forked from Simnation/Main
490 lines
18 KiB
Lua
490 lines
18 KiB
Lua
---@diagnostic disable: duplicate-set-field
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module 'shared/debug'
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module 'shared/resource'
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module 'shared/table'
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Version = resource.version(Bridge.InventoryName)
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Bridge.Debug('Inventory', Bridge.InventoryName, Version)
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local codem_inventory = exports[Bridge.InventoryName]
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local stashes = {}
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Framework.OnReady(codem_inventory, function()
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Framework.Items = {}
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for k, v in pairs(codem_inventory:GetItemList()) do
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local item = {}
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if not v.name then v.name = k end
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item.name = v.name
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item.label = v.label
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item.description = v.description
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item.stack = not v.unique and true
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item.weight = v.weight or 0
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item.close = v.shouldClose == nil and true or v.shouldClose
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item.type = v.type
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Framework.Items[v.name] = item
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end
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setmetatable(Framework.Items, {
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__index = function(table, key)
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error(('^9Item \'%s\' Does Not Exist.^0'):format(tostring(key)), 0)
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end
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})
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end)
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local function FindEmptySlot(inventory, slot)
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for i = 1, slot do
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if not inventory[tostring(i)] then
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return tostring(i)
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end
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end
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return nil
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end
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---Get Stash Items
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---@return Item[]
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local function GetStashItems(inventory)
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inventory = inventory:gsub("%-", "_")
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local items = {}
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local stashitems = codem_inventory:GetStashItems(inventory)
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for _, item in pairs(stashitems) do
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local itemInfo = Framework.Items[item.name:lower()]
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if itemInfo then
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items[tonumber(item.slot)] = {
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name = itemInfo.name,
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count = tonumber(item.amount),
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label = itemInfo.label,
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description = itemInfo.description,
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metadata = item.info,
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stack = itemInfo.stack,
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weight = itemInfo.weight,
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close = itemInfo.close,
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image = itemInfo.image,
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type = itemInfo.type,
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slot = tonumber(item.slot),
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}
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end
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end
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return items
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end
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---Add Item To Stash
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---@param inventory string
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---@param item string
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---@param count number
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---@param metadata? table
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---@param slot? number | string
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---@return boolean
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local function AddStashItem(inventory, item, count, metadata, slot)
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inventory = inventory:gsub("%-", "_")
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count = tonumber(count) or 1
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local stashitems = codem_inventory:GetStashItems(inventory)
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local itemInfo = codem_inventory:GetItemList()[item:lower()]
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if not itemInfo.unique then
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if type(slot) == "number" then slot = tostring(slot) end
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if slot and stashitems[slot] and stashitems[slot].name == item and table.matches(metadata, stashitems[slot].info) then
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stashitems[slot].amount = stashitems[slot].amount + count
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else
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slot = FindEmptySlot(stashitems, stashes[inventory].slots)
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if not slot then
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return false
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else
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stashitems[slot] = {
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name = itemInfo.name,
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amount = count,
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info = metadata or {},
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label = itemInfo.label,
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description = itemInfo.description or "",
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weight = itemInfo.weight,
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type = itemInfo.type,
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unique = itemInfo.unique,
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useable = itemInfo.useable,
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image = itemInfo.image,
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slot = slot,
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}
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end
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end
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else
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slot = FindEmptySlot(stashitems, stashes[inventory].slots)
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if not slot then
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return false
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else
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stashitems[slot] = {
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name = itemInfo.name,
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amount = count,
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info = metadata or {},
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label = itemInfo.label,
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description = itemInfo.description or "",
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weight = itemInfo.weight,
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type = itemInfo.type,
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unique = itemInfo.unique,
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useable = itemInfo.useable,
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image = itemInfo.image,
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slot = slot,
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}
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end
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end
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codem_inventory:UpdateStash(inventory, stashitems)
