refactor + attempt better support for other inventories

This commit is contained in:
Jim Shield
2025-03-08 13:44:05 +00:00
committed by GitHub
parent 31a7ac2951
commit 6bfb549fd0
31 changed files with 3151 additions and 2536 deletions

View File

@@ -1,17 +1,46 @@
--[[
Stash Management Module
-------------------------
This module handles stash-related operations including:
• Retrieving stash items (from server or local cache).
• Checking for required items in stashes.
• Opening stashes using different inventory systems.
• Removing items from stashes.
• Checking if a stash has specific items.
]]
-- Global variable to hold the current stash (used in callbacks).
local stash
-- If running on the server, create a callback to retrieve stash items.
if isServer() then
createCallback(getScript()..':server:GetStashItems',
function(source, stashName)
stash = getStash(stashName) return stash
end)
createCallback(getScript()..':server:GetStashItems', function(source, stashName)
stash = getStash(stashName)
return stash
end)
end
local stashCache ={}
-- Local cache for stashes.
local stashCache = {}
--- Retrieves (or updates) a local stash cache entry with a timeout.
--- When the cache is empty or expired, it triggers a server callback to update the items.
---
--- @param stashName string The name of the stash.
--- @param stop boolean (Optional) If true, clears the entire stash cache.
--- @return boolean True if items exist in cache (and recheck is skipped), false otherwise.
---
--- @usage
--- ```lua
--- local cached = GetStashTimeout("playerStash")
--- ```
function GetStashTimeout(stashName, stop)
if stop then
stashCache = {}
return
end
-- Retrieve cache for this stash, or initialize if not present.
stash = stashCache[stashName]
if not stash then
debugPrint("^6Bridge^7: ^2Local Stash ^7'^3"..stashName.."^7'^2 cache ^1not ^2found^7, ^2need to grab from server^7")
@@ -19,16 +48,21 @@ function GetStashTimeout(stashName, stop)
stash = stashCache[stashName]
else
debugPrint("^6Bridge^7: ^2Local Stash ^7'^3"..stashName.."^7'^2 cache found^7")
("^6Bridge^7: ^2Local Stash '^3"..stashName.."^7' cache found")
end
-- If there are already items in cache, skip recheck.
if countTable(stashCache[stashName].items) > 0 then
debugPrint("^6Bridge^7: '^3"..stashName.." ^2Items found in cache, skipping recheck")
return true
end
-- If timeout has expired, update the stash items from the server.
if stashCache[stashName].timeout <= 0 then
stashCache[stashName].items = triggerCallback(getScript()..':server:GetStashItems', stashName)
stashCache[stashName].timeout = 15000
stashCache[stashName].timeout = 15000 -- Timeout in milliseconds.
CreateThread(function()
while stash.timeout > 0 do
while stashCache[stashName] and stashCache[stashName].timeout > 0 do
stashCache[stashName].timeout -= 1000
Wait(1000)
end
@@ -39,46 +73,93 @@ function GetStashTimeout(stashName, stop)
return false
end
--- Checks if the specified stashes have the required items.
---
--- If multiple stashes are provided (as a table), it iterates over each until all required items are found.
---
--- @param stashes string|table Either a single stash name or a table of stash names.
--- @param itemTable table A table where keys are item names and values are the required amounts.
--- @return boolean, string|nil `boolean, string` true and the stash name if found, otherwise false and nil.
---
--- @usage
--- ```lua
--- local found, stashName = checkHasItem({"playerStash", "storageStash"}, { iron = 2, wood = 5 })
--- ```
function checkHasItem(stashes, itemTable)
if not stashes then
return hasItem(itemTable), nil
end
if type(stashes) == "table" then
local succeses = 0
local successes = 0
local itemCount = countTable(itemTable)
--for _, item in pairs(itemTable) do itemCount += 1 end
-- Iterate over each provided stash name.
for _, name in pairs(stashes) do
Wait(10) -- add delay because qb doesn't appreciate multiple callbacks for stashes
Wait(10) -- Delay to avoid multiple callbacks issues.
