2026-04-14 17:41:39 +02:00

925 lines
36 KiB
Lua

---@class ESXAccount
---@field name string # Account name (e.g., "bank", "money").
---@field money number # Current balance in this account.
---@field label string # Human-readable label for the account.
---@field round boolean # Whether amounts are rounded for display.
---@field index number # Index of the account in the player's accounts list.
---@class ESXItem
---@field name string # Item identifier (internal name).
---@field label string # Display name of the item.
---@field weight number # Weight of a single unit of the item.
---@field usable boolean # Whether the item can be used.
---@field rare boolean # Whether the item is rare.
---@field canRemove boolean # Whether the item can be removed from inventory.
---@class ESXInventoryItem:ESXItem
---@field count number # Number of this item in the player's inventory.
---@class ESXJob
---@field id number # Job ID.
---@field name string # Job internal name.
---@field label string # Job display label.
---@field grade number # Current grade/rank number.
---@field grade_name string # Name of the current grade.
---@field grade_label string # Label of the current grade.
---@field grade_salary number # Salary for the current grade.
---@field skin_male table # Skin configuration for male characters.
---@field skin_female table # Skin configuration for female characters.
---@field onDuty boolean? # Whether the player is currently on duty.
---@class ESXWeapon
---@field name string # Weapon identifier (internal name).
---@field label string # Weapon display name.
---@class ESXInventoryWeapon:ESXWeapon
---@field ammo number # Amount of ammo in the weapon.
---@field components string[] # List of components attached to the weapon.
---@field tintIndex number # Current weapon tint index.
---@class ESXWeaponComponent
---@field name string # Component identifier (internal name).
---@field label string # Component display name.
---@field hash string|number # Component hash or identifier.
---@class StaticPlayer
---@field src number # Player's server ID.
--- Money Functions
---@field setMoney fun(money: number) # Set player's cash balance.
---@field getMoney fun(): number # Get player's current cash balance.
---@field addMoney fun(money: number, reason: string) # Add money to the player's cash balance.
---@field removeMoney fun(money: number, reason: string) # Remove money from the player's cash balance.
---@field setAccountMoney fun(accountName: string, money: number, reason?: string) # Set specific account balance.
---@field addAccountMoney fun(accountName: string, money: number, reason?: string) # Add money to an account.
---@field removeAccountMoney fun(accountName: string, money: number, reason?: string) # Remove money from an account.
---@field getAccount fun(account: string): ESXAccount? # Get account data by name.
---@field getAccounts fun(minimal?: boolean): ESXAccount[]|table<string,number> # Get all accounts, optionally minimal.
--- Inventory Functions
---@field getInventory fun(minimal?: boolean): ESXInventoryItem[]|table<string,number> # Get inventory, optionally minimal.
---@field getInventoryItem fun(itemName: string): ESXInventoryItem? # Get a specific item from inventory.
---@field addInventoryItem fun(itemName: string, count: number) # Add items to inventory.
---@field removeInventoryItem fun(itemName: string, count: number) # Remove items from inventory.
---@field setInventoryItem fun(itemName: string, count: number) # Set item count in inventory.
---@field getWeight fun(): number # Get current carried weight.
---@field getMaxWeight fun(): number # Get maximum carry weight.
---@field setMaxWeight fun(newWeight: number) # Set maximum carry weight.
---@field canCarryItem fun(itemName: string, count: number): boolean # Check if player can carry more of an item.
---@field canSwapItem fun(firstItem: string, firstItemCount: number, testItem: string, testItemCount: number): boolean # Check if items can be swapped.
---@field hasItem fun(item: string): ESXInventoryItem|false, number? # Check if player has an item.
---@field getLoadout fun(minimal?: boolean): ESXInventoryWeapon[]|table<string, {ammo:number, tintIndex?:number, components?:string[]}> # Get player's weapon loadout.
