PINKCAGE
door = { -- Door config requires when using MLO
[1] = { -- requested by community. supports multiple door models.
coord = vec3(307.21499633789,-212.79479980469,54.420265197754), -- exact coordinates of door
model = `gabz_pinkcage_doors_front` -- model of target door coordinates
},
-- [2] = {
-- coord = vec3(306.67614746094,-215.63456726074,54.22175),
-- model = `gabz_pinkcage_doors_front` -- model of target door coordinates
-- }
-- support multiple doors just add new line of table
},
stash = vec3(307.01657104492,-207.91079711914,53.758548736572), -- requires when using MLO
wardrobe = vec3(302.58380126953,-207.71691894531,54.598297119141), -- requires when using MLO
fridge = vec3(305.00064086914,-206.12855529785,54.544868469238), -- requires when using MLO
-- luckyme = vec3(0.0,0.0,0.0) -- extra
},
[2] = {
door = { -- Door config requires when using MLO
[1] = { -- requested by community. supports multiple door models.
coord = vec3(310.95474243164,-202.91288757324,54.421058654785), -- exact coordinates of door
model = `gabz_pinkcage_doors_front` -- model of target door coordinates
},
-- support multiple doors just add new line of table
},
stash = vec3(310.91235351563,-198.10073852539,53.758598327637),
wardrobe = vec3(306.25433349609,-197.75250244141,54.564342498779),
fridge = vec3(308.79779052734,-196.23670959473,54.440326690674),
},
[3] = {
door = { -- Door config requires when using MLO
[1] = { -- requested by community. supports multiple door models.
coord = vec3(316.28607177734,-194.54536437988,54.391784667969), -- exact coordinates of door
model = `gabz_pinkcage_doors_front` -- model of target door coordinates
},
-- support multiple doors just add new line of table
},
stash = vec3(321.10150146484,-194.42211914063,53.758399963379),
wardrobe = vec3(321.42459106445,-189.79216003418,54.65941619873),
fridge = vec3(322.92010498047,-192.31481933594,54.600353240967),
},
[4] = {
door = { -- Door config requires when using MLO
[1] = { -- requested by community. supports multiple door models.
coord = vec3(314.36087036133,-219.91516113281,58.151386260986), -- exact coordinates of door
model = `gabz_pinkcage_doors_front` -- model of target door coordinates
},
-- support multiple doors just add new line of table
},
stash = vec3(309.6142578125,-220.16128540039,57.557399749756),
wardrobe = vec3(309.21203613281,-224.6675567627,58.375194549561),
fridge = vec3(307.6989440918,-222.11755371094,58.293560028076),
},
[5] = {
door = { -- Door config requires when using MLO
[1] = { -- requested by community. supports multiple door models.
coord = vec3(307.22616577148,-212.77645874023,58.204700469971), -- exact coordinates of door
model = `gabz_pinkcage_doors_front` -- model of target door coordinates
},
-- support multiple doors just add new line of table
},
stash = vec3(306.89093017578,-207.88090515137,57.556159973145),
wardrobe = vec3(302.57464599609,-207.71339416504,58.440250396729),
fridge = vec3(305.044921875,-205.99066162109,58.394989013672),
},
[6] = {
door = { -- Door config requires when using MLO
[1] = { -- requested by community. supports multiple door models.
coord = vec3(311.00057983398,-202.87718200684,58.148029327393), -- exact coordinates of door
model = `gabz_pinkcage_doors_front` -- model of target door coordinates
},
-- support multiple doors just add new line of table
},
stash = vec3(310.88967895508,-198.16856384277,57.556510925293),
wardrobe = vec3(306.09225463867,-198.40795898438,58.27188873291),
fridge = vec3(308.73110961914,-196.40968322754,58.407859802246),
},
[7] = {
door = { -- Door config requires when using MLO
[1] = { -- requested by community. supports multiple door models.
coord = vec3(316.29287719727,-194.5479888916,58.212650299072), -- exact coordinates of door
model = `gabz_pinkcage_doors_front` -- model of target door coordinates
},
-- support multiple doors just add new line of table
},
stash = vec3(321.24801635742,-194.29737854004,57.556739807129),
wardrobe = vec3(321.46688842773,-189.68632507324,58.422557830811),
fridge = vec3(322.98544311523,-192.33996582031,58.386581420898),
},
[8] = {
door = { -- Door config requires when using MLO
[1] = { -- requested by community. supports multiple door models.