GetStashTimeout(name)
for item, amount in pairs(itemTable) do
debugPrint("^6Bridge^7: ^2Checking"..(name and " ^7'^6"..name.."^7'" or "").." ^2ingredients^7 - ^6"..item.."^7")
debugPrint("^6Bridge^7: ^2Checking "..(name and " '^3"..name.."^7'" or "").." ingredients - ^6"..item.."^7")
if stashhasItem(stashCache[name].items, item, amount) then
succeses += 1
if succeses == itemCount then
successes = successes + 1
if successes == itemCount then
return true, name
end
end
end
end
else
debugPrint("^6Bridge^7: ^2Checking"..(stashes and " ^7'^6"..stashes.."^7'" or "").." ^2ingredients^7 - ^6"..k.."^7")
debugPrint("^6Bridge^7: ^2Checking "..(stashes and " '^3"..stashes.."^7'" or "").." ingredients")
GetStashTimeout(stashes)
return stashhasItem(stashCache[stashes].items, itemTable), stashes
end
return false, nil
end
-------------------------------------------------------------
-- Stash Opening Functions
-------------------------------------------------------------
-- Stash Items
--- Opens a stash using the active inventory system.
---
--- Checks for job or gang restrictions before opening the stash.
---
--- @param data table A table containing stash data:
--- - stash (string): The stash identifier.
--- - label (string): Display label.
--- - maxWeight (number|nil): Maximum weight (default 600000).
--- - slots (number|nil): Number of slots (default 40).
--- - stashOptions (table|nil): Additional options for the stash.
--- - job/gang (string|nil): Restriction for access.
--- - coords (vector3): Coordinates to "look" at.
---
--- @usage
--- ```lua
--- openStash({ stash = "playerStash", label = "Player Stash", coords = vector3(100, 200, 30) })
--- ```
function openStash(data)
if (data.job or data.gang) and not jobCheck(data.job or data.gang) then return end
if (data.job or data.gang) and not jobCheck(data.job or data.gang) then return end
if isStarted(OXInv) then
exports[OXInv]:openInventory('stash', data.stash)
elseif isStarted(CoreInv) then
TriggerServerEvent('core_inventory:server:openInventory', data.stash, 'stash')
elseif isStarted(CodeMInv) then
exports[CodeMInv]:OpenStash(data.stash, StashWeight, 100)
TriggerServerEvent('codem-inventory:server:openstash', data.stash, data.slots, data.maxWeight, data.label)
elseif isStarted(OrigenInv) then
exports[OrigenInv]:openInventory('stash', data.stash, { label = data.label })
elseif isStarted(QBInv) then
if QBInvNew then
TriggerServerEvent(getScript()..':server:OpenStashQB', { stashName = data.stash, label = data.label, maxweight = data.maxWeight or 600000, slots = data.slots or 40 })
TriggerServerEvent(getScript()..':server:OpenStashQB', {
stashName = data.stash,
label = data.label,
maxweight = data.maxWeight or 600000,
slots = data.slots or 40
})
else
TriggerEvent("inventory:client:SetCurrentStash", data.stash)
TriggerServerEvent("inventory:server:OpenInventory", "stash", data.stash, data.stashOptions)
@@ -86,18 +167,38 @@ function openStash(data)
else
TriggerEvent("inventory:client:SetCurrentStash", data.stash)
TriggerServerEvent("inventory:server:OpenInventory", "stash", data.stash, data.stashOptions)
end
end
lookEnt(data.coords)
end
-- Register an event for opening QB stashes.
RegisterNetEvent(getScript()..':server:OpenStashQB', function(data)
exports[QBInv]:OpenInventory(source, data.stashName, data)
end)
function getStash(stashName) local stashResource = ""
-------------------------------------------------------------
-- Stash Retrieval Function
-------------------------------------------------------------
--- Retrieves stash items from the active inventory system.
---
--- This function converts the raw stash items into a standardized table using the global Items lookup.
---
--- @param stashName string The identifier for the stash.
--- @return stashTable table A table of items from the stash.