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return table.matches(stashitems, codem_inventory:GetStashItems(inventory))
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end
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---Remove Item From Stash
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---@param inventory string
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---@param item string
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---@param count number
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---@param metadata? table
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---@param slot? number | string
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---@return boolean
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local function RemoveStashItem(inventory, item, count, metadata, slot)
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inventory = inventory:gsub("%-", "_")
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local stashitems = codem_inventory:GetStashItems(inventory)
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if table.type(stashitems) == 'empty' then return false end
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count = tonumber(count) or 1
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if type(slot) == "number" then slot = tostring(slot) end
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if slot and stashitems[slot] and stashitems[slot].name == item then
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if metadata and not table.matches(metadata, stashitems[slot].info) then return false end
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if stashitems[slot].amount > count then
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stashitems[slot].amount = stashitems[slot].amount - count
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else
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stashitems[slot] = nil
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end
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codem_inventory:UpdateStash(inventory, stashitems)
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return table.matches(stashitems, codem_inventory:GetStashItems(inventory))
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else
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local removed = count
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local newstash = stashitems
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for _, v in pairs(stashitems) do
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if v.name == item then
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if metadata and table.matches(metadata, v.info) then
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if removed >= v.amount then
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newstash[v.slot] = nil
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removed = removed - v.amount
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else
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newstash[v.slot].amount = newstash[v.slot].amount - removed
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removed = removed - removed
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end
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elseif not metadata then
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if removed >= v.amount then
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newstash[v.slot] = nil
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removed = removed - v.amount
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else
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newstash[v.slot].amount = newstash[v.slot].amount - removed
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removed = 0
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end
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end
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end
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if removed == 0 then
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break
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end
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end
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if removed == 0 then
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codem_inventory:UpdateStash(inventory, newstash)
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return table.matches(newstash, codem_inventory:GetStashItems(inventory))
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else
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return false
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end
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end
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end
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Framework.AddItem = function(inventory, item, count, metadata, slot)
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count = tonumber(count) or 1
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if type(inventory) == "string" then
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return AddStashItem(inventory, item, count, metadata, slot)
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elseif type(inventory) == "number" then
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return codem_inventory:AddItem(inventory, item, count, slot, metadata)
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end
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return false
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end
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Framework.RemoveItem = function(inventory, item, count, metadata, slot)
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if type(inventory) == "string" then
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return RemoveStashItem(inventory, item, count, metadata, slot)
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elseif type(inventory) == "number" then
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if slot then
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if metadata then
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if table.matches(metadata, Framework.GetItemMetadata(inventory, slot)) then
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return codem_inventory:RemoveItem(inventory, item, count, slot)
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end
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return false
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else
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if codem_inventory:GetItemBySlot(slot) and codem_inventory:RemoveItem(inventory, item, count, slot) then
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return true
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else
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return false
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end
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end
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else
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local removed = count
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local removedItems = {}
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local items = codem_inventory:GetItemsByName(inventory, item)
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for _, v in pairs(items) do
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if metadata and table.matches(metadata, Framework.GetItemMetadata(inventory, v.slot)) then
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if removed >= v.amount and codem_inventory:RemoveItem(inventory, item, v.amount, v.slot) then
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removedItems[#removedItems + 1] = v
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removed = removed - v.amount
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elseif codem_inventory:RemoveItem(inventory, item, removed, v.slot) then
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removedItems[#removedItems + 1] = v
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removed = removed - removed
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end
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elseif not metadata then
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if removed >= v.amount and codem_inventory:RemoveItem(inventory, item, v.amount, v.slot) then
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removedItems[#removedItems + 1] = v
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removed = removed - v.amount
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elseif codem_inventory:RemoveItem(inventory, item, removed, v.slot) then
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removedItems[#removedItems + 1] = v
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removed = removed - removed
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end
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end
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if removed == 0 then
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break
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end
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end
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if removed == 0 then
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return true
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else