coord = vec3(339.43377685547,-219.99412536621,54.431659698486), -- exact coordinates of door
model = `gabz_pinkcage_doors_front` -- model of target door coordinates
},
-- support multiple doors just add new line of table
},
stash = vec3(339.67279052734,-224.8221282959,53.759098052979),
wardrobe = vec3(344.28637695313,-224.95460510254,54.527130126953),
fridge = vec3(341.86477661133,-226.15287780762,54.642837524414),
},
[9] = {
door = { -- Door config requires when using MLO
[1] = { -- requested by community. supports multiple door models.
coord = vec3(343.23126220703,-210.10203552246,54.410026550293), -- exact coordinates of door
model = `gabz_pinkcage_doors_front` -- model of target door coordinates
},
-- support multiple doors just add new line of table
},
stash = vec3(343.47601318359,-214.96635437012,53.758640289307),
wardrobe = vec3(347.99655151367,-215.08934020996,54.489669799805),
fridge = vec3(345.53387451172,-216.53938293457,54.698444366455),
},
[10] = {
door = { -- Door config requires when using MLO
[1] = { -- requested by community. supports multiple door models.
coord = vec3(347.0237121582,-200.22482299805,54.414268493652), -- exact coordinates of door
model = `gabz_pinkcage_doors_front` -- model of target door coordinates
},
-- support multiple doors just add new line of table
},
stash = vec3(347.33102416992,-205.13743591309,53.759078979492),
wardrobe = vec3(351.68756103516,-205.30010986328,54.674419403076),
fridge = vec3(349.34033203125,-206.6258392334,54.639694213867),
},
[11] = {
door = { -- Door config requires when using MLO
[1] = { -- requested by community. supports multiple door models.
coord = vec3(334.44702148438,-227.61134338379,58.205139160156), -- exact coordinates of door
model = `gabz_pinkcage_doors_front` -- model of target door coordinates
},
-- support multiple doors just add new line of table
},
stash = vec3(329.67590332031,-227.8233795166,57.556579589844),
wardrobe = vec3(329.43222045898,-232.33073425293,58.42276763916),
fridge = vec3(327.64138793945,-229.79788208008,58.355628967285),
},
[12] = {
door = { -- Door config requires when using MLO
[1] = { -- requested by community. supports multiple door models.
coord = vec3(339.44650268555,-219.9709777832,58.177570343018), -- exact coordinates of door
model = `gabz_pinkcage_doors_front` -- model of target door coordinates
},
-- support multiple doors just add new line of table
},
stash = vec3(339.79351806641,-224.86245727539,57.55553817749),
wardrobe = vec3(344.26574707031,-225.00813293457,58.302909851074),
fridge = vec3(341.6985168457,-226.52975463867,58.367748260498),
},
[13] = {
door = { -- Door config requires when using MLO
[1] = { -- requested by community. supports multiple door models.
coord = vec3(343.22320556641,-210.1229095459,58.176639556885), -- exact coordinates of door
model = `gabz_pinkcage_doors_front` -- model of target door coordinates
},
-- support multiple doors just add new line of table
},
stash = vec3(343.47412109375,-214.96145629883,57.55553817749),
wardrobe = vec3(348.07550048828,-215.08416748047,58.288040161133),
fridge = vec3(345.40502929688,-216.88189697266,58.281555175781),
},
[14] = {
door = { -- Door config requires when using MLO
[1] = { -- requested by community. supports multiple door models.