---
--- @usage
--- ```lua
--- local items = getStash("playerStash")
--- ```
function getStash(stashName)
local stashResource = ""
if type(stashName) ~= "string" then
return print("Stash name was not a string %s(%s)", stashName, type(stashName))
print("^6Bridge^7: ^2Stash name was not a string ^3"..stashName.."^7(^3"..type(stashName).."^7)")
return {}
end
local stashItems, items = {}, {}
if isStarted(OXInv) then stashResource = OXInv
stashItems = exports[OXInv]:Inventory(stashName).items
@@ -109,14 +210,15 @@ function getStash(stashName) local stashResource = ""
stashItems = exports[CoreInv]:getInventory(stashName)
elseif isStarted(CodeMInv) then stashResource = CodeMInv
stashItems = exports[CodeMInv]:GetInventoryItems('Stash', stashName)
stashItems = exports[CodeMInv]:GetStashItems(stashName)
elseif isStarted(OrigenInv) then stashResource = OrigenInv
stashItems = exports[OrigenInv]:GetStashItems(stashName)
stashItems = exports[OrigenInv]:getInventory(stashName)
elseif isStarted(PSInv) then stashResource = PSInv
local result = MySQL.scalar.await('SELECT items FROM stashitems WHERE stash = ?', { stashName })
if result then stashItems = json.decode(result) end
elseif isStarted(QBInv) then stashResource = QBInv
local result = MySQL.scalar.await("SELECT items FROM "..(QBInvNew and "inventories" or "stashitem").." WHERE identifier = ?", { stashName })
if result then stashItems = json.decode(result) end
@@ -127,8 +229,8 @@ function getStash(stashName) local stashResource = ""
for _, item in pairs(stashItems) do
local itemInfo = Items[item.name:lower()]
if itemInfo then
local indexNum = #items+1 -- Added to help recreate missing slot numbers
items[(item.slot and item.slot) or indexNum] = {
local indexNum = #items + 1 -- Fallback index if slot is missing.
items[(item.slot or indexNum)] = {
name = itemInfo.name or nil,
amount = tonumber(item.amount) or tonumber(item.count),
info = item.info or "",
@@ -144,16 +246,30 @@ function getStash(stashName) local stashResource = ""
}
end
end
debugPrint("^6Bridge^7: ^3GetStashItems^7: ^2Stash information for ^7'^6"..stashName.."^7' ^2retrieved^7")
debugPrint("^6Bridge^7: ^3GetStashItems^7: ^2Stash information for '^6"..stashName.."^7' retrieved")
end
jsonPrint(items)
return items
end
function stashRemoveItem(stashItems, stashName, items) local amount = amount and amount or 1
-- print("stashItems: "..json.encode(stashItems, { indent = true}))
-- print("stashName: "..json.encode(stashName, { indent = true}))
-- print("items: "..json.encode(items, { indent = true}))
-------------------------------------------------------------
-- Stash Item Removal Function
-------------------------------------------------------------
--- Removes items from a stash using the active inventory system.
---
--- Iterates over the provided items and adjusts the stash contents accordingly.
---
--- @param stashItems table The current stash items.
--- @param stashName string|table The stash identifier (or table of identifiers).
--- @param items table A table of items to remove (keys are item names, values are amounts).
---
--- @usage
--- ```lua
--- stashRemoveItem(currentItems, "playerStash", { iron = 2, wood = 5 })
--- ```
function stashRemoveItem(stashItems, stashName, items)
if isStarted(OXInv) then
for k, v in pairs(items) do
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..OXInv, k, v)
@@ -171,19 +287,19 @@ function stashRemoveItem(stashItems, stashName, items) local amount = amount and
end
elseif isStarted(QSInv) then
for k, v in pairs(items) do
for l in pairs(stashItems) do
if stashItems[l].name == k then
if (stashItems[l].amount - v) <= 0 then
debugPrint("^6Bridge^7: ^2None of this item left in stash ^3Stash^7", k, v)
stashItems[l] = nil
else
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..QBInv, k, v)
exports[QSInv]:RemoveItemIntoStash(stashName, k, v, l)
end
for k, v in pairs(items) do
for l in pairs(stashItems) do
if stashItems[l].name == k then
if (stashItems[l].amount - v) <= 0 then
debugPrint("^6Bridge^7: ^2None of this item left in stash ^3Stash^7", k, v)
stashItems[l] = nil
else
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..QBInv, k, v)
exports[QSInv]:RemoveItemIntoStash(stashName, k, v, l)
end
end
end
end
elseif isStarted(CoreInv) then
for k, v in pairs(items) do
@@ -205,8 +321,8 @@ function stashRemoveItem(stashItems, stashName, items) local amount = amount and
end
end
end
debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3QB^2 stash ^7'^6"..stashName.."^7'")
exports[CodeMInv]:UpdateStash(stashName, stashItems)
debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3CodeM^2 stash ^7'^6"..stashName.."^7'")
elseif isStarted(OrigenInv) then
