Files
jim_bridge/shared/crafting.lua
2025-04-01 14:15:50 +01:00

468 lines
20 KiB
Lua

--[[
Crafting, Selling, and Shop Module
-----------------------------------
This module provides functions for opening crafting menus, handling multi-crafting,
performing the crafting process (with animations and progress bars), selling items,
and opening shop interfaces. It integrates with various inventory and menu systems,
and uses server callbacks to check item carry capacity.
]]
-------------------------------------------------------------
-- Global Variables
-------------------------------------------------------------
CraftLock = false
-- helper filter table for crafting menus
local excludeKeys = {
amount = true, metadata = true, description = true, info = true,
job = true, gang = true, oneUse = true, slot = true,
blueprintRef = true, craftingLevel = true, craftedItems = true,
hasCrafted = true, exp = true, anim = true, time = true,
}
-------------------------------------------------------------
-- Crafting Menu
-------------------------------------------------------------
--- Opens the crafting menu based on provided data.
--- Checks job restrictions, builds the recipe menu, and opens the menu.
---
--- @param data table Crafting menu configuration containing:
--- - craftable (`table`) Table with Header, Recipes, Anims, and (optionally) craftedItems.
--- - coords (`vector3`) The coordinates where the crafting menu is being opened.
--- - stashTable|stashName (`string\table`) Name(s) of the stash for checking item availability.
--- - job|gang (`string`) Job or gang requirements.
--- - onBack (optional): Function to call when returning.
---
--- @usage
--- ```lua
---craftingMenu({
--- craftable = {
--- Header = "Weapon Crafting",
--- Recipes = {
--- [1] = {
--- ["weapon_pistol"] = { ["steel"] = 5, ["plastic"] = 2 },
--- amount = 1,
--- },
--- -- More recipes...
--- },
--- Anims = {
--- animDict = "amb@prop_human_parking_meter@male@idle_a",
--- anim = "idle_a",
--- },
--- },
--- coords = vector3(100.0, 200.0, 300.0),
---stashTable = "crafting_stash",
--- job = "mechanic",
--- onBack = function() print("Returning to previous menu") end,
---})
function craftingMenu(data)
if CraftLock then return end
-- Job or gang check; exit if not authorized.
if (data.job or data.gang) and not jobCheck(data.job or data.gang) then return end
-- Display a temporary "thinking" notification.
if Config.System.Menu == "jim" then
triggerNotify(nil, "Thinking", "info")
else
openMenu({ { header = "Thinking...", icon = "fas fa-hourglass-end", isMenuHeader = true } }, { header = "Crafting Menu" } )
end
-- Normalize stash name.
data.stashName = data.stashTable or data.stashName
local Menu = {}
local Recipes = data.craftable.Recipes
local craftedItems = {}
local tempCarryTable = {}
-- Build a table of all required ingredients (default quantity is 1).
for i = 1, #Recipes do
for k in pairs(Recipes[i]) do
if k == "hasCrafted" and not data.craftable.craftedItems then
-- Retreive list of already crafted items from playermetadata to see if we should class this recipe as "new"
craftedItems = GetMetadata(nil, "craftedItems") or {}
data.craftable.craftedItems = craftedItems
end
if k ~= "amount" and k ~= "metadata" and k ~= "job" and k ~= "gang" then
tempCarryTable[k] = Recipes[i].amount or 1
end
end
end
-- Check if the player can carry the required items (server callback).
local canCarryTable = triggerCallback(getScript()..':server:canCarry', tempCarryTable)
-- Process each recipe to create menu entries.
for i = 1, #Recipes do
if not Recipes[i]["amount"] then Recipes[i]["amount"] = 1 end
for k, _ in pairs(Recipes[i]) do
if not excludeKeys[k] then
local hasjob = true
if Recipes[i].job then
for l, b in pairs(Recipes[i].job) do
hasjob = hasJob(l, nil, b)
if hasjob then break end
end
end
if hasjob then
local setheader, settext, disable, metadata = "", "", false, (Recipes[i]["metadata"] or Recipes[i]["info"] or nil)
local itemTable = {}
local metaTable = {}
-- Build ingredient details.