coord = vec3(347.03012084961,-200.20816040039,58.177433013916), -- exact coordinates of door
model = `gabz_pinkcage_doors_front` -- model of target door coordinates
},
-- support multiple doors just add new line of table
},
stash = vec3(347.12841796875,-205.05494689941,57.55553817749),
wardrobe = vec3(351.77719116211,-205.24267578125,58.351734161377),
fridge = vec3(349.24819946289,-206.78134155273,58.326892852783),
},
},
},
-- [2] = { -- index name of motel
-- manual = false, -- set the motel to auto accept occupants or false only the owner of motel can accept Occupants
-- Mlo = true, -- if MLO you need to configure each doors coordinates,stash etc. if false resource will use shells
-- shell = 'modern', -- shell type, configure only if using Mlo = true
-- label = 'Yacht Club Motel',
-- rental_period = 'day',-- hour, day, month
-- payment = 'money', -- money, bank
-- rate = 1000, -- cost per period
-- motel = 'yacht',
-- door = `gabz_pinkcage_doors_front`, -- door hash for MLO type
-- businessprice = 1000000,
-- rentcoord = vec3(-916.54,-1302.56,6.2001),
-- coord = vec3(-916.54,-1302.56,6.2001), -- center of the motel location
-- radius = 50.0, -- radius of motel location
-- maxoccupants = 5, -- maximum renters per room
-- uniquestash = true, -- if true. each players has unique stash ID (non sharable and non stealable). if false stash is shared to all Occupants if maxoccupans is > 1
-- doors = { -- doors and other function of each rooms
-- [1] = {
-- door = vec3(-936.25,-1311.38,6.20),
-- stash = vec3(-944.08,-1317.83,6.19),
-- wardrobe = vec3(-941.21,-1324.9,6.19),
-- --fridge = vec3(305.26,-206.43,54.22),
-- -- luckyme = vec3(0.0,0.0,0.0) -- extra shit
-- },
-- },
-- },
-- [3] = { -- index name of motel
-- businessprice = 1000000,
-- manual = false, -- set the motel to auto accept occupants or false only the owner of motel can accept Occupants
-- Mlo = false, -- if MLO you need to configure each doors coordinates,stash etc. if false resource will use shells
-- shell = 'modern', -- shell type, configure only if using Mlo = true
-- label = 'Motel Modern', -- hotel label
-- rental_period = 'day',-- hour, day, month
-- payment = 'money', -- money, bank
-- rate = 1000, -- cost per period
-- door = `gabz_pinkcage_doors_front`, -- door hash for MLO type
-- motel = 'hotelmodern3', -- hotel index name
-- rentcoord = vec3(515.21173095703,225.36326599121,104.74),
-- coord = vec3(505.55709838867,213.49201965332,102.89), -- center of the motel location
-- radius = 50.0, -- radius of motel location
-- maxoccupants = 5, -- maximum renters per room
-- uniquestash = true, -- if true. each players has unique stash ID (non sharable and non stealable). if false stash is shared to all Occupants if maxoccupans is > 1
-- doors = { -- doors and other function of each rooms
-- [1] = {
-- door = vec3(496.90872192383,237.74664306641,105.28434753418),
-- -- stash = vec3(-944.08,-1317.83,6.19),
-- -- wardrobe = vec3(-941.21,-1324.9,6.19),
-- --fridge = vec3(305.26,-206.43,54.22),
-- -- luckyme = vec3(0.0,0.0,0.0) -- extra shit
-- },
-- },
-- }
}
config.extrafunction = {
['bed'] = function(data,identifier)
TriggerEvent('luckyme')
end,
['fridge'] = function(data,identifier)
TriggerEvent('ox_inventory:openInventory', 'stash', {id = 'fridge_'..data.motel..'_'..identifier..'_'..data.index, name = 'Fridge', slots = 30, weight = 20000, coords = GetEntityCoords(cache.ped)})
end,
['exit'] = function(data)
local coord = LocalPlayer.state.lastloc or vec3(data.coord.x,data.coord.y,data.coord.z)
DoScreenFadeOut(500)
while not IsScreenFadedOut() do
Wait(10)
end
SendNUIMessage({
type = 'door'
})
return Teleport(coord.x,coord.y,coord.z,0.0,true)
end,
}
config.Text = {
['stash'] = 'Stash',
['fridge'] = 'My Fridge',
['wardrobe'] = 'Wardrobe',
['bed'] = 'Sleep',
['door'] = 'Door',
['exit'] = 'Exit',
}
config.icons = {
['door'] = 'fas fa-door-open',
['stash'] = 'fas fa-box',
['wardrobe'] = 'fas fa-tshirt',
['fridge'] = 'fas fa-ice-cream',
