--[[------------------------------------------------------------------------ Wraith Radar System - v2.0.0 Created by WolfKnight ------------------------------------------------------------------------]]-- local next = next local dot = dot local table = table local type = type local tostring = tostring local math = math --[[------------------------------------------------------------------------ Resource Rename Fix - for those muppets who rename the resource and complain that the NUI aspect doesn't work! ------------------------------------------------------------------------]]-- Citizen.CreateThread( function() -- Wait for a short period of time to give the resource time to load Citizen.Wait( 10000 ) -- Get the name of the resource, for example the default name is 'wk_wrs2' local resourceName = GetCurrentResourceName() -- Send a message through the NUI system to the JavaScript file to give the name of the resource SendNUIMessage( { resourcename = resourceName } ) end ) --[[------------------------------------------------------------------------ Radar variables ------------------------------------------------------------------------]]-- RADAR.vars = { -- Player's vehicle speed, this is used to update the patrol vehicle speed on the radar patrolSpeed = 0, -- The speed type, this is used when converting speeds to a readable format -- Either "mph" or "kmh", can be toggle in-game speedType = "mph", -- Antennas, this table contains all of the data needed for operation of the front and rear antennas antennas = { -- Variables for the front antenna [ "front" ] = { xmit = false, -- Whether the antenna is on or off mode = 0, -- Current antenna mode, 0 = off, 1 = same, 2 = opp, 3 = same and opp speed = 0, -- Speed of the vehicle caught by the front antenna dir = nil, -- Direction the caught vehicle is going, 0 = towards, 1 = away fastMode = 1, -- Current fast mode, 1 = polling, 2 = lock on at first fast vehicle fastSpeed = 0, -- Speed of the fastest vehicle caught by the front antenna fastDir = nil, -- Direction the fastest vehicle is going, 0 = towards, 1 = away fastLocked = false -- Whether the fast speed is locked or not }, [ "rear" ] = { xmit = false, -- Whether the antenna is on or off mode = 0, -- Current antenna mode, 0 = off, 1 = same, 2 = opp, 3 = same and opp speed = 0, -- Speed of the vehicle caught by the front antenna dir = nil, -- Direction the caught vehicle is going, 0 = towards, 1 = away fastMode = 1, -- Current fast mode, 1 = polling, 2 = lock on at first fast vehicle fastSpeed = 0, -- Speed of the fastest vehicle caught by the front antenna fastDir = nil, -- Direction the fastest vehicle is going, 0 = towards, 1 = away fastLocked = false -- Whether the fast speed is locked or not } }, -- Sort mode, defines the table position for RADAR.sorting sortMode = 1, -- The maximum distance that the radar system's ray traces can go maxCheckDist = 300.0, -- Cached dynamic vehicle sphere sizes, automatically populated when the system is running sphereSizes = {}, -- Vehicle pool, automatically populated when the system is running, holds all of the current -- vehicle IDs for the player using entity enumeration (see cl_utils.lua) vehiclePool = {}, -- Radar stage, this is used to tell the system what it should currently be doing, the stages are: -- - 0 = Gathering vehicles hit by the rays -- - 1 = Filtering the vehicles caught (removing duplicates, etc) -- - 2 = Calculating what needs to be shown to the user based on modes and settings -- - 3 = Sending all required data across to the NUI system for display radarStage = 0, -- Ray trace state, this is used so the radar stage doesn't progress to the next stage unless -- all of the ray trace threads have completed rayTraceState = 0, -- Number of ray traces, automaticaally cached when the system first runs numberOfRays = 0 } -- Table to store entity IDs of