for l, b in pairs(Recipes[i][tostring(k)]) do
settext = settext..(settext ~= "" and br or "")..(Items[l] and Items[l].label or "error - "..l)..(b > 1 and " x"..b or "")
metaTable[Items[l] and Items[l].label or "error - "..l] = b
itemTable[l] = b
Wait(0)
end
while not canCarryTable do Wait(0) end
disable = not checkHasItem(data.stashName, itemTable)
setheader = ((metadata and metadata.label) or (Items[tostring(k)] and Items[tostring(k)].label) or "error - "..tostring(k))
..(Recipes[i]["amount"] > 1 and " x"..Recipes[i]["amount"] or "")
if not disable then
if not canCarryTable[k] then
setheader = setheader.." 📦"
else
setheader = setheader.." ✔️"
end
elseif not canCarryTable[k] then
setheader = setheader.." 📦"
end
if Recipes[i]["hasCrafted"] ~= nil and craftedItems[k] == nil then
setheader = ""..setheader
end
Menu[#Menu + 1] = {
arrow = not disable and canCarryTable[k],
isMenuHeader = disable or not canCarryTable[k],
icon = invImg((metadata and metadata.image) or tostring(k)),
image = invImg((metadata and metadata.image) or tostring(k)),
header = setheader..((disable or not canCarryTable[k]) and "" or ""),
txt = (isStarted(QBMenuExport) or disable) and settext or nil,
metadata = metaTable,
onSelect = (not disable and canCarryTable[k]) and function()
local transdata = {
item = k,
craft = data.craftable.Recipes[i],
craftable = data.craftable,
coords = data.coords,
stashName = data.stashName,
onBack = data.onBack,
metadata = metadata,
}
if Config.Crafting.MultiCraft then
multiCraft(transdata)
else
makeItem(transdata)
end
end or nil,
}
end
end
Wait(0)
end
end
openMenu(Menu, {
header = data.craftable.Header,
headertxt = data.craftable.Headertxt,
onBack = data.onBack or nil,
canClose = true,
onExit = data.onExit or (function() end),
})
lookEnt(data.coords)
end
-------------------------------------------------------------
-- Multi-Craft Menu
-------------------------------------------------------------
--- Opens a menu for selecting the quantity to craft.
---
--- Presents the player with multiple crafting quantities based on Config.Crafting.MultiCraftAmounts.
---
--- @param data table Crafting configuration containing:
--- - item `string`) The item to craft.
--- - craft (`table`) The crafting recipe.
--- - craftable (`table`) Crafting options.
--- - coords (`vector3`) where crafting occurs.
--- - stashName (`string`) The stash name(s) for item availability.
--- - onBack (`function`) Callback when returning.
--- - metadata (`table`) (optional): Metadata for the crafted item.