['bed'] = 'fas fa-bed',
['exit'] = 'fas fa-door-open',
}
config.stashblacklist = {
['stash'] = { -- type of inventory
blacklist = { -- list of blacklists items
water = true,
},
},
['fridge'] = { -- type of inventory
blacklist = { -- list of blacklists items
WEAPON_PISTOL = true,
},
},
}
PlayerData,ESX,QBCORE,zones,shelzones,blips = {},nil,nil,{},{},{}
function import(file)
local name = ('%s.lua'):format(file)
local content = LoadResourceFile(GetCurrentResourceName(),name)
local f, err = load(content)
return f()
end
if GetResourceState('es_extended') == 'started' then
ESX = exports['es_extended']:getSharedObject()
elseif GetResourceState('qb-core') == 'started' then
QBCORE = exports['qb-core']:GetCoreObject()
end

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<title>Renzu Motels</title>
<style>
* {
box-sizing: border-box;
}
body {
margin: 0;
font-family: Arial;
font-size: 17px;
}
#myVideo {
position: fixed;
right: 0;
bottom: 0;
min-width: 100%;
min-height: 100%;
}
.content {
position: fixed;
bottom: 0;
background: rgba(0, 0, 0, 0.5);
color: #f1f1f1;
width: 100%;
padding: 20px;
}
#myBtn {
width: 200px;
font-size: 18px;
padding: 10px;
border: none;
background: #000;
color: #fff;
cursor: pointer;
}
#myBtn:hover {
background: #ddd;
color: black;
}
</style>
</head>
<body>
<div id="door"></div>
<script src="script.js"></script>
</body>
</html>

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[
{
"pinkcage": [
{
"fridge": {
"x": 305.260009765625,
"y": -206.42999267578128,
"z": 54.22000122070312
},
"door": {
"x": 307.3800048828125,
"y": -213.27000427246097,
"z": 54.20999908447265
},
"stash": {
"x": 307.5,
"y": -207.49600219726565,
"z": 54.54000091552734
},
"wardrobe": {
"x": 302.6799926757813,
"y": -207.44000244140625,
"z": 54.22000122070312
}
},
{
"door": {
"x": 311.0899963378906,
"y": -203.17999267578128,
"z": 54.20999908447265
},
"stash": {
"x": 310.82000732421875,
"y": -198.02000427246097,
"z": 54.75
},
"wardrobe": {
"x": 306.5899963378906,
"y": -197.57000732421875,
"z": 54.22000122070312
}
},
{
"door": {
"x": 315.9100036621094,
"y": -194.3999938964844,
"z": 54.2400016784668
},
"stash": {
"x": 320.989990234375,
"y": -194.38999938964844,
"z": 54.75
},
"wardrobe": {
"x": 321.7099914550781,
"y": -189.86000061035156,
"z": 54.22000122070312
}
}
]
}
]

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function playsound(table) {
var file = table['file']
var volume = table['volume']
var audioPlayer = null;
if (audioPlayer != null) {
audioPlayer.pause();
}
if (volume == undefined) {
volume = 0.2
}
audioPlayer = new Audio("./audio/" + file + ".ogg");
audioPlayer.volume = volume;
audioPlayer.play();
}
window.addEventListener('message', function(event) {
var data = event.data;
if (event.data.type == 'playsound') {
playsound(event.data.content)
}
if (event.data.type == 'door') {
document.getElementById('door').innerHTML = `
<video autoplay id="myVideo">
<source src="audio/door.mp4" type="video/mp4">
</video>
`
setTimeout(function() {
document.getElementById('door').innerHTML = ''
}, 7000)
}
});

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fx_version 'cerulean'
lua54 'yes'
game 'gta5'
shared_scripts {
'@ox_lib/init.lua',
'config.lua',
}
ui_page {
'data/index.html',
}
client_scripts {
'bridge/framework/client/*.lua',
'bridge/inventory/client/*.lua',
'bridge/target/*.lua',
'bridge/zones.lua',
'client/main.lua'
}
server_scripts {
'@oxmysql/lib/MySQL.lua',
'bridge/framework/server/*.lua',
'bridge/inventory/server/*.lua',
'server/main.lua'
}
files {
'data/image/*.png',
'data/index.html',
'data/script.js',
'data/audio/door.mp4',
'data/audio/door.ogg',
'stream/starter_shells_k4mb1.ytyp'
}
data_file 'DLC_ITYP_REQUEST' 'starter_shells_k4mb1.ytyp'

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--DeleteResourceKvp('renzu_motels')
GlobalState.Motels = nil
local db = import 'server/sql'
local rental_period = {
['hour'] = 3600,
['day'] = 86400,
['month'] = 2592000
}
CreateInventoryHooks = function(motel,Type)
