Lib for Lua
aiLib - the lib for Lua resources, loaded from ai-lib like ox_lib.
ai-lib carries a Lua port of the lib. It runs inside the resource that loads it, so points, keybinds, commands and callbacks belong to that resource and go with it.
dependency 'ai-lib'
shared_script '@ai-lib/init.lua'Modules load on first use: aiLib.notify(...), aiLib.Points.new(), aiLib.addCommand(...). Calls that wait (triggerServerCallback, menu.show, progress, spawnVehicle, progressFor) must run in a thread. The types are the AiLib class in ai-lib's init.lua.
JavaScript resources without a bundler load @ai-lib/dist/client.js / server.js instead: the same aiLib global with the TypeScript lib's /shared plus /client or /server helpers.
Both sides
| Function | What |
|---|---|
aiLib.side | 'client' or 'server'. |
aiLib.every(ms, fn, options?) | Periodic work on the resource's one scheduler thread (0 = every frame); job:set(active), job:stop(), job.running. A job never Waits. |
aiLib.waitFor(check, timeout?, interval?) | Waits until check returns a value. |
aiLib.formatText(text, ...) | {0} placeholders. |
aiLib.locale(resource?) | Returns t(key, ...) and the merged lang table. |
aiLib.fail(error) | { ok = false, error = error } for server actions. |
aiLib.numbers.round(value, decimals?), groupDigits(value, separator?), headingTo(from, to) | Number helpers. |
aiLib.stripGameText(text) | HTML tags and GTA codes removed. |
aiLib.notify(...) | Client (text, kind?, duration?); server (source, text, kind?, duration?). |
aiLib.inventory, aiLib.world, aiLib.appearance | Through ai-core; the members differ per side (below). |
Client
| Function | What |
|---|---|
aiLib.cache | ped, playerId, serverId, vehicle, seat, weapon; cache.onChange(key, handler). |
aiLib.playerData.get(key), playerData.onChange(key, handler) | ai-core's player data (character, money, jobs, duty, gangs, activeGang). |
aiLib.triggerServerCallback(name, args?, timeout?) | Asks the server; returns the answer and an error. |
aiLib.onServerCallback(name, handler), aiLib.onServerEvent(name, handler) | Answers the server, listens to server events. |
aiLib.callAction(name, args?, { fallback, timeout?, silent? }) | Runs a server action, shows the translated refusal, returns the ok reply or nil. |
aiLib.progress(options) | ai-lib's progress bar (anim, scenario, canCancel, whileDead, freeze, disable); true when it ran out. progress.cancel(), progress.isRunning(). |
aiLib.menu.show(request, listeners?) | A menu ({ title, items, back? }, listeners onHover, onToggle); returns the picked id. |
aiLib.input(request) | An input dialog ({ title, confirm, fields }); returns the values or nil. |
aiLib.itemPicker({ title, target? }) | Admin tools: ai-core's item grid. |
aiLib.skillCheck(difficulty, keys?) | Skill check; true when every stage was hit. |
aiLib.lockpick({ difficulty?, pins?, picks? }) | 'opened', 'broken' or 'cancelled'. |
aiLib.showPrompt(id, text), hidePrompt(id), onPromptPressed(handler) | ai-lib's prompt. |
aiLib.Points.new() | Interaction points: :add(id, options), :addModel(id, options), :addVehicle(id, options), :remove(id), :clear(), :refresh(). |
aiLib.Zones.new() | Zones: :add(id, options), :remove, :clear, :isInside. |
aiLib.LocalPed.new(options) | A local ped (attach, seat); :remove(). |
aiLib.Blips.new(), aiLib.Blips.create(options) | Blips: :add, :get, :remove, :clear. |
aiLib.Keybind.new(options) | A rebindable key (hint, icon, hintLabel); :disable(state). |
aiLib.player | coords, heading, distanceTo, freeze, teleport (ground = 'find' or no z: the ground under x / y), playAnim, stopAnim. |
aiLib.playerPed(serverId) | A player's ped, 0 out of scope. |
aiLib.nearestPlayer(metres, { from?, filter? }) | The closest other player's server id. |
aiLib.nearestVehicle(metres, { networked?, notOwn?, filter? }) | The closest vehicle. |
aiLib.waitForEntity(netId, timeout?) | The entity once it exists here, 0 after the timeout. |
aiLib.waypoint() | The map waypoint { x, y }. |
aiLib.onShot(handler) | The frame the local ped fires. |
aiLib.fadeOut(ms?), aiLib.fadeIn(ms?) | Screen fades. |