--- Job Functions
---@field getJob fun(): ESXJob # Get player's current job.
---@field setJob fun(newJob: string, grade: string, onDuty?: boolean) # Set player's job and grade.
---@field setGroup fun(newGroup: string) # Set player's permission group.
---@field getGroup fun(): string # Get player's permission group.
--- Weapon Functions
---@field addWeapon fun(weaponName: string, ammo: number) # Give player a weapon.
---@field removeWeapon fun(weaponName: string) # Remove weapon from player.
---@field hasWeapon fun(weaponName: string): boolean # Check if player has a weapon.
---@field getWeapon fun(weaponName: string): number?, table? # Get weapon ammo & components.
---@field addWeaponAmmo fun(weaponName: string, ammoCount: number) # Add ammo to a weapon.
---@field removeWeaponAmmo fun(weaponName: string, ammoCount: number) # Remove ammo from a weapon.
---@field updateWeaponAmmo fun(weaponName: string, ammoCount: number) # Update ammo count for a weapon.
---@field addWeaponComponent fun(weaponName: string, weaponComponent: string) # Add component to weapon.
---@field removeWeaponComponent fun(weaponName: string, weaponComponent: string) # Remove component from weapon.
---@field hasWeaponComponent fun(weaponName: string, weaponComponent: string): boolean # Check if weapon has component.
---@field setWeaponTint fun(weaponName: string, weaponTintIndex: number) # Set weapon tint.
---@field getWeaponTint fun(weaponName: string): number # Get weapon tint.
--- Player State Functions
---@field getIdentifier fun(): string # Get player's unique identifier.
---@field getSSN fun(): string # Get player's social security number.
---@field getSource fun(): number # Get player source/server ID.
---@field getPlayerId fun(): number # Alias for getSource.
---@field getName fun(): string # Get player's name.
---@field setName fun(newName: string) # Set player's name.
---@field setCoords fun(coordinates: vector4|vector3|table) # Teleport player to coordinates.
---@field getCoords fun(vector?: boolean, heading?: boolean): vector3|vector4|table # Get player's coordinates.
---@field isAdmin fun(): boolean # Check if player is admin.
---@field kick fun(reason: string) # Kick player from server.
---@field getPlayTime fun(): number # Get total playtime in seconds.
---@field set fun(k: string, v: any) # Set custom variable.
---@field get fun(k: string): any # Get custom variable.
--- Metadata Functions
---@field getMeta fun(index?: string, subIndex?: string|table): any # Get metadata value(s).
---@field setMeta fun(index: string, value: any, subValue?: any) # Set metadata value(s).
---@field clearMeta fun(index: string, subValues?: string|table) # Clear metadata value(s).
--- Notification Functions
---@field showNotification fun(msg: string, notifyType?: string, length?: number, title?: string, position?: string) # Show a simple notification.
---@field showAdvancedNotification fun(sender: string, subject: string, msg: string, textureDict: string, iconType: string, flash: boolean, saveToBrief: boolean, hudColorIndex: number) # Show advanced notification.
---@field showHelpNotification fun(msg: string, thisFrame?: boolean, beep?: boolean, duration?: number) # Show help notification.
--- Misc Functions
---@field togglePaycheck fun(toggle: boolean) # Enable/disable paycheck.
---@field isPaycheckEnabled fun(): boolean # Check if paycheck is enabled.
---@field executeCommand fun(command: string) # Execute a server command.
---@field triggerEvent fun(eventName: string, ...) # Trigger client event for this player.
---@class xPlayer:StaticPlayer
--- Properties
---@field accounts ESXAccount[] # Array of the player's accounts.
---@field coords table # Player's coordinates {x, y, z, heading}.
---@field group string # Player permission group.
---@field identifier string # Unique identifier (usually Steam or license).
---@field license string # Player license string.
---@field inventory ESXInventoryItem[] # Player's inventory items.
---@field job ESXJob # Player's current job.
---@field loadout ESXInventoryWeapon[] # Player's current weapons.
---@field name string # Player's display name.
---@field playerId number # Player's ID (server ID).
---@field source number # Player's source (alias for playerId).
---@field variables table # Custom player variables.
---@field weight number # Current carried weight.
---@field maxWeight number # Maximum carry weight.
---@field metadata table # Custom metadata table.
---@field lastPlaytime number # Last recorded playtime in seconds.
---@field paycheckEnabled boolean # Whether paycheck is enabled.
---@field admin boolean # Whether the player is an admin.
---@param playerId number
---@param identifier string
---@param ssn string
---@param group string
---@param accounts ESXAccount[]
---@param inventory table
---@param weight number
---@param job ESXJob
---@param loadout ESXInventoryWeapon[]
---@param name string
---@param coords vector4|{x: number, y: number, z: number, heading: number}
---@param metadata table
---@return xPlayer
function CreateExtendedPlayer(playerId, identifier, ssn, group, accounts, inventory, weight, job, loadout, name, coords, metadata)
---@diagnostic disable-next-line: missing-fields
local self = {} ---@type xPlayer
self.accounts = accounts
self.coords = coords
self.group = group
self.identifier = identifier
self.ssn = ssn
self.inventory = inventory
self.job = job
self.loadout = loadout
self.name = name
self.playerId = playerId
self.source = playerId
self.variables = {}
self.weight = weight
self.maxWeight = Config.MaxWeight
self.metadata = metadata
self.lastPlaytime = self.metadata.lastPlaytime or 0
self.paycheckEnabled = true
self.admin = Core.IsPlayerAdmin(playerId)
if Config.Multichar then
local startIndex = identifier:find(":", 1)
if startIndex then
self.license = ("%s%s"):format(Config.Identifier, identifier:sub(startIndex, identifier:len()))
end
else
self.license = ("%s:%s"):format(Config.Identifier, identifier)
end
if type(self.metadata.jobDuty) ~= "boolean" then
self.metadata.jobDuty = self.job.name ~= "unemployed" and Config.DefaultJobDuty or false
end
job.onDuty = self.metadata.jobDuty
ExecuteCommand(("add_principal identifier.%s group.%s"):format(self.license, self.group))
local stateBag = Player(self.source).state
stateBag:set("identifier", self.identifier, false)
stateBag:set("license", self.license, false)
stateBag:set("job", self.job, true)
stateBag:set("group", self.group, true)
stateBag:set("name", self.name, true)
function self.triggerEvent(eventName, ...)
assert(type(eventName) == "string", "eventName should be string!")
TriggerClientEvent(eventName, self.source, ...)
end
function self.togglePaycheck(toggle)
self.paycheckEnabled = toggle
end
function self.isPaycheckEnabled()
return self.paycheckEnabled
end
function self.isAdmin()
return Core.IsPlayerAdmin(self.source)
end
function self.setCoords(coordinates)
local ped <const> = GetPlayerPed(self.source)
SetEntityCoords(ped, coordinates.x, coordinates.y, coordinates.z, false, false, false, false)
SetEntityHeading(ped, coordinates.w or coordinates.heading or 0.0)
end
function self.getCoords(vector, heading)
local ped <const> = GetPlayerPed(self.source)
local entityCoords <const> = GetEntityCoords(ped)
local entityHeading <const> = GetEntityHeading(ped)
local coordinates = { x = entityCoords.x, y = entityCoords.y, z = entityCoords.z }
if vector then
coordinates = (heading and vector4(entityCoords.x, entityCoords.y, entityCoords.z, entityHeading) or entityCoords)
else
if heading then
coordinates.heading = entityHeading
end
end
return coordinates
end
function self.kick(reason)
DropPlayer(self.source --[[@as string]], reason)
end
function self.getPlayTime()
-- luacheck: ignore
return self.lastPlaytime + GetPlayerTimeOnline(self.source --[[@as string]])
end
function self.setMoney(money)
assert(type(money) == "number", "money should be number!")
money = ESX.Math.Round(money)
self.setAccountMoney("money", money)
end
function self.getMoney()
return self.getAccount("money").money
end
function self.addMoney(money, reason)
money = ESX.Math.Round(money)
self.addAccountMoney("money", money, reason)
end
function self.removeMoney(money, reason)
money = ESX.Math.Round(money)
self.removeAccountMoney("money", money, reason)
end
function self.getIdentifier()
return self.identifier
end
function self.getSSN()
return self.ssn
end
function self.setGroup(newGroup)
local lastGroup = self.group
ExecuteCommand(("remove_principal identifier.%s group.%s"):format(self.license, self.group))
self.group = newGroup
TriggerEvent("esx:setGroup", self.source, self.group, lastGroup)
self.triggerEvent("esx:setGroup", self.group, lastGroup)
Player(self.source).state:set("group", self.group, true)
ExecuteCommand(("add_principal identifier.%s group.%s"):format(self.license, self.group))
end
function self.getGroup()
return self.group
end
function self.set(k, v)
self.variables[k] = v
self.triggerEvent('esx:updatePlayerData', 'variables', self.variables)
end
function self.get(k)
return self.variables[k]
end
function self.getAccounts(minimal)
if not minimal then
return self.accounts
end
local minimalAccounts = {}
for i = 1, #self.accounts do
minimalAccounts[self.accounts[i].name] = self.accounts[i].money
end
return minimalAccounts
end
function self.getAccount(account)
account = string.lower(account)
for i = 1, #self.accounts do
local accountName = string.lower(self.accounts[i].name)
if accountName == account then
return self.accounts[i]
end
end
return nil
end
function self.getInventory(minimal)
return exports["codem-inventory"]:GetInventory(self.identifier, self.source)
end
function self.getJob()
return self.job
end
function self.getLoadout(minimal)
if not minimal then
return self.loadout
end
local minimalLoadout = {}
for _, v in ipairs(self.loadout) do
minimalLoadout[v.name] = { ammo = v.ammo }
if v.tintIndex > 0 then
minimalLoadout[v.name].tintIndex = v.tintIndex
end
if #v.components > 0 then
local components = {}
for _, component in ipairs(v.components) do
if component ~= "clip_default" then
components[#components + 1] = component
end
end
if #components > 0 then
minimalLoadout[v.name].components = components
end
end
end
return minimalLoadout
end
function self.getName()
return self.name
end
function self.setName(newName)
self.name = newName
Player(self.source).state:set("name", self.name, true)
end
function self.setAccountMoney(accountName, money, reason)
reason = reason or "unknown"
if not tonumber(money) then
error(("Tried To Set Account ^5%s^1 For Player ^5%s^1 To An Invalid Number -> ^5%s^1"):format(accountName, self.playerId, money))
return
end
if money >= 0 then
local account = self.getAccount(accountName)
if account then
money = account.round and ESX.Math.Round(money) or money
self.accounts[account.index].money = money
self.triggerEvent("esx:setAccountMoney", account)
TriggerEvent("esx:setAccountMoney", self.source, accountName, money, reason)
else
error(("Tried To Set Invalid Account ^5%s^1 For Player ^5%s^1!"):format(accountName, self.playerId))
end
else
error(("Tried To Set Account ^5%s^1 For Player ^5%s^1 To An Invalid Number -> ^5%s^1"):format(accountName, self.playerId, money))
end
end
function self.addAccountMoney(accountName, money, reason)
reason = reason or "Unknown"
if not tonumber(money) then
error(("Tried To Set Account ^5%s^1 For Player ^5%s^1 To An Invalid Number -> ^5%s^1"):format(accountName, self.playerId, money))
return
end
if money > 0 then
local account = self.getAccount(accountName)
if account then
money = account.round and ESX.Math.Round(money) or money
self.accounts[account.index].money = self.accounts[account.index].money + money
self.triggerEvent("esx:setAccountMoney", account)
TriggerEvent("esx:addAccountMoney", self.source, accountName, money, reason)
else
error(("Tried To Set Add To Invalid Account ^5%s^1 For Player ^5%s^1!"):format(accountName, self.playerId))
end
else
error(("Tried To Set Account ^5%s^1 For Player ^5%s^1 To An Invalid Number -> ^5%s^1"):format(accountName, self.playerId, money))
end
end
function self.removeAccountMoney(accountName, money, reason)
reason = reason or "Unknown"
if not tonumber(money) then
error(("Tried To Set Account ^5%s^1 For Player ^5%s^1 To An Invalid Number -> ^5%s^1"):format(accountName, self.playerId, money))
return
end
if money > 0 then
local account = self.getAccount(accountName)
if account then
money = account.round and ESX.Math.Round(money) or money
if self.accounts[account.index].money - money > self.accounts[account.index].money then
error(("Tried To Underflow Account ^5%s^1 For Player ^5%s^1!"):format(accountName, self.playerId))
return
end
self.accounts[account.index].money = self.accounts[account.index].money - money
self.triggerEvent("esx:setAccountMoney", account)
TriggerEvent("esx:removeAccountMoney", self.source, accountName, money, reason)
else
error(("Tried To Set Add To Invalid Account ^5%s^1 For Player ^5%s^1!"):format(accountName, self.playerId))
end
else
error(("Tried To Set Account ^5%s^1 For Player ^5%s^1 To An Invalid Number -> ^5%s^1"):format(accountName, self.playerId, money))
end
end
function self.getInventoryItem(itemName)
return exports["codem-inventory"]:GetItemByName(self.source, itemName)
end
function self.addInventoryItem(itemName, count)
return exports["codem-inventory"]:AddItem(self.source, itemName, count)
end
function self.removeInventoryItem(itemName, count)
return exports["codem-inventory"]:RemoveItem(self.source, itemName, count)
end
function self.setInventoryItem(itemName, count)
local item = self.getInventoryItem(itemName)
if item and count >= 0 then
count = ESX.Math.Round(count)
if count > item.count then
self.addInventoryItem(item.name, count - item.count)
else
self.removeInventoryItem(item.name, item.count - count)
end
end
end
function self.getWeight()
return self.weight
end
function self.getSource()
return self.source
end
self.getPlayerId = self.getSource
function self.getMaxWeight()
return self.maxWeight
end
function self.canCarryItem(itemName, count)
if ESX.Items[itemName] then
local currentWeight, itemWeight = self.weight, ESX.Items[itemName].weight
local newWeight = currentWeight + (itemWeight * count)
return newWeight <= self.maxWeight
else
print(('[^3WARNING^7] Item ^5"%s"^7 was used but does not exist!'):format(itemName))
return false
end
end
function self.canSwapItem(firstItem, firstItemCount, testItem, testItemCount)
local firstItemObject = self.getInventoryItem(firstItem)
if not firstItemObject then
return false
end
local testItemObject = self.getInventoryItem(testItem)
if not testItemObject then
return false
end
if firstItemObject.count >= firstItemCount then
local weightWithoutFirstItem = ESX.Math.Round(self.weight - (firstItemObject.weight * firstItemCount))
local weightWithTestItem = ESX.Math.Round(weightWithoutFirstItem + (testItemObject.weight * testItemCount))
return weightWithTestItem <= self.maxWeight
end
return false
end
function self.setMaxWeight(newWeight)
self.maxWeight = newWeight
self.triggerEvent("esx:setMaxWeight", self.maxWeight)