if GetResourceState('ox_inventory') ~= 'started' then return end
local inventory = '^'..Type..'_'..motel..'_%w+'
local hookId = exports.ox_inventory:registerHook('swapItems', function(payload)
return false
end, {
print = false,
itemFilter = config.stashblacklist[Type].blacklist,
inventoryFilter = {
inventory,
}
})
end
Citizen.CreateThreadNow(function()
Wait(2000)
GlobalState.Motels = db.fetchAll()
local motels = GlobalState.Motels
for k,v in pairs(config.motels) do
for doorindex,_ in pairs(v.doors) do
local doorindex = tonumber(doorindex)
motels[v.motel].rooms[doorindex].lock = true
if motels[v.motel].rooms[doorindex].players and GetResourceState('ox_inventory') == 'started' then
for id,_ in pairs(motels[v.motel].rooms[doorindex].players) do
local stashid = v.uniquestash and id or 'room'
exports.ox_inventory:RegisterStash('stash_'..v.motel..'_'..stashid..'_'..doorindex, 'Storage', 70, 70000, false)
exports.ox_inventory:RegisterStash('fridge_'..v.motel..'_'..stashid..'_'..doorindex, 'Fridge', 70, 70000, false)
end
CreateInventoryHooks(v.motel,'stash')
CreateInventoryHooks(v.motel,'fridge')
end
end
end
GlobalState.Motels = motels
local save = {}
while true do
if config.autokickIfExpire then
local motels = GlobalState.Motels
for motel,data in pairs(motels) do
if not save[motel] then save[motel] = 0 end
for doorindex,v in pairs(data.rooms or {}) do
local doorindex = tonumber(doorindex)
for player,char in pairs(v.players or {}) do
if (char.duration - os.time()) < 0 then
motels[motel].rooms[doorindex].players[player] = nil
db.updateall('rooms = ?', '`motel`', motel, json.encode(motels[motel].rooms))
end
end
if save[motel] <= 0 then
save[motel] = 60
db.updateall('rooms = ?', '`motel`', motel, json.encode(motels[motel].rooms))
end
end
save[motel] -= 1
end
GlobalState.Motels = motels
end
GlobalState.MotelTimer = os.time()
Wait(60000)
end
end)
lib.callback.register('renzu_motels:rentaroom', function(src,data)
local xPlayer = GetPlayerFromId(src)
local motels = GlobalState.Motels
local identifier = xPlayer.identifier
if not motels[data.motel].rooms[data.index].players[identifier] and data.duration > 0 then
local money = xPlayer.getAccount(data.payment).money
local amount = (data.duration * data.rate)
if money <= amount then return end
xPlayer.removeAccountMoney(data.payment,amount)
if not motels[data.motel].rooms[data.index].players[identifier] then motels[data.motel].rooms[data.index].players[identifier] = {} end
motels[data.motel].rooms[data.index].players[identifier].name = xPlayer.name
motels[data.motel].rooms[data.index].players[identifier].duration = (os.time() + ( data.duration * rental_period[data.rental_period]))
motels[data.motel].revenue += amount
GlobalState.Motels = motels
db.updateall('rooms = ?, revenue = ?', '`motel`', data.motel, json.encode(motels[data.motel].rooms),motels[data.motel].revenue)
if GetResourceState('ox_inventory') == 'started' then
local stashid = data.uniquestash and identifier or 'room'
exports.ox_inventory:RegisterStash('stash_'..data.motel..'_'..stashid..'_'..data.index, 'Storage', 70, 70000, false)
exports.ox_inventory:RegisterStash('fridge_'..data.motel..'_'..stashid..'_'..data.index, 'Fridge', 70, 70000, false)
end
return true
end
return false
end)
lib.callback.register('renzu_motels:payrent', function(src,data)
local xPlayer = GetPlayerFromId(src)
local motels = GlobalState.Motels
local duration = data.amount / data.rate
if duration < 1.0 then return false end
local money = xPlayer.getAccount(data.payment).money
if money < data.amount then
return false
end
if motels[data.motel].rooms[data.index].players[xPlayer.identifier] then
xPlayer.removeAccountMoney(data.payment,data.amount)
motels[data.motel].revenue += data.amount
motels[data.motel].rooms[data.index].players[xPlayer.identifier].duration += ( duration * rental_period[data.rental_period])
GlobalState.Motels = motels
db.updateall('rooms = ?, revenue = ?', '`motel`', data.motel, json.encode(motels[data.motel].rooms),motels[data.motel].revenue)