---
--- @usage
--- ```lua
--- multiCraft({
--- item = "weapon_pistol",
--- craft = { ["weapon_pistol"] = { ["steel"] = 5, ["plastic"] = 2 }, amount = 1 },
--- craftable = craftingOptions,
--- coords = vector3(100,200,300),
--- stashName = "crafting_stash",
--- onBack = function() craftingMenu(data) end,
--- metadata = { label = "Custom Pistol", image = "custom_pistol.png" },
--- })
--- ```
function multiCraft(data)
local max = 0
local stashName = nil
for i = 1, 100 do
local itemTable = {}
for l, b in pairs(data.craft[data.item]) do
debugPrint("")
itemTable[l] = (b * i)
end
if data.stashName then
debugPrint("")
local hasItems, stashname = checkHasItem(data.stashName, itemTable)
if hasItems == true then
max += 1
stashName = stashname
else
break
end
else
debugPrint("")
local has, _ = hasItem(itemTable, nil, nil)
if has then
max += 1
else
break
end
end
Wait(10)
end
local dialog = createInput(data.craftable.Header, {
((Config.System.Menu == "ox") and {
type = "slider",
label = "How many to craft?",
required = true,
default = 1,
min = 1,
max = max
}) or nil,
((Config.System.Menu == "qb") and {
type = "number",
label = "How many to craft?"..br.."Max: "..max,
name = "amount",
isRecuired = true,
default = 1,
}) or nil,
})
if dialog then
if Config.System.Menu == "ox" then
end
if Config.System.Menu == "qb" then
if dialog["amount"] > max or dialog["amount"] < 1 or dialog["amount"] == nil or dialog["amount"] == "" then
triggerNotify(nil, "Invalid Amount", "error")
craftingMenu(data)
return
end
end
makeItem({
item = data.item,
craft = data.craft,
craftable = data.craftable,
amount = dialog["amount"] or dialog[1],
coords = data.coords,
stashName = stashName or nil,
--stashTable = data.stashName,
onBack = data.onBack,
metadata = data.metadata,
})
end
end
-------------------------------------------------------------
-- Crafting Process
-------------------------------------------------------------
--- Initiates the crafting process for a specified item.
---
--- Plays crafting animations, shows progress bars, removes ingredients, and triggers item creation.
---
--- @param data table Crafting configuration containing:
--- - item `string`) The item to craft.
--- - craft (`table`) The crafting recipe.
--- - craftable (`table`) Crafting options.
--- - amount (`number`) (optional): Quantity to craft (default 1).
--- - coords (`vector3`) where crafting occurs.
--- - stashName (`string`) The stash name(s) for item availability.
--- - onBack (`function`) Callback when returning.
--- - metadata (`table`) (optional): Metadata for the crafted item.
---
--- @usage
--- ```lua
--- makeItem({
--- item = "weapon_pistol",
--- craft = { ["weapon_pistol"] = { ["steel"] = 5, ["plastic"] = 2 }, amount = 1 },
--- craftable = craftingOptions,
--- amount = 2,
--- coords = vector3(100,200,300),
--- stashName = "crafting_stash",
--- onBack = function() craftingMenu(data) end,
--- metadata = { label = "Custom Pistol", image = "custom_pistol.png" },
--- })
--- ```
function makeItem(data)
if CraftLock then return end
CraftLock = true
data.stashName = data.stashTable or data.stashName
local bartime = (data.craftable.progressBar and data.craftable.progressBar.time) or 5000
local bartext = (data.craftable.progressBar and data.craftable.progressBar.label)
or (Loc[Config.Lan].progressbar and Loc[Config.Lan].progressbar["progress_make"])
or "Making "
local animDict = (data.craftable.Anims and data.craftable.Anims.animDict) or "amb@prop_human_parking_meter@male@idle_a"
local anim = (data.craftable.Anims and data.craftable.Anims.anim) or "idle_a"
local craftAmount = (data.amount and data.amount ~= 1) and data.amount or 1
local metadata = data.metadata or nil
local prop = data.craftable.Anims and data.craftable.Anims.prop or nil
local canReturn = true
local crafted, crafting = true, true
local cam = createTempCam(PlayerPedId(), data.coords)
startTempCam(cam)
for i = 1, craftAmount do
for k, v in pairs(data.craft) do
if not excludeKeys[k] then
