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server.lua
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server.lua
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local stateHolders = {}
--#region Functions
---Get the license identifier of the player
---@param source number
---@return string
local function getPlayerIdentifier(source)
return GetPlayerIdentifierByType(source --[[@as string]], 'license2') or GetPlayerIdentifierByType(source --[[@as string]], 'license')
end
---Add the contents of the second array to the first
---@param array1 any[]
---@param array2 any[]
---@return any[]
local function addToArray(array1, array2)
local amount = #array1 + 1
local iterator = 1
for i = amount, amount + #array2 do
array1[i] = array2[iterator]
iterator += 1
end
return array1
end
---Initialize the resource
---@param source? number | string
local function init(source)
local players = source and {source} or GetPlayers()
for i = 1, #players do
local src = tonumber(players[i]) --[[@as number]]
local identifier = getPlayerIdentifier(src)
local kvp = GetResourceKvpString(identifier)
local states = kvp and json.decode(kvp) or {}
local stateBag = Player(src).state
for state, data in pairs(States) do
if data.stateType == 'player' then
local newData = table.clone(data)
newData.value = stateBag[state] and stateBag[state].value or states[state] and states[state].value or data.startingValue
stateBag:set(state, newData, true)
end
end
stateHolders[#stateHolders + 1] = {
type = 'player',
identifier = identifier,
source = src
}
end
if source then return end
---@diagnostic disable-next-line: param-type-mismatch
local entities = addToArray(addToArray(GetAllPeds(), GetAllVehicles()), GetAllObjects()) --[[ @as number[] ]]
for i = 1, #entities do
local entity = entities[i]
local stateBag = Entity(entity).state
for state, data in pairs(States) do
if data.stateType == 'entity' then
local newData = table.clone(data)
newData.value = stateBag[state] and stateBag[state].value or data.startingValue
stateBag:set(state, newData, true)
end
end
stateHolders[#stateHolders + 1] = {
type = 'entity',
identifier = NetworkGetNetworkIdFromEntity(entity),
handle = entity
}
end
local kvp = GetResourceKvpString('global')
local states = kvp and json.decode(kvp) or {}
for state, data in pairs(States) do
if data.stateType == 'global' then
local newData = table.clone(data)
newData.value = GlobalState[state] and GlobalState[state].value or states[state] and states[state].value or data.startingValue
GlobalState:set(state, newData, true)
end
end
end
---Add a new state to the config (only for the runtime of the script)
---@param state string
---@param data table
exports('addState', function(state, data)
if States[state] then return end
data.stateType = data.stateType and string.lower(data.stateType) or nil
data.stateType = (not data.stateType or data.stateType ~= 'global' or data.stateType ~= 'entity' or data.stateType ~= 'player' or data.stateType ~= 'all') and 'player' or data.stateType
States[state] = data
local stateToAdd = table.clone(data)
stateToAdd.value = data.startingValue
for i = 1, #stateHolders do
local holder = stateHolders[i]
if holder then
if holder.type == 'player' and (data.stateType == 'player' or data.stateType == 'all') then
Player(holder.source).state:set(state, stateToAdd, true)
elseif holder.type == 'entity' and (data.stateType == 'entity' or data.stateType == 'all') then
local entity = DoesEntityExist(holder.handle) and holder.handle or NetworkGetEntityFromNetworkId(holder.identifier)
if DoesEntityExist(entity) then
Entity(entity).state:set(state, stateToAdd, true)
else
table.remove(stateHolders, index) -- This reorders the table indexes so it's still an array
end
end
end
end
if data.stateType == 'global' or data.stateType == 'all' then
GlobalState:set(state, stateToAdd, true)
end
end)
---Remove a state from the config (only for the runtime of the script)
---@param state string
---@param removeFromStateBags boolean If set to true, this will remove the state from all active state bags as well
exports('removeState', function(state, removeFromStateBags)
if not States[state] then return end
States[state] = nil
if not removeFromStateBags then return end
for i = 1, #stateHolders do
local holder = stateHolders[i]
if holder then
if holder.type == 'player' then
Player(holder.source).state:set(state, nil, true)
elseif holder.type == 'entity' then
local entity = DoesEntityExist(holder.handle) and holder.handle or NetworkGetEntityFromNetworkId(holder.identifier)
if DoesEntityExist(entity) then
Entity(entity).state:set(state, nil, true)
else
table.remove(stateHolders, index) -- This reorders the table indexes so it's still an array
end
end
end
end
GlobalState:set(state, nil, true)
end)
exports('getStates', function()
return States
end)
--#endregion Functions
--#region Events
AddEventHandler('playerJoining', function()
init(source)
end)
AddEventHandler('playerDropped', function()
local holder, index
for i = 1, #stateHolders do
local stateHolder = stateHolders[i]
if stateHolder and stateHolder.source == source then
holder, index = stateHolders[i], i
end
end
if not holder then return end
local stateBag = Player(holder.source).state
local states = {}
for state, data in pairs(States) do
if data.stateType == 'player' or data.stateType == 'all' then
states[state] = stateBag[state]