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for _, v in pairs(removedItems) do
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Framework.AddItem(inventory, item, v.amount, v.slot, v.info)
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end
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return false
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end
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end
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end
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return false
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end
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Framework.GetItem = function(inventory, item, metadata, strict)
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local items = {}
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---@cast items table<number, Item>
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if type(inventory) == "string" then
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for k, v in pairs(GetStashItems(inventory)) do
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if v.name ~= item then goto skipLoop end
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if metadata and (strict and not table.matches(v.metadata, metadata) or not table.contains(v.metadata, metadata)) then goto skipLoop end
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items[#items + 1] = v
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::skipLoop::
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end
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elseif type(inventory) == "number" then
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local Player = Framework.GetPlayer(inventory)
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for k, v in pairs(codem_inventory:GetInventory(Player.Identifier, Player.source)) do
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if v.name ~= item then goto skipLoop end
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if metadata and (strict and not table.matches(v.info, metadata) or not table.contains(v.info, metadata)) then goto skipLoop end
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items[#items + 1] = {
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name = v.name,
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count = tonumber(v.amount),
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label = v.label,
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description = v.description,
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metadata = v.info,
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stack = not v.unique and true,
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weight = v.weight or 0,
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close = v.shouldClose == nil and true or v.shouldClose,
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image = v.image,
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type = v.type,
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slot = tonumber(v.slot),
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}
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::skipLoop::
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end
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end
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return items
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end
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Framework.GetItemCount = function(inventory, item, metadata, strict)
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local count = 0
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if type(inventory) == "string" then
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for k, v in pairs(GetStashItems(inventory)) do
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if v.name ~= item then goto skipLoop end
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if metadata and (strict and not table.matches(v.metadata, metadata) or not table.contains(v.metadata, metadata)) then
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goto skipLoop
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end
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count = count + tonumber(v.count)
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::skipLoop::
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end
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elseif type(inventory) == "number" then
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local items = codem_inventory:GetItemsByName(inventory, item)
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for k, v in pairs(items) do
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if v.name ~= item then goto skipLoop end
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if metadata and (strict and not table.matches(v.info, metadata) or not table.contains(v.info, metadata)) then
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goto skipLoop
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end
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count = count + tonumber(v.amount)
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::skipLoop::
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end
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end
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return count
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end
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Framework.HasItem = function(inventory, items, count, metadata, strict)
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if type(items) == "string" then
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local counted = 0
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for _, v in pairs(Framework.GetItem(inventory, items, metadata, strict)) do
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counted+=v.count
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end
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return counted >= (count or 1)
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elseif type(items) == "table" then
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if table.type(items) == 'hash' then
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for item, amount in pairs(items) do
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local counted = 0
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for _, v in pairs(Framework.GetItem(inventory, item, metadata, strict)) do
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counted+=v.count
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end
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if counted < amount then return false end
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end
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return true
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elseif table.type(items) == 'array' then
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local counted = 0
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for i = 1, #items do
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local item = items[i]
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for _, v in pairs(Framework.GetItem(inventory, item, metadata, strict)) do
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counted+=v.count
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end
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if counted < (count or 1) then return false end
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end
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return true
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end
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end
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end
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Framework.GetItemMetadata = function(inventory, slot)
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if type(inventory) == "string" then
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inventory = inventory:gsub("%-", "_")
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local stash = codem_inventory:GetStashItems(inventory)
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for k, item in pairs(stash) do
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if tonumber(item.slot) == slot then
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return item.info
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end
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end
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return {}
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elseif type(inventory) == "number" then
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return codem_inventory:GetItemBySlot(inventory, slot)?.info
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end
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return {}
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end
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Framework.SetItemMetadata = function(inventory, slot, metadata)
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if type(inventory) == "string" then
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inventory = inventory:gsub("%-", "_")
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local stashitems = codem_inventory:GetStashItems(inventory)