return true
end
return false
end)
lib.callback.register('renzu_motels:getMotels', function(src,data)
local xPlayer = GetPlayerFromId(src)
local motels = GlobalState.Motels
return motels, os.time()
end)
lib.callback.register('renzu_motels:motelkey', function(src,data)
local xPlayer = GetPlayerFromId(src)
local metadata = {
type = data.motel,
serial = data.index,
label = 'Motel Key',
description = 'personal motel key for '..data.motel..' door #'..data.index..' \n Motel Room Owner: '..xPlayer.name,
owner = xPlayer.identifier
}
return AddItem(src, 'keys', 1, metadata)
end)
lib.callback.register('renzu_motels:buymotel', function(src,data)
local xPlayer = GetPlayerFromId(src)
local motels = GlobalState.Motels
local money = xPlayer.getAccount(data.payment).money
if not motels[data.motel].owned and money >= data.businessprice then
xPlayer.removeAccountMoney(data.payment,data.businessprice)
motels[data.motel].owned = xPlayer.identifier
GlobalState.Motels = motels
db.updateall('owned = ?', '`motel`', data.motel, motels[data.motel].owned)
return true
end
return false
end)
lib.callback.register('renzu_motels:removeoccupant', function(src,data,index,player)
local xPlayer = GetPlayerFromId(src)
local motels = GlobalState.Motels
if motels[data.motel].owned == xPlayer.identifier or motels[data.motel].rooms[index].players[player] then
motels[data.motel].rooms[index].players[player] = nil
GlobalState.Motels = motels
db.updateall('rooms = ?', '`motel`', data.motel, json.encode(motels[data.motel].rooms))
return true
end
return false
end)
lib.callback.register('renzu_motels:addoccupant', function(src,data,index,player)
local xPlayer = GetPlayerFromId(src)
local toPlayer = GetPlayerFromId(tonumber(player[1]))
local motels = GlobalState.Motels
if motels[data.motel].owned == xPlayer.identifier and toPlayer then
if motels[data.motel].rooms[index].players[toPlayer.identifier] then return 'exist' end
if not motels[data.motel].rooms[index].players[toPlayer.identifier] then motels[data.motel].rooms[index].players[toPlayer.identifier] = {} end
motels[data.motel].rooms[index].players[toPlayer.identifier].name = toPlayer.name
motels[data.motel].rooms[index].players[toPlayer.identifier].duration = ( os.time() + (tonumber(player[2]) * rental_period[data.rental_period]))
GlobalState.Motels = motels
db.updateall('rooms = ?', '`motel`', data.motel, json.encode(motels[data.motel].rooms))
if GetResourceState('ox_inventory') == 'started' then
local stashid = data.uniquestash and toPlayer.identifier or 'room'
exports.ox_inventory:RegisterStash('stash_'..data.motel..'_'..stashid..'_'..index, 'Storage', 70, 70000, false)
exports.ox_inventory:RegisterStash('fridge_'..data.motel..'_'..stashid..'_'..index, 'Fridge', 70, 70000, false)
end
return true
end
return false
end)
lib.callback.register('renzu_motels:editrate', function(src,motel,rate)
local xPlayer = GetPlayerFromId(src)
local motels = GlobalState.Motels
if motels[motel].owned == xPlayer.identifier then
motels[motel].hour_rate = tonumber(rate)
db.updateall('hour_rate = ?', '`motel`', motel, motels[motel].hour_rate)
GlobalState.Motels = motels
return true
end
return false
end)
lib.callback.register('renzu_motels:addemployee', function(src,motel,id)
local xPlayer = GetPlayerFromId(src)
local toPlayer = GetPlayerFromId(tonumber(id))
local motels = GlobalState.Motels
if motels[motel].owned == xPlayer.identifier and toPlayer then
motels[motel].employees[toPlayer.identifier] = toPlayer.name
GlobalState.Motels = motels
db.updateall('employees = ?', '`motel`', motel, json.encode(motels[motel].employees))
return true
end
return false
end)
lib.callback.register('renzu_motels:removeemployee', function(src,motel,identifier)
local xPlayer = GetPlayerFromId(src)
local motels = GlobalState.Motels
if motels[motel].owned == xPlayer.identifier then
motels[motel].employees[identifier] = nil
GlobalState.Motels = motels
db.updateall('employees = ?', '`motel`', motel, json.encode(motels[motel].employees))