captured vehicles RADAR.capturedVehicles = {} RADAR.caughtEnt = nil -- These vectors are used in the custom ray tracing system RADAR.rayTraces = { { startVec = { x = 0.0, y = 5.0 }, endVec = { x = 0.0, y = 150.0 } }, { startVec = { x = -5.0, y = 15.0 }, endVec = { x = -5.0, y = 150.0 } }, { startVec = { x = 5.0, y = 15.0 }, endVec = { x = 5.0, y = 150.0 } } } -- Each of these are used for sorting the captured vehicle data, depending on what the -- player has the mode set to, dictates what sorting function to use. The name is just the -- name of the mode that is used to let the user know what mode it is, and the func is the -- function used in table.sort() RADAR.sorting = { [1] = { name = "CLOSEST", func = function( a, b ) return a.dist < b.dist end }, [2] = { name = "FASTEST", func = function( a, b ) return a.speed > b.speed end }, [3] = { name = "LARGEST", func = function( a, b ) return a.size > b.size + 1.0 end }, [4] = { name = "LARGEST & FASTEST", func = function( a, b ) if ( a.size > b.size + 2.0 ) then return true elseif ( a.size - b.size <= 1.0 ) then return false end return a.speed > b.speed end } } --[[------------------------------------------------------------------------ Radar setters and getters, other functions ------------------------------------------------------------------------]]-- function RADAR:GetPatrolSpeed() return self.vars.patrolSpeed end function RADAR:GetVehiclePool() return self.vars.vehiclePool end function RADAR:GetMaxCheckDist() return self.vars.maxCheckDist end function RADAR:GetRayTraceState() return self.vars.rayTraceState end function RADAR:GetRadarStage() return self.vars.radarStage end function RADAR:GetNumOfRays() return self.vars.numberOfRays end function RADAR:GetCapturedVehicles() return self.capturedVehicles end function RADAR:SetPatrolSpeed( speed ) if ( type( speed ) == "number" ) then self.vars.patrolSpeed = speed end end function RADAR:ToggleAntenna( ant ) self.vars.antennas[ant].xmit = not self.vars.antennas[ant].xmit end function RADAR:SetAntennaMode( ant, mode ) if ( type( mode ) == "number" ) then if ( mode >= 0 and mode <= 3 ) then self.vars.antennas[ant].mode = mode end end end function RADAR:SetAntennaSpeed( ant, speed ) if ( type( speed ) == "number" ) then if ( speed >= 0 and speed <= 999 ) then self.vars.antennas[ant].speed = speed end end end function RADAR:SetAntennaDir( ant, dir ) if ( type( dir ) == "number" ) then if ( dir == 0 or dir == 1 ) then self.vars.antennas[ant].dir = dir end end end function RADAR:SetAntennaFastMode( ant, mode ) if ( type( mode ) == "number" ) then if ( mode == 1 or mode == 2 ) then self.vars.antennas[ant].fastMode = mode end end end function RADAR:SetAntennaFastSpeed( ant, speed ) if ( type( speed ) == "number" ) then if ( speed >= 0 and speed <= 999 ) then self.vars.antennas[ant].fastSpeed = speed end end end function RADAR:SetAntennaFastDir( ant, dir ) if ( type( dir ) == "number" ) then if ( dir == 0 or dir == 1 ) then self.vars.antennas[ant].fastDir = dir end end end function RADAR:SetAntennaFastLock( ant, state ) if ( type( state ) == "boolean" ) then self.vars.antennas[ant].fastLocked = state end end function RADAR:SetVehiclePool( pool ) if ( type( pool ) == "table" ) then self.vars.vehiclePool = pool end end function RADAR:IncreaseRayTraceState() self.vars.rayTraceState = self.vars.rayTraceState + 1 end function RADAR:ResetRayTraceState() self.vars.rayTraceState = 0 end function RADAR:IncreaseRadarStage() self.vars.radarStage = self.vars.radarStage + 1 end function RADAR:ResetRadarStage() self.vars.radarStage = 0 end function RADAR:CacheNumOfRays() self.vars.numberOfRays = #self.rayTraces end function RADAR:GetSortModeText() return self.sorting[self.vars.sortMode].name end function RADAR:GetSortModeFunc() return self.sorting[self.vars.sortMode].func end function RADAR:ToggleSortMode() if ( self.vars.sortMode < #self.sorting ) then self.vars.sortMode = self.vars.sortMode + 1 else self.vars.sortMode = 1 end UTIL:Notify( "Radar mode set to " .. self:GetSortModeText() ) end --[[------------------------------------------------------------------------ Radar functions ------------------------------------------------------------------------]]-- function RADAR:GetVehSpeedFormatted( speed ) if ( self.vars.speedType == "mph" ) then return math.ceil( speed * 2.236936 ) else return math.ceil( speed * 3.6 ) end end function RADAR:ResetCapturedVehicles() self.capturedVehicles = {} end function RADAR:InsertCapturedVehicleData( t ) if ( type( t ) == "table" and not UTIL:IsTableEmpty( t ) ) then for _, v in pairs( t ) do table.insert( self.capturedVehicles, v ) end end end function RADAR:FilterCapturedVehicles() for k, vehTable in pairs( self.capturedVehicles ) do local veh = vehTable.veh for b, v in pairs( self.capturedVehicles ) do if ( v.veh == veh and k ~= b ) then table.remove( self.capturedVehicles, b ) end end end end function RADAR:GetAllVehicles() local t = {} for v in UTIL:EnumerateVehicles() do table.insert( t, v ) end return t end function RADAR:GetDynamicDataValue( key ) return self.vars.sphereSizes[key] end function RADAR:DoesDynamicRadiusDataExist( key ) return self:GetDynamicDataValue( key ) ~= nil end function RADAR:SetDynamicRadiusKey( key, t ) self.vars.sphereSizes[key] = t end function RADAR:InsertDynamicRadiusData( key, radius, actualSize ) if ( self:GetDynamicDataValue( key ) == nil ) then local tbl = {} tbl.radius = radius tbl.actualSize = actualSize self:SetDynamicRadiusKey( key, tbl ) end end function RADAR:GetRadiusData( key ) return self.vars.sphereSizes[key].radius or 5.0, self.vars.sphereSizes[key].actualSize end function RADAR:GetDynamicRadius( veh ) local mdl = GetEntityModel( veh ) local key = tostring( mdl ) local dataExists = self:DoesDynamicRadiusDataExist( key ) if ( not dataExists ) then local min, max = GetModelDimensions( mdl ) local size = max - min local numericSize = size.x + size.y + size.z local dynamicRadius = UTIL:Clamp( ( numericSize * numericSize ) / 10, 4.0, 10.0 ) self:InsertDynamicRadiusData( key, dynamicRadius, numericSize ) return dynamicRadius, numericSize end return self:GetRadiusData( key ) end function RADAR:GetIntersectedVehIsFrontOrRear( t ) if ( t > 10.0 ) then return 1 -- vehicle is in front elseif ( t < -10.0 ) then return -1 -- vehicle is behind end return 0 -- vehicle is next to self end function RADAR:GetLineHitsSphereAndDir( centre, radius, rayStart, rayEnd ) -- First we get the normalised ray, this way we then know the direction the ray is going local rayNorm = norm( rayEnd - rayStart ) -- Then we calculate the ray from the start point to the centre position of the sphere local rayToCentre = centre - rayStart -- Now that we have the ray to the centre of the sphere, and the normalised ray direction, we -- can calculate the shortest point from the centre of the sphere onto the ray itself. This -- would then give us the opposite side of the right angled triangle. All of the resulting -- values are also in squared form, as performing square root functions is slower. local tProj = dot( rayToCentre, rayNorm ) local oppLenSqr = dot( rayToCentre, rayToCentre ) - ( tProj * tProj ) -- Square the radius local radiusSqr = radius * radius local rayDist = #( rayEnd - rayStart ) local distToCentre = #( rayStart - centre ) - ( radius * 2 ) -- Now all we have to do is compare the squared opposite length and the radius squared, this -- will then tell us if the ray intersects with the sphere. -- if ( oppLenSqr < radiusSqr and ( t0 < ( dist + radius ) ) ) then if ( oppLenSqr < radiusSqr and not ( distToCentre > rayDist ) ) then return true, self:GetIntersectedVehIsFrontOrRear( tProj ) end return false, nil end function RADAR:ShootCustomRay( localVeh, veh, s, e ) local pos = GetEntityCoords( veh ) local dist = #( pos - s ) if ( DoesEntityExist( veh ) and veh ~= localVeh and dist < self:GetMaxCheckDist() ) then local entSpeed = GetEntitySpeed( veh ) local visible = HasEntityClearLosToEntity( localVeh, veh, 15 ) -- 13 seems okay, 15 too (doesn't grab ents through ents) if ( entSpeed > 0.1 and visible ) then local radius, size = self:GetDynamicRadius( veh ) local hit, relPos = self:GetLineHitsSphereAndDir( pos, radius, s, e ) if ( hit ) then UTIL:DrawDebugSphere( pos.x, pos.y, pos.z, radius, { 255, 0, 0, 40 } ) return true, relPos, dist, entSpeed, size end end end return false, nil, nil, nil, nil end function RADAR:GetVehsHitByRay( ownVeh, vehs, s, e ) local t = {} local hasData = false for _, veh in pairs( vehs ) do local hit, relativePos, distance, speed, size = self:ShootCustomRay( ownVeh, veh, s, e ) if ( hit ) then local d = {} d.veh = veh d.relPos = relativePos d.dist = UTIL:Round( distance, 2 ) d.speed = UTIL:Round( speed, 3 ) d.size = math.ceil( size ) table.insert( t, d ) hasData = true end end if ( hasData ) then return t end end function RADAR:CreateRayThread( vehs, from, startX, endX, endY ) Citizen.CreateThread( function() local startP = GetOffsetFromEntityInWorldCoords( from, startX, 0.0, 0.0 ) local endP = GetOffsetFromEntityInWorldCoords( from, endX, endY, 0.0 ) UTIL:DrawDebugLine( startP, endP ) local hitVehs = self:GetVehsHitByRay( from, vehs, startP, endP ) self:InsertCapturedVehicleData( hitVehs ) UTIL:DebugPrint( "Ray thread: increasing ray state from " .. tostring( self:GetRayTraceState() ) .. " to " .. tostring( self:GetRayTraceState() + 1 ) ) self:IncreaseRayTraceState() end ) end function RADAR:RunControlManager() -- 'Z' key, toggles debug mode if ( IsDisabledControlJustPressed( 1, 20 ) ) then self.config.debug_mode = not self.config.debug_mode end -- Change the sort mode if ( IsDisabledControlJustPressed( 1, 105 ) ) then self:ToggleSortMode() end end --[[------------------------------------------------------------------------ Test time ------------------------------------------------------------------------]]-- function RADAR:Main() -- Get the local player's ped and store it in a variable local ped = PlayerPedId() -- Get the vehicle the player is sitting in local plyVeh = GetVehiclePedIsIn( ped, false ) -- Check to make sure the player is in the driver's seat, and also that the vehicle has a class of VC_EMERGENCY (18) if ( DoesEntityExist( plyVeh ) and GetPedInVehicleSeat( plyVeh, -1 ) == ped and GetVehicleClass( plyVeh ) == 18 ) then local plyVehPos = GetEntityCoords( plyVeh ) -- First stage of the radar - get all of the vehicles hit by the radar if ( self:GetRadarStage() == 0 ) then if ( self:GetRayTraceState() == 0 ) then UTIL:DebugPrint( "Radar stage at 0, starting ray trace." ) local vehs = self:GetVehiclePool() UTIL:DebugPrint( "Resetting captured vehicles and ray trace state." ) self:ResetCapturedVehicles() self:ResetRayTraceState() UTIL:DebugPrint( "Creating ray threads." ) for _, v in pairs( self.rayTraces ) do self:CreateRayThread( vehs, plyVeh, v.startVec.x, v.endVec.x, v.endVec.y ) end UTIL:DebugPrint( "Reached end of stage 0." ) UTIL:DebugPrint( "Stage = " .. tostring( self:GetRadarStage() ) .. "\tTrace state = " .. tostring( self:GetRayTraceState() ) ) elseif ( self:GetRayTraceState() == self:GetNumOfRays() ) then UTIL:DebugPrint( "Ray traces finished, increasing radar stage." ) self:IncreaseRadarStage() end elseif ( self:GetRadarStage() == 1 ) then UTIL:DebugPrint( "Radar stage now 1." ) self:FilterCapturedVehicles() local caughtVehs = self:GetCapturedVehicles() if ( not UTIL:IsTableEmpty( caughtVehs ) ) then table.sort( caughtVehs, self:GetSortModeFunc() ) UTIL:DebugPrint( "Printing table for sort mode " .. self:GetSortModeText() ) for k, v in pairs( caughtVehs ) do UTIL:DebugPrint( tostring( k ) .. " - " .