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for k, item in pairs(stashitems) do
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if tonumber(item.slot) == slot then
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stashitems[k].info = metadata
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break
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end
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end
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if not next(stashitems) then return end
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codem_inventory:UpdateStash(inventory, stashitems)
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elseif type(inventory) == "number" then
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codem_inventory:SetItemMetadata(inventory, slot, metadata)
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end
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end
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Framework.GetInventory = function(inventory)
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local items = {}
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if type(inventory) == "string" then
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items = GetStashItems(inventory)
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elseif type(inventory) == "number" then
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local Player = Framework.GetPlayer(inventory)
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for k, v in pairs(codem_inventory:GetInventory(Player.Identifier, Player.source)) do
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items[tonumber(k)] = {
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name = v.name,
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count = tonumber(v.amount),
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label = v.label,
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description = v.description,
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metadata = v.info,
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stack = not v.unique and true,
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weight = v.weight or 0,
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close = v.shouldClose == nil and true or v.shouldClose,
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image = v.image,
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type = v.type,
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slot = tonumber(v.slot),
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}
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end
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end
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return items
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end
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Framework.ClearInventory = function(inventory, keep)
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if type(inventory) == "string" then
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inventory = inventory:gsub("%-", "_")
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local stash = {}
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if keep then
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local stashitems = codem_inventory:GetStashItems(inventory)
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if not next(stashitems) then return end
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local keepType = type(keep)
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if keepType == "string" then
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for k, v in pairs(stashitems) do
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if v.name == keep then
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stash[k] = v
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end
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end
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elseif keepType == "table" and table.type(keep) == "array" then
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for k, v in pairs(stashitems) do
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for i = 1, #keep do
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if v.name == keep[i] then
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stash[k] = v
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end
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end
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end
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end
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end
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codem_inventory:UpdateStash(inventory, stash)
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elseif type(inventory) == "number" then
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codem_inventory:ClearInventory(inventory)
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end
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end
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Framework.RegisterStash = function(name, slots, weight, owner, groups)
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name = name:gsub("%-", "_")
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if not stashes[name] then
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stashes[name] = { slots = slots, weight = weight, owner = owner, groups = groups }
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end
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end
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Framework.CreateCallback(Bridge.Resource .. ':bridge:GetStash', function(source, cb, name)
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name = name:gsub("%-", "_")
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cb(stashes[name] and stashes[name] or nil)
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end)
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local shops = {}
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Framework.RegisterShop = function(name, data)
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if shops[name] then return end
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shops[name] = data
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end
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Framework.CreateCallback(Bridge.Resource .. ':bridge:OpenShop', function(source, cb, name)
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if not shops[name] then cb({}) end
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local isAllowed = false
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local Player = Framework.GetPlayer(source)
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if shops[name].groups and Framework.HasJob(shops[name].groups, Player) then isAllowed = true end
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if shops[name].groups and Framework.HasGang(shops[name].groups, Player) then isAllowed = true end
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if type(shops[name].groups) == "table" and (shops[name].groups and not isAllowed) then cb({}) end
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cb(shops[name])
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end)
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Framework.ConfiscateInventory = function(source)
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local src = source
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local Player = Framework.GetPlayer(src)
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local inventory = codem_inventory:GetInventory(Player.Identifier, Player.source)
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Framework.RegisterStash(("Confiscated_%s"):format(Player.Identifier), 41, 120000, true)
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Framework.ClearInventory(("Confiscated_%s"):format(Player.Identifier))
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Wait(200)
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codem_inventory:UpdateStash(("Confiscated_%s"):format(Player.Identifier), inventory)
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Wait(200)
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Framework.ClearInventory(src)
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end
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Framework.ReturnInventory = function(source)
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local src = source
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local Player = Framework.GetPlayer(src)
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local confiscated = codem_inventory:GetStashItems(("Confiscated_%s"):format(Player.Identifier))
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for _, item in pairs(confiscated) do
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if item ~= nil then
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Framework.AddItem(src, item.name, item.amount, item.info, item.slot)
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end
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end
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Wait(200)
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Framework.ClearInventory(("Confiscated_%s"):format(Player.Identifier))
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end
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