end
end
SetResourceKvp(holder.identifier, json.encode(states))
table.remove(stateHolders, index) -- This reorders the table indexes so it's still an array
end)
AddEventHandler('onResourceStart', function(resource)
if resource ~= GetCurrentResourceName() then return end
init()
end)
AddEventHandler('onResourceStop', function(resource)
if resource ~= GetCurrentResourceName() then return end
for i = 1, #stateHolders do
local holder = stateHolders[i]
if holder then
if holder.type == 'player' then
local stateBag = Player(holder.source).state
local states = {}
for state, data in pairs(States) do
if data.stateType == 'player' or data.stateType == 'all' then
states[state] = stateBag[state]
end
end
SetResourceKvp(holder.identifier, json.encode(states))
end
end
end
local states = {}
for state, data in pairs(States) do
if data.stateType == 'global' or data.stateType == 'all' then
states[state] = GlobalState[state]
end
end
SetResourceKvp('global', json.encode(states))
end)
--#endregion Events
--#region Threads
CreateThread(function()
-- stateType fallback
for _, data in pairs(States) do
data.stateType = data.stateType and string.lower(data.stateType) or nil
data.stateType = (not data.stateType or data.stateType ~= 'global' or data.stateType ~= 'entity' or data.stateType ~= 'player' or data.stateType ~= 'all') and 'player' or data.stateType
end
local intervalTime = IntervalTime * 60000
while true do
Wait(intervalTime)
for i = 1, #stateHolders do
local holder = stateHolders[i]
if holder then
if holder.type == 'player' then
local stateBag = Player(holder.source).state
for state, data in pairs(States) do
if data.stateType == 'player' or data.stateType == 'all' then
local bag = stateBag[state]
if bag and type(bag.value) == 'number' then
local newData = table.clone(bag)
newData.value = (type(data.min) ~= 'number' and newData.value or newData.value < data.min and data.min) or (type(data.max) ~= 'number' and newData.value or newData.value > data.max and data.max) or newData.value
if type(data.interval) == 'number' then
newData.value += data.interval
end
stateBag:set(state, newData, true)
end
end
end
elseif holder.type == 'entity' then
local entity = DoesEntityExist(holder.handle) and holder.handle or NetworkGetEntityFromNetworkId(holder.identifier)
if DoesEntityExist(entity) then
local stateBag = Entity(entity).state
for state, data in pairs(States) do
if data.stateType == 'entity' or data.stateType == 'all' then
local bag = stateBag[state]
if bag and type(bag.value) == 'number' then
local newData = table.clone(bag)
newData.value = (type(data.min) ~= 'number' and newData.value or newData.value < data.min and data.min) or (type(data.max) ~= 'number' and newData.value or newData.value > data.max and data.max) or newData.value
if type(data.interval) == 'number' then
newData.value += data.interval
end
stateBag:set(state, newData, true)
end
end
end
else
table.remove(stateHolders, index) -- This reorders the table indexes so it's still an array
end
end
end
end
for state, data in pairs(States) do
if data.stateType == 'global' or data.stateType == 'all' then
local bag = GlobalState[state]
if bag and type(bag.value) == 'number' then
local newData = table.clone(bag)
newData.value = (type(data.min) ~= 'number' and newData.value or newData.value < data.min and data.min) or (type(data.max) ~= 'number' and newData.value or newData.value > data.max and data.max) or newData.value
if type(data.interval) == 'number' then
newData.value += data.interval
end
stateBag:set(state, newData, true)
end
end
end
---@diagnostic disable-next-line: param-type-mismatch
local entities = addToArray(addToArray(GetAllPeds(), GetAllVehicles()), GetAllObjects()) --[[ @as number[] ]]
for i = 1, #entities do
local entity = entities[i]
for i2 = 1, #stateHolders do
local holder = stateHolders[i2]
if holder.type == 'entity' and (holder.handle == entity or holder.identifier == NetworkGetNetworkIdFromEntity(entity)) then
goto endLoop
end
end
local stateBag = Entity(entity).state
for state, data in pairs(States) do
if data.stateType == 'entity' then
local newData = table.clone(data)
newData.value = stateBag[state] and stateBag[state].value or data.startingValue
stateBag:set(state, newData, true)
end
end
stateHolders[#stateHolders + 1] = {
type = 'entity',
identifier = NetworkGetNetworkIdFromEntity(entity),
handle = entity
}
:: endLoop ::
end
end
end)
CreateThread(function()
local saveTime = SaveTime * 60000
while true do
Wait(saveTime)
for i = 1, #stateHolders do
local holder = stateHolders[i]
if holder then
if holder.type == 'player' then
local stateBag = Player(holder.source).state
local states = {}
for state, data in pairs(States) do
if data.stateType == 'player' or data.stateType == 'all' then
states[state] = stateBag[state]
end
end
SetResourceKvp(holder.identifier, json.encode(states))
elseif holder.type == 'entity' then
local entity = DoesEntityExist(holder.handle) and holder.handle or NetworkGetEntityFromNetworkId(holder.identifier)
if not DoesEntityExist(entity) then
table.remove(stateHolders, index) -- This reorders the table indexes so it's still an array
end
end
end
end
local states = {}
for state, data in pairs(States) do
if data.stateType == 'global' or data.stateType == 'all' then
states[state] = GlobalState[state]
end
end
SetResourceKvp('global', json.encode(states))
end
end)
--#endregion Threads