return true
end
return false
end)
lib.callback.register('renzu_motels:transfermotel', function(src,motel,id)
local xPlayer = GetPlayerFromId(src)
local toPlayer = GetPlayerFromId(tonumber(id))
local motels = GlobalState.Motels
if motels[motel].owned == xPlayer.identifier and toPlayer then
motels[motel].owned = toPlayer.identifier
GlobalState.Motels = motels
db.updateall('owned = ?', '`motel`', motel, motels[motel].owned)
return true
end
return false
end)
lib.callback.register('renzu_motels:sellmotel', function(src,data)
local xPlayer = GetPlayerFromId(src)
local motels = GlobalState.Motels
if motels[data.motel].owned == xPlayer.identifier then
motels[data.motel].owned = nil
motels[data.motel].employees = {}
GlobalState.Motels = motels
xPlayer.addMoney(data.businessprice / 2)
db.updateall('owned = ?, employees = ?', '`motel`', data.motel, motels[data.motel].owned,'[]')
return true
end
return false
end)
lib.callback.register('renzu_motels:withdrawfund', function(src,motel,amount)
local xPlayer = GetPlayerFromId(src)
local motels = GlobalState.Motels
if motels[motel].owned == xPlayer.identifier then
if motels[motel].revenue < amount or amount < 0 then return false end
motels[motel].revenue -= amount
GlobalState.Motels = motels
db.updateall('revenue = ?', '`motel`', motel, motels[motel].revenue)
xPlayer.addMoney(tonumber(amount))
return true
end
return false
end)
local invoices = {}
lib.callback.register('renzu_motels:sendinvoice', function(src,motel,data)
local toPlayer = tonumber(data[1])
if data[1] == -1 or not GetPlayerFromId(toPlayer) then return false end
local xPlayer = GetPlayerFromId(src)
local motels = GlobalState.Motels
if motels[motel].owned == xPlayer.identifier or motels[motel].employees[xPlayer.identifier] then
local id = math.random(999,9999)
invoices[id] = data[2]
TriggerClientEvent('renzu_motels:invoice',toPlayer,{
motel = motel,
amount = data[2],
description = data[3],
id = id,
payment = data[4] and 'bank' or 'money',
sender = src
})
local timer = 60
while invoices[id] ~= 'paid' and timer > 0 do timer -= 1 Wait(1000) end
local paid = invoices[id] == 'paid'
invoices[id] = nil
return paid
end
return false
end)
lib.callback.register('renzu_motels:payinvoice', function(src,data)
local xPlayer = GetPlayerFromId(src)
local motels = GlobalState.Motels
if invoices[data.id] then
local money = xPlayer.getAccount(data.payment).money
if money >= data.amount then
motels[data.motel].revenue += tonumber(data.amount)
xPlayer.removeAccountMoney(data.payment,tonumber(data.amount))
GlobalState.Motels = motels
invoices[data.id] = 'paid'
db.updateall('revenue = ?', '`motel`', data.motel, motels[data.motel].revenue)
end
return invoices[data.id] == 'paid'
end
return false
end)
local routings = {}
lib.callback.register('renzu_motels:SetRouting', function(src,data,Type)
local xPlayer = GetPlayerFromId(src)
if Type == 'enter' then
routings[src] = GetPlayerRoutingBucket(src)
SetPlayerRoutingBucket(src,data.index+100)
else
SetPlayerRoutingBucket(src,routings[src])
end
return true
end)
lib.callback.register('renzu_motels:MessageOwner', function(src,data)
local motels = GlobalState.Motels
if not motels[data.motel] or motels[data.motel].owned ~= data.identifier then return end
local xPlayer = GetPlayerFromId(data.identifier)
if xPlayer then
TriggerClientEvent('renzu_motels:MessageOwner',xPlayer.source, data)
return true
end
return false
end)
RegisterServerEvent("renzu_motels:Door")
AddEventHandler('renzu_motels:Door', function(data)
local source = source
TriggerClientEvent('renzu_motels:Door', -1, data)
if not data.Mlo then
local motels = GlobalState.Motels
motels[data.motel].rooms[data.index].lock = not motels[data.motel].rooms[data.index].lock
--db.updateall('rooms = ?', '`motel`', data.motel, json.encode(motels[data.motel].rooms))
GlobalState.Motels = motels
end
end)

View file

@ -0,0 +1,91 @@
local db = setmetatable({},{
__call = function(self)
self.insert = function(...)
