# Examples

The config is in the init.lua

### All the exports have to be on the client-side to work!

## AddBoxZone / Job Check
This is an example setup for a police job. The resource defines a BoxZone around a clipboard in the `gabz_mrpd` MLO. 
It's a simple set-up, we provide a **unique** name, define its center point with the vector3, define a length and a width, and then we define some options; the unique name again, the heading of the box, a bool to display a debug poly, and the height of the zone. 

Then, in the actual options themselves, we define 'police' as our required job.

This is an example using **exports**

```lua
exports['qb-target']:AddBoxZone("MissionRowDutyClipboard", vector3(441.7989, -982.0529, 30.67834), 0.45, 0.35, {
	name = "MissionRowDutyClipboard",
	heading = 11.0,
	debugPoly = false,
	minZ = 30.77834,
	maxZ = 30.87834,
}, {
	options = {
		{
            type = "client",
            event = "qb-policejob:ToggleDuty",
			icon = "fas fa-sign-in-alt",
			label = "Sign In",
			job = "police",
		},
	},
	distance = 2.5
})
```

This is an example using the provided **config**

```lua
Config.BoxZones = {
    ["boxzone1"] = {
        name = "MissionRowDutyClipboard",
        coords = vector3(441.7989, -982.0529, 30.67834),
        length = 0.45,
        width = 0.35,
        heading = 11.0,
        debugPoly = false,
        minZ = 30.77834,
        maxZ = 30.87834,
        options = {
            {
                type = "client",
                event = "qb-policejob:ToggleDuty",
                icon = "fas fa-sign-in-alt",
                label = "Sign In",
                job = "police",
            },
        },
        distance = 2.5
    },
}
```

There is only one way you can define the job though, but you can also provide a `[key] = value` table instead to enable checking for more jobs or gangs:

```lua
job = {
	["police"] = 5,
	["ambulance"] = 0,
}

gang = {
	["ballas"] = 5,
	["thelostmc"] = 0,
}
```

This also applies to citizenid's, but citizenid's don't have grades so we set them to true to allow them:

```lua
citizenid = {
    ["JFJ94924"] = true,
    ["KSD18372"] = true,
}
```

When defining multiple jobs or gangs, you **must** provide a minimum grade, even if you don't need one. This is due to how key/value tables work. Set the minimum grade to the minimum grade of the job if you want everyone to access it. 

## AddTargetModel / item / canInteract()

This is an example for ped interaction. It utilizes both the `item` parameter and `canInteract` function.

This is an example using **exports**

```lua
Config.Peds = {
    "g_m_importexport_0",
    "g_m_m_armboss_01"
}
exports['qb-target']:AddTargetModel(Config.Peds, {
	options = {
		{
			event = "request:CuffPed",
			icon = "fas fa-hands",
			label = "Cuff / Uncuff",
			item = 'handcuffs',
			job = "police"
		},
		{
			event = "Rob:Ped",
			icon = "fas fa-sack-dollar",
			label = "Rob",
			canInteract = function(entity)
				if not IsPedAPlayer(entity) then
					return IsEntityDead(entity)
				end
			end,
		},
	},
	distance = 2.5,
})
```

This is an example using the provided **config**

```lua
Config.TargetModels = {
    ["targetmodel1"] = {
        models = {
            "g_m_importexport_0",
            "g_m_m_armboss_01"
        },
        options = {
            {
                type = "client",
                event = "request:CuffPed",
                icon = "fas fa-hands",
                label = "Cuff / Uncuff",
                item = 'handcuffs',
                job = "police",
            },
            {
                type = "client",
                event = "Rob:Ped",
                icon = "fas fa-sack-dollar",
                label = "Rob",
                canInteract = function(entity)
			        if not IsPedAPlayer(entity) then
				        return IsEntityDead(entity)
			        end
		        end,
            },
        },
        distance = 2.5,
    },
}
```

## Add Target Entity
This is an example from a postop resource. Players can rent delivery vehicles in order to make deliveries. When they rent a vehicle, we apply this target to that entity only, which allows them to "get packages" from the vehicle

This is an example using **exports**

```lua
exports['qb-target']:AddTargetEntity('mule2', {
    options = {
        {
            type = "client",
            event = "postop:getPackage",
            icon = "fas fa-box-circle-check",
            label = "Get Package",
            job = "postop",
        },
    },
    distance = 3.0
})
```

This is an example using the provided **config**

```lua
Config.TargetEntities = {
    ["entity1"] = {
        entity = 'mule2',
        options = {
            {
                type = "client",
                event = "postop:getPackage",
                icon = "fas fa-box-circle-check",
                label = "Get Package",
                job = "postop",
            },
        },
        distance = 3.0,
    },
}
```

## Passing Item Data
In this example, we define the model of the coffee machines you see around the map, and allow players to purchase a coffee. You'll have to provide your own logic for the purchase, but this is how you would handle it with qb-target, and how you would pass data through to an event for future use.

This is an example using **exports**

The event should **not** go into the config, hence why it's not provided with the config example, it's meant for a client file

```lua
exports['qb-target']:AddTargetModel(690372739, {
    options = {
        {
            type = "client",
            event = "coffee:buy",
            icon = "fas fa-coffee",
            label = "Coffee",
            price = 5,
        },
    },
    distance = 2.5
})

RegisterNetEvent('coffee:buy',function(data)
    -- server event to buy the item here
    QBCore.Functions.Notify("You purchased a " .. data.label .. " for $" .. data.price .. ". Enjoy!", 'success')
end)
```

This is an example using the provided **config**

```lua
Config.TargetModels = {
    ['buyCoffee'] = {
        models = 690372739,
        options = {
            {
                type = "client",
                event = "coffee:buy",
                icon = "fas fa-coffee",
                label = "Coffee",
                price = 5,
            },
        },
        distance = 2.5
    }
}
```

### EntityZone / Add a target in an event
This is an example of how you can dynamically create a target options in an event, for example, planting a potato plant.

This is an example using **exports**
This example is **not** advised to use with the provided config

```lua
AddEventHandler('plantpotato',function()
	local playerPed = PlayerPedId()
	local coords = GetEntityCoords(playerPed)
	model = `prop_plant_fern_02a`
	RequestModel(model)
	while not HasModelLoaded(model) do
		Wait(0)
	end
	local plant = CreateObject(model, coords.x, coords.y, coords.z, true, true)
	Wait(50)
	PlaceObjectOnGroundProperly(plant)
	SetEntityInvincible(plant, true)

	-- Logic to handle growth, create a thread and loop, or do something else. Up to you.

	exports['qb-target']:AddEntityZone("potato-growing-"..plant, plant, {
		name = "potato-growing-"..plant,
		heading = GetEntityHeading(plant),
		debugPoly = false,
	}, {
		options = {
			{
				type = "client",
				event = "farming:harvestPlant",
				icon = "fa-solid fa-scythe",
				label = "Harvest potato",
				plant = plant,
				job = "farmer",
				canInteract = function(entity)
					return Entity(entity).state.growth >= 100
				end,
			},
		},
		distance = 2.5
  	})
end)
```