for k, v in pairs(items) do
exports[OrigenInv]:RemoveFromStash(stashName, k, v)
@@ -228,7 +344,11 @@ function stashRemoveItem(stashItems, stashName, items) local amount = amount and
end
end
debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3QB^2 stash ^7'^6"..stashName.."^7'")
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', { ['stash'] = stashName, ['items'] = json.encode(stashItems) })
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
['stash'] = stashName,
['items'] = json.encode(stashItems)
})
elseif isStarted(QBInv) then
if QBInvNew then
for k, v in pairs(items) do
@@ -236,36 +356,56 @@ function stashRemoveItem(stashItems, stashName, items) local amount = amount and
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..QBInv, k, v)
end
debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3QB^2 stash ^7'^6"..stashName[1].."^7'")
MySQL.Async.insert('INSERT INTO inventories (identifier, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', { ['stash'] = stashName[1], ['items'] = json.encode(stashItems) })
MySQL.Async.insert('INSERT INTO inventories (identifier, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
['stash'] = stashName[1],
['items'] = json.encode(stashItems)
})
else
for k, v in pairs(items) do
for l in pairs(stashItems) do
if stashItems[l].name == k then
if (stashItems[l].amount - v) <= 0 then
if Config.System.Debug then
print("^6Bridge^7: ^2None of this item left in stash ^3Stash^7", k, v)
end
debugPrint("^6Bridge^7: ^2None of this item left in stash ^3Stash^7", k, v)
stashItems[l] = nil
else
if Config.System.Debug then
print("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..QBInv, k, v)
end
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with "..QBInv, k, v)
stashItems[l].amount -= v
end
end
end
end
debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3QB^2 stash ^7'^6"..stashName.."^7'")
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', { ['stash'] = stashName, ['items'] = json.encode(stashItems) })
debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3QB^2 stash '^6"..stashName.."^7'")
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
['stash'] = stashName,
['items'] = json.encode(stashItems)
})
end
else
print("^4ERROR^7: ^2No Inventory detected ^7- ^2Check ^3exports^1.^2lua^7")
print("^4ERROR^7: ^2No Inventory detected ^7- ^2Check ^3starter^1.^2lua^7")
end
end
RegisterNetEvent(getScript()..":server:stashRemoveItem", stashRemoveItem)
-------------------------------------------------------------
-- Stash Item Availability Check
-------------------------------------------------------------
--- Checks whether a stash has the required amount of specific items.
---
--- It iterates through the provided items and tallies available quantities.
---
--- @param stashItems table The items available in the stash.
--- @param items string|table The item name or table of required items (key: item, value: amount).
--- @param amount number (Optional) The required amount (if a single item is provided).
--- @return boolean, table (`boolean, string`) Returns true (and a table with counts) if all items are available; false otherwise.
---
--- @usage
--- ```lua
--- local hasAll, details = stashhasItem(currentStashItems, { iron = 2, wood = 5 })
--- ```
function stashhasItem(stashItems, items, amount)
local invs = {OXInv, QSInv, CoreInv, CodeMInv, OrigenInv, QBInv, PSInv}
local invs = { OXInv, QSInv, CoreInv, CodeMInv, OrigenInv, QBInv, PSInv }
local foundInv = ""
for _, inv in ipairs(invs) do
if isStarted(inv) then
@@ -274,9 +414,11 @@ function stashhasItem(stashItems, items, amount)
end
end
-- Ensure items is a table.
if type(items) ~= "table" then items = { [items] = amount and amount or 1, } end
local hasTable = {}
for item, amount in pairs(items) do
for item, requiredAmount in pairs(items) do
local count = 0
for _, itemData in pairs(stashItems) do
if itemData and (itemData.name == item) then
@@ -284,11 +426,13 @@ function stashhasItem(stashItems, items, amount)
end
end
local debugMsg = string.format("^6Bridge^7: ^3stashHasItem^7[^6%s^7]: %s '%s' ^3%d^7/^3%d^7", foundInv, (count >= amount and "^5FOUND^7" or "^1NOT FOUND^7"), item, count, amount)
local debugMsg = string.format("^6Bridge^7: ^3stashHasItem^7[^6%s^7]: %s '%s' ^3%d^7/^3%d^7", foundInv, (count >= requiredAmount and "^5FOUND^7" or "^1NOT FOUND^7"), item, count, requiredAmount)
debugPrint(debugMsg)
hasTable[item] = { hasItem = (count >= amount), count = count }
hasTable[item] = { hasItem = (count >= requiredAmount), count = count }
end
for k, v in pairs(hasTable) do if v.hasItem == false then return false, hasTable end end
return true, hasTable
end
end