local str = 'INSERT INTO %s (%s, %s, %s, %s, %s, %s) VALUES(?, ?, ?, ?, ?, ?)'
return MySQL.insert.await(str:format('renzu_motels','motel','hour_rate','revenue','employees','rooms','owned'),{...})
end
self.update = function(column, where, string, data)
local str = 'UPDATE %s SET %s WHERE %s = ?'
return MySQL.update(str:format('renzu_motels',column,where),{data,string})
end
self.updateall = function(pattern, where, string, ...)
local str = 'UPDATE %s SET % WHERE %s = ?'
local str = 'UPDATE renzu_motels SET '..pattern..' WHERE '..where..' = ?'
local data = {...}
table.insert(data,string)
return MySQL.update(str,data)
end
self.query = function(column, where, string)
local str = 'SELECT %s FROM %s WHERE %s = ?'
return MySQL.query.await(str:format(column,'renzu_motels',where),{string})
end
self.fetchAll = function()
local str = 'SELECT * FROM renzu_motels'
local query = MySQL.query.await(str)
local data = {}
for k,v in pairs(query) do
for column, value in pairs(v) do
if v.motel then
if column ~= 'id' and value then
if not data[column] then data[column] = {} end
local success, result = pcall(json.decode, value)
result = result == nil and value or result
if not data[v.motel] then data[v.motel] = {} end
if column == 'owned' and result == 0 then result = nil end
if column == 'hour_rate' and result == 0 then result = nil end
data[v.motel][column] = result
end
end
end
end
return data
end
return self
end
})
Citizen.CreateThreadNow(function()
local success, result = pcall(MySQL.scalar.await, 'SELECT 1 FROM renzu_motels')
if not success then
MySQL.query.await([[CREATE TABLE `renzu_motels` (
`id` int NOT NULL AUTO_INCREMENT KEY,
`motel` varchar(64) DEFAULT NULL,
`hour_rate` int DEFAULT 0,
`revenue` int DEFAULT 0,
`employees` longtext DEFAULT NULL,
`rooms` longtext DEFAULT NULL,
`owned` varchar(64) DEFAULT NULL
)]])
print("^2SQL INSTALL SUCCESSFULLY ^0")
end
Wait(500)
for k,v in pairs(config.motels) do
local query = MySQL.query.await('SELECT rooms FROM renzu_motels WHERE `motel` = ?',{v.motel})
if not query[1] then
local doors = {}
for doorindex,_ in pairs(v.doors) do
if not doors.rooms then doors.rooms = {} end
if not doors.rooms[doorindex] then doors.rooms[doorindex] = {} end
if not doors.rooms[doorindex].players then doors.rooms[doorindex].players = {} end
doors.rooms[doorindex].lock = true
end
db.insert(v.motel,0,0,'[]',json.encode(doors.rooms),0)
elseif query[1] and #v.doors > #json.decode(query[1].rooms) then
local addnew = (#v.doors - #json.decode(query[1].rooms))
local rooms = json.decode(query[1].rooms) or {}
for i = 1, addnew do
table.insert(rooms,{players = {}, lock = true})
end
db.updateall('rooms = ?', '`motel`', v.motel, json.encode(rooms))
end
end
end)
return db()