aiLib.controls.disable(reason, controls, group?), disableAll(reason, except?), enable(reason) | Disabled controls. |
aiLib.hud.hide(reason), show(reason), visible() | Hide HUDs. |
aiLib.keyHints.show(id, { label, keybind?, key?, icon? }), hide(id) | Key help lines. |
aiLib.gestures.isHandsUp(), isPointing(), provider() | Hands up and pointing. |
aiLib.radial.add(item), remove(id), refresh() | Radial items through ai-core. |
aiLib.inventory.openInventory(), hasItem(item, count?), currentWeapon() | The active inventory. |
aiLib.world.pauseSync(reason), resumeSync(reason) | Pause the weather and time sync. |
aiLib.appearance.apply(ped, look), read(ped) | Looks through the active clothing script. |
aiLib.requestModel, requestAnimDict, requestAnimSet, requestPtfxAsset, requestTextureDict, requestWeaponAsset (name, timeout?) | Load a game asset. |
aiLib.pedHeadshot(ped, transparent?, timeout?) | A headshot handle and texture name. |
aiLib.locationName(coords?), vehicleLabel(vehicle), groundZ(x, y, z?) | Names and ground height. |
aiLib.raycast(from, to, options?) | A line probe: { coords, normal, entity } or nil. |
local points = aiLib.Points.new()
points:add('shop', {
coords = vector3(25.7, -1347.3, 29.5),
label = 'Open shop',
icon = 'basket-shopping',
onPressed = function()
local pick = aiLib.menu.show({ title = 'Shop', items = { { id = 'water', label = 'Water' } } })
if pick then aiLib.callAction('myshop:buy', { pick }, { fallback = 'BUY_FAILED' }) end
end,
})Server
| Function | What |
|---|---|
aiLib.onClientCallback(name, handler, { rate?, lock?, ace? }) | Answers client callbacks through the gate. |
aiLib.onClientEvent(name, handler, options?) | A client net event through the gate. |
aiLib.triggerClientCallback(name, source, args?, timeout?) | Asks a client; returns the answer and an error. |
aiLib.isAdmin(source, ace?) | Whether the player is an ai-core admin (or has ace). |
aiLib.RateLimit.new(count, windowMs) | A per-player burst limit: limit:take(source), limit:release(source). |
aiLib.progressFor(source, options) | ai-lib's bar on the player's client, timed by the server (waits). |
aiLib.minigameFor(source, options) | A minigame on the player's client: 'won', 'lost' or 'broken' (waits). |
aiLib.addCommand(name, { help?, params?, restricted? }, handler) | A command; handler(source, args, raw). |
aiLib.onCharacter({ loaded?, unloaded? }) | Character load and unload, replaying characters loaded before a restart. |
aiLib.online | character, name(src, fallback), jobs, gangs, jobGrade, gangGrade, dutyJob, sources (asks ai-core per call). |
aiLib.spawnVehicle(options) | A server vehicle (model, coords, asker, plate, fuel, keysTo, purpose, driver, seats, props, setup, locked, bucket, persistent, bags); waits. |
aiLib.playersNear(source, radius), playersNearEntity(entity, radius) | Players around. |
aiLib.nearestPlayerTo(source, metres, filter?), nearestVehicleTo(source, metres, filter?) | The closest player or vehicle. |
aiLib.vehicleFromNet(netId), vehicleNearPlayer(source, netId, { metres?, driver? }) | A live vehicle from a client's net id, or 0. |
aiLib.aiLog(channel, message, options?) | A log through ai-core. |
aiLib.inventory | addItem, removeItem, getItemCount, hasItem, canCarryItem, getItems, clearInventory, registerStash, openInventory, registerUsableItem, getItemDefinition. |
aiLib.vehicleKeys.give(source, vehicle, purpose?), remove, has | Vehicle keys through ai-core. |
aiLib.phone | number, sourceOf, hasPhone, mail, message, notify. |
aiLib.dispatch.alert(alert) | A police alert through ai-core. |
aiLib.prison.jail(src, minutes, by?), release(src), timeLeft(src) | Jail sentences. |
aiLib.world | getWeather, setWeather, getTime, setTime, setBlackout, freezeTime. |
aiLib.appearance.get(charId), provider() | A character's stored look (waits). |
Not on the Lua side: the admin panel classes, PendingActions, PlayerMap, Cooldowns, the strict input readers, the state bag classes (Lua reads Entity(e).state itself) and the database (Lua resources use ai-mysql's oxmysql API).