if type(v) == "table" then
for l, b in pairs(v) do
if crafting and progressBar({
label = "Using "..b.." "..Items[l].label,
time = 1000,
cancel = true,
dict = 'pickup_object',
anim = "putdown_low",
flag = 48,
icon = l,
}) then
TriggerEvent((isStarted(QBInv) and QBInvNew and "qb-" or "")..'inventory:client:ItemBox', Items[l], "use", b)
else
crafted, crafting = false, false
break
end
Wait(200)
end
if crafted then
local craftProp = nil
if prop then
craftProp = makeProp({ prop = prop.model, coords = vec4(0, 0, 0, 0), true, true })
AttachEntityToEntity(craftProp, PlayerPedId(), GetPedBoneIndex(PlayerPedId(), prop.bone), prop.pos.x, prop.pos.y, prop.pos.z, prop.rot.x, prop.rot.y, prop.rot.z, true, true, false, true, 1, true)
end
if data.sound then
local s = data.sound
PlaySoundFromEntity(s.soundId, s.audioName, PlayerPedId(), s.audioRef, true, 0)
end
if crafting and progressBar({
label = bartext..((metadata and metadata.label) or Items[data.item].label),
time = bartime,
cancel = true,
dict = animDict,
anim = anim,
flag = 49,
icon = data.item,
}) then
TriggerServerEvent(getScript()..":Crafting:GetItem", data.item, data.craft, data.stashName, metadata)
CreateThread(function()
if data.craft["hasCrafted"] ~= nil then
debugPrint("hasCrafted Found, marking '"..data.item.."' as crafted for player")
data.craftable.craftedItems[data.item] = true
triggerCallback(getScript()..":server:SetMetadata", "craftedItems", data.craftable.craftedItems)
end
Wait(100)
if data.craft["exp"] ~= nil then
craftingLevel += data.craft["exp"].give
jsonPrint(data.craft["exp"])
debugPrint("exp found, giving exp for '"..data.item.."'")
triggerCallback(getScript()..":server:SetMetadata", "craftingLevel", craftingLevel)
end
end)
if data.craftable.Recipes[1].oneUse == true then
removeItem("craftrecipe", 1, nil, data.craftable.Recipes[1].slot)
local breakId = GetSoundId()
PlaySoundFromEntity(breakId, "Drill_Pin_Break", PlayerPedId(), "DLC_HEIST_FLEECA_SOUNDSET", 1, 0)
canReturn = false
end
if data.sound then
StopSound(data.sound.soundId)
end
if data.requiredItemfunc then
data.requiredItemfunc()
end
else
crafting = false
break
end
if craftProp then destroyProp(craftProp) end
end
end
end
end
Wait(500)
end
stopTempCam()
CraftLock = false
lockInv(false)
if canReturn then craftingMenu(data) end
ClearPedTasks(PlayerPedId())
end
-------------------------------------------------------------
-- Server Event Handler: Crafted Item
-------------------------------------------------------------
--- Server event handler for giving the crafted item to the player.
---
--- Removes required ingredients from the player's inventory or stash,
--- then adds the crafted item to their inventory.
---
--- @param ItemMake string The item being crafted.
--- @param craftable table The crafting recipe and details.
--- @param stashName string|table The stash name(s) to remove ingredients from.
--- @param metadata table (optional) Metadata for the crafted item.
--- @usage
RegisterNetEvent(getScript()..":Crafting:GetItem", function(ItemMake, craftable, stashName, metadata)
local src = source
local hasItems, hasTable = hasItem(ItemMake, 1, src)
if stashName then
local itemRemove = {}
if type(stashName) == "table" then
for _, name in pairs(stashName) do
stashItems = getStash(name)
for k, v in pairs(craftable[ItemMake] or {}) do
for _, b in pairs(stashItems or {}) do
if k == b.name then itemRemove[k] = v end
end
end
end
else
stashItems = getStash(stashName)
for k, v in pairs(craftable[ItemMake] or {}) do
for _, b in pairs(stashItems or {}) do
if k == b.name then itemRemove[k] = v end
end
end
end
stashRemoveItem(stashItems, stashName, itemRemove)
else
if craftable then
for k, v in pairs(craftable[ItemMake] or {}) do
removeItem(tostring(k), v, src)
end
end
end
addItem(ItemMake, craftable.amount or 1, metadata, src)
-- Optionally, add experience here:
-- for example:
-- if isStarted("core_skills") then exports["core_skills"]:AddExperience(src, 2) end
end)