end
function self.setJob(newJob, grade, onDuty)
grade = tostring(grade)
local lastJob = self.job
if not ESX.DoesJobExist(newJob, grade) then
return print(("[ESX] [^3WARNING^7] Ignoring invalid ^5.setJob()^7 usage for ID: ^5%s^7, Job: ^5%s^7"):format(self.source, newJob))
end
if newJob == "unemployed" then
onDuty = false
end
if type(onDuty) ~= "boolean" then
onDuty = Config.DefaultJobDuty
end
local jobObject, gradeObject = ESX.Jobs[newJob], ESX.Jobs[newJob].grades[grade]
self.job = {
id = jobObject.id,
name = jobObject.name,
label = jobObject.label,
onDuty = onDuty,
grade = tonumber(grade) or 0,
grade_name = gradeObject.name,
grade_label = gradeObject.label,
grade_salary = gradeObject.salary,
skin_male = gradeObject.skin_male and json.decode(gradeObject.skin_male) or {},
skin_female = gradeObject.skin_female and json.decode(gradeObject.skin_female) or {},
}
self.metadata.jobDuty = onDuty
TriggerEvent("esx:setJob", self.source, self.job, lastJob)
self.triggerEvent("esx:setJob", self.job, lastJob)
Player(self.source).state:set("job", self.job, true)
end
function self.addWeapon(weaponName, ammo)
if not self.hasWeapon(weaponName) then
local weaponLabel <const> = ESX.GetWeaponLabel(weaponName)
table.insert(self.loadout, {
name = weaponName,
ammo = ammo,
label = weaponLabel,
components = {},
tintIndex = 0,
})
GiveWeaponToPed(GetPlayerPed(self.source), joaat(weaponName), ammo, false, false)
self.triggerEvent("esx:addInventoryItem", weaponLabel, false, true)
self.triggerEvent("esx:addLoadoutItem", weaponName, weaponLabel, ammo)
end
end
function self.addWeaponComponent(weaponName, weaponComponent)
local loadoutNum <const>, weapon <const> = self.getWeapon(weaponName)
if weapon then
local component = ESX.GetWeaponComponent(weaponName, weaponComponent)
if component then
if not self.hasWeaponComponent(weaponName, weaponComponent) then
self.loadout[loadoutNum].components[#self.loadout[loadoutNum].components + 1] = weaponComponent
local componentHash = ESX.GetWeaponComponent(weaponName, weaponComponent).hash
GiveWeaponComponentToPed(GetPlayerPed(self.source), joaat(weaponName), componentHash)
self.triggerEvent("esx:addInventoryItem", component.label, false, true)
end
end
end
end
function self.addWeaponAmmo(weaponName, ammoCount)
local _, weapon = self.getWeapon(weaponName)
if weapon then
weapon.ammo = weapon.ammo + ammoCount
SetPedAmmo(GetPlayerPed(self.source), joaat(weaponName), weapon.ammo)
end
end
function self.updateWeaponAmmo(weaponName, ammoCount)
local _, weapon = self.getWeapon(weaponName)
if not weapon then
return
end
weapon.ammo = ammoCount
if weapon.ammo <= 0 then
local _, weaponConfig = ESX.GetWeapon(weaponName)
if weaponConfig.throwable then
self.removeWeapon(weaponName)
end
end
end
function self.setWeaponTint(weaponName, weaponTintIndex)
local loadoutNum <const>, weapon <const> = self.getWeapon(weaponName)
if weapon then
local _, weaponObject <const> = ESX.GetWeapon(weaponName)
if weaponObject.tints and weaponObject.tints[weaponTintIndex] then
self.loadout[loadoutNum].tintIndex = weaponTintIndex
self.triggerEvent("esx:setWeaponTint", weaponName, weaponTintIndex)
self.triggerEvent("esx:addInventoryItem", weaponObject.tints[weaponTintIndex], false, true)
end
end
end
function self.getWeaponTint(weaponName)
local _, weapon <const> = self.getWeapon(weaponName)
if weapon then
return weapon.tintIndex
end
return 0
end
function self.removeWeapon(weaponName)
local weaponLabel, playerPed <const> = nil, GetPlayerPed(self.source)
if not playerPed then
return error("xPlayer.removeWeapon ^5invalid^1 player ped!")
end
for k, v in ipairs(self.loadout) do
if v.name == weaponName then
weaponLabel = v.label
for _, v2 in ipairs(v.components) do
self.removeWeaponComponent(weaponName, v2)
end
local weaponHash = joaat(v.name)
RemoveWeaponFromPed(playerPed, weaponHash)
SetPedAmmo(playerPed, weaponHash, 0)
table.remove(self.loadout, k)
break
end
end
if weaponLabel then
self.triggerEvent("esx:removeInventoryItem", weaponLabel, false, true)
self.triggerEvent("esx:removeLoadoutItem", weaponName, weaponLabel)
end
end
function self.removeWeaponComponent(weaponName, weaponComponent)
local loadoutNum <const>, weapon <const> = self.getWeapon(weaponName)
if weapon then
local component <const> = ESX.GetWeaponComponent(weaponName, weaponComponent)
if component then
if self.hasWeaponComponent(weaponName, weaponComponent) then
for k, v in ipairs(self.loadout[loadoutNum].components) do
if v == weaponComponent then
table.remove(self.loadout[loadoutNum].components, k)
break
end
end
self.triggerEvent("esx:removeWeaponComponent", weaponName, weaponComponent)
self.triggerEvent("esx:removeInventoryItem", component.label, false, true)
end
end
end
end
function self.removeWeaponAmmo(weaponName, ammoCount)
local _, weapon = self.getWeapon(weaponName)
if weapon then
weapon.ammo = weapon.ammo - ammoCount
SetPedAmmo(GetPlayerPed(self.source), joaat(weaponName), weapon.ammo)
end
end
function self.hasWeaponComponent(weaponName, weaponComponent)
local _, weapon <const> = self.getWeapon(weaponName)
if weapon then
for _, v in ipairs(weapon.components) do
if v == weaponComponent then
return true
end
end
return false
end
return false
end
function self.hasWeapon(weaponName)
for _, v in ipairs(self.loadout) do
if v.name == weaponName then
return true
end
end
return false
end
function self.hasItem(item)
for _, v in ipairs(self.inventory) do
if v.name == item and v.count >= 1 then
return v, v.count
end
end
return false
end
function self.getWeapon(weaponName)
for k, v in ipairs(self.loadout) do
if v.name == weaponName then
return k, v
end
end
return nil, nil
end
function self.showNotification(msg, notifyType, length, title, position)
self.triggerEvent("esx:showNotification", msg, notifyType, length, title, position)
end
function self.showAdvancedNotification(sender, subject, msg, textureDict, iconType, flash, saveToBrief, hudColorIndex)
self.triggerEvent("esx:showAdvancedNotification", sender, subject, msg, textureDict, iconType, flash, saveToBrief, hudColorIndex)
end
function self.showHelpNotification(msg, thisFrame, beep, duration)
self.triggerEvent("esx:showHelpNotification", msg, thisFrame, beep, duration)
end
function self.getMeta(index, subIndex)
if not index then
return self.metadata
end
if type(index) ~= "string" then
error("xPlayer.getMeta ^5index^1 should be ^5string^1!")
return
end
local metaData = self.metadata[index]
if metaData == nil then
return Config.EnableDebug and error(("xPlayer.getMeta ^5%s^1 not exist!"):format(index)) or nil
end
if subIndex and type(metaData) == "table" then
local _type = type(subIndex)
if _type == "string" then
local value = metaData[subIndex]
return value
end
if _type == "table" then
local returnValues = {}
for i = 1, #subIndex do
local key = subIndex[i]
if type(key) == "string" then
returnValues[key] = self.getMeta(index, key)
else
error(("xPlayer.getMeta subIndex should be ^5string^1 or ^5table^1! that contains ^5string^1, received ^5%s^1!, skipping..."):format(type(key)))
end
end
return returnValues
end
error(("xPlayer.getMeta subIndex should be ^5string^1 or ^5table^1!, received ^5%s^1!"):format(_type))
return
end
return metaData
end
function self.setMeta(index, value, subValue)
if not index then
return error("xPlayer.setMeta ^5index^1 is Missing!")
end
if type(index) ~= "string" then
return error("xPlayer.setMeta ^5index^1 should be ^5string^1!")
end
if value == nil then
return error("xPlayer.setMeta value is missing!")
end
local _type = type(value)
if not subValue then
if _type ~= "number" and _type ~= "string" and _type ~= "table" then
return error(("xPlayer.setMeta ^5%s^1 should be ^5number^1 or ^5string^1 or ^5table^1!"):format(value))
end
self.metadata[index] = value
else
if _type ~= "string" then
return error(("xPlayer.setMeta ^5value^1 should be ^5string^1 as a subIndex!"):format(value))
end
if not self.metadata[index] or type(self.metadata[index]) ~= "table" then
self.metadata[index] = {}
end
self.metadata[index] = type(self.metadata[index]) == "table" and self.metadata[index] or {}
self.metadata[index][value] = subValue
end
self.triggerEvent('esx:updatePlayerData', 'metadata', self.metadata)
end
function self.clearMeta(index, subValues)
if not index then
return error("xPlayer.clearMeta ^5index^1 is Missing!")
end
if type(index) ~= "string" then
return error("xPlayer.clearMeta ^5index^1 should be ^5string^1!")
end
local metaData = self.metadata[index]
if metaData == nil then
if Config.EnableDebug then
error(("xPlayer.clearMeta ^5%s^1 does not exist!"):format(index))
end
return
end
if not subValues then
-- If no subValues is provided, we will clear the entire value in the metaData table
self.metadata[index] = nil
elseif type(subValues) == "string" then
-- If subValues is a string, we will clear the specific subValue within the table
if type(metaData) == "table" then
metaData[subValues] = nil
else
return error(("xPlayer.clearMeta ^5%s^1 is not a table! Cannot clear subValue ^5%s^1."):format(index, subValues))
end
elseif type(subValues) == "table" then
-- If subValues is a table, we will clear multiple subValues within the table
for i = 1, #subValues do
local subValue = subValues[i]
if type(subValue) == "string" then
if type(metaData) == "table" then
metaData[subValue] = nil
else
error(("xPlayer.clearMeta ^5%s^1 is not a table! Cannot clear subValue ^5%s^1."):format(index, subValue))
end
else
error(("xPlayer.clearMeta subValues should contain ^5string^1, received ^5%s^1, skipping..."):format(type(subValue)))
end
end
else
return error(("xPlayer.clearMeta ^5subValues^1 should be ^5string^1 or ^5table^1, received ^5%s^1!"):format(type(subValues)))
end
self.triggerEvent('esx:updatePlayerData', 'metadata', self.metadata)
end
function self.executeCommand(command)
if type(command) ~= "string" then
error("xPlayer.executeCommand must be of type string!")
return
end
self.triggerEvent("esx:executeCommand", command)
end
for _, funcs in pairs(Core.PlayerFunctionOverrides) do
for fnName, fn in pairs(funcs) do
self[fnName] = fn(self)
end
end
return self
end
local function runStaticPlayerMethod(src, method, ...)
local xPlayer = ESX.Players[src]
if not xPlayer then
return
end
if not ESX.IsFunctionReference(xPlayer[method]) then
error(("Attempted to call invalid method on playerId %s: %s"):format(src, method))
end
return xPlayer[method](...)
end
exports("RunStaticPlayerMethod", runStaticPlayerMethod)