mirror of
https://github.com/jimathy/jim-consumables.git
synced 2026-08-17 06:26:03 +01:00
In an attempt to tackle exploiters, I reworked a lot of the code to server side This will be tied to the new `jim_bridge` release but should function as normal now
198 lines
7.0 KiB
Lua
198 lines
7.0 KiB
Lua
local Consumables = Config.Consumables
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local Emotes = Config.Emotes
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local isConsuming = {}
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local function massMakeUseable()
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for k, v in pairs(Config.Consumables) do
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createUseableItem(k, function(source, item)
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local src = source
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if not isConsuming[src] and hasItem(item.name, 1, src) then
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registerConsume(src, item.name)
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TriggerClientEvent(getScript()..':Consume', src, item.name)
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end
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end)
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end
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end
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function registerConsume(src, item)
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-- Start building server sided item return table
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local consumable = Consumables[item]
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isConsuming[src] = {
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item = item,
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rewardItem = checkReward(consumable) or nil,
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returnItem = checkReturnItem(consumable) or nil,
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packItem = checkPackItem(consumable) or nil
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}
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debugPrint("^5Debug^7: ^2Player ^3"..src.." ^2started consuming ^7'^2"..item.."^7'")
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end
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RegisterNetEvent(getScript()..":RegisterConsuming", function(item)
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local src = source
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registerConsume(src, item)
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end)
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onResourceStart(function()
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for k, v in pairs(Config.Consumables) do
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if not Items[k] then
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print("^1Debug^7: ^2Item check ^7- '^1"..k.."^7' ^2not found in the shared lua^7")
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end
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if not Config.Emotes[v.emote] then
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print("^1Debug^7: ^2Emote check ^7- '^1"..k.."^7' ^2requested emote ^7'^6"..v.emote.."^7' - ^2not found in config^7.^2lua^7")
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end
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end
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massMakeUseable()
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--Export Import System--
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GlobalState.jimConsumableItems = Consumables
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GlobalState.jimConsumableEmotes = Emotes
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end, true)
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onResourceStop(function()
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GlobalState.jimConsumableItems = Consumables
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GlobalState.jimConsumableEmotes = Emotes
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end)
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local syncScheduled = false
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function syncConsumables()
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debugPrint("^5Statebag^7: ^2Sending ^6"..countTable(Consumables).." ^3Consumables ^2to all clients^7")
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massMakeUseable()
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GlobalState.jimConsumableItems = Consumables
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syncScheduled = false
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end
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local emoteSyncScheduled = false
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function syncEmotes()
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debugPrint("^5Statebag^7: ^2Sending ^6"..countTable(Emotes).." ^3Emotes to all clients^7")
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GlobalState.jimConsumableEmotes = Emotes
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emoteSyncScheduled = false
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end
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-- Return item
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function checkPackItem(consumable)
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local result = nil
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if consumable.pack then
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result = { item = consumable.pack.item, amount = consumable.pack.amount }
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end
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return result
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end
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-- Return item
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function checkReturnItem(consumable)
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local result = nil
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if consumable.returnItem then
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result = { item = consumable.returnItem.item, amount = consumable.returnItem.amount }
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end
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return result
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end
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-- Reward items
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function checkReward(consumable)
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local result = nil
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local rewardItem = consumable.rewards or nil
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if rewardItem then
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debugPrint("Reward Item detected")
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for i = 1, consumable.amounttogive or 1 do
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local rarity = math.random(1, 4) -- rarity calculation
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while true do
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local item = math.random(1, countTable(rewardItem)) -- random item in the list to pick
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if rewardItem[item].rarity >= rarity then
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result = result or {}
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result[#result+1] = { item = rewardItem[item].item, amount = math.random(1, rewardItem[item].max or 1) }
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debugPrint("^5Debug^7: ^2Cachced reward prize^7: '^6"..rewardItem[item].item.."^7'")
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break
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end
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Wait(10)
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break
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end
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end
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end
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return result
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end
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RegisterNetEvent(getScript()..":server:finishConsume", function(needTypes)
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local src = source
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if isConsuming[src] ~= nil then
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removeItem(isConsuming[src].item, 1, src)
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if isConsuming[src].rewardItem then
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debugPrint("^5Debug^7: ^2Giving player ^3"..src.." ^2reward items^7")
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for i = 1, #isConsuming[src].rewardItem do
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local item = isConsuming[src].rewardItem[i]
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addItem(item.item, item.amount, nil, src)
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end
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end
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if isConsuming[src].returnItem then
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debugPrint("^5Debug^7: ^2Giving player ^3"..src.." ^2return item^7")
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for i = 1, #isConsuming[src].returnItem do
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local item = isConsuming[src].returnItem[i]
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addItem(item.item, item.amount, nil, src)
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end
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end
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if isConsuming[src].packItem then
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for i = 1, #isConsuming[src].packItem do
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debugPrint("^5Debug^7: ^2Giving player ^3"..src.." ^2Pack items^7")
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local item = isConsuming[src].packItem[i]
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addItem(item.item, item.amount, nil, src)
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end
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end
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-- Needs
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if needTypes.thirst then
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setThirst(src, needTypes.thirst)
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end
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if needTypes.hunger then
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setHunger(src, needTypes.hunger)
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end
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debugPrint("^5Debug^7: ^2Hunger^7: [^6"..(needTypes.hunger or 0).."^7] ^2Thrist^7: [^6"..(needTypes.thirst or 0).."^7]" )
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isConsuming[src] = nil
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else
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return
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end
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end)
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RegisterNetEvent(getScript()..":server:stopConsume", function()
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local src = source
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debugPrint("^5Player stopped consuming early^7", src)
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isConsuming[src] = nil
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end)
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RegisterNetEvent(getScript()..':server:syncAddItem', function(itemName, data)
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if not Consumables[itemName] then
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Consumables[itemName] = data
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--createUseableItem(itemName, function(source, item) TriggerClientEvent(getScript()..':Consume', source, itemName) end)
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debugPrint("^5Debug^7: "..GetInvokingResource().." ^2is sending new ^3Item^7: '"..itemName.."'")
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if not syncScheduled then
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syncScheduled = true
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SetTimeout(5000, syncConsumables)
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end
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else
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debugPrint("^1Debug^7: "..GetInvokingResource().." ^2is sending ^1duplicate ^3Item^7: '"..itemName.."'")
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end
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end)
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RegisterNetEvent(getScript()..':server:syncAddEmote', function(emoteName, data)
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if not Emotes[emoteName] then
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Emotes[emoteName] = data
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debugPrint("^5Debug^7: "..GetInvokingResource().." ^2is sending new ^3Emote^7: '"..emoteName.."'")
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if not emoteSyncScheduled then
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emoteSyncScheduled = true
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SetTimeout(5000, syncEmotes)
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end
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else
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debugPrint("^1Debug^7: "..GetInvokingResource().." ^2is sending ^1duplicate ^3Emote^7: '"..emoteName.."'")
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end
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end)
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--[[
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Core.Commands.Add('consumableCreator', "Create consumables (admin only)", {}, false, function(source)
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if source > 0 then return TriggerClientEvent(getScript()..":client:consumableCreator", source) end
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end, 'admin')
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Core.Commands.Add('testConsumableEmotes', "Test consumables Emotes (admin only)", {}, false, function(source)
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if source > 0 then return TriggerClientEvent(getScript()..":client:testEmotes", source) end
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end, 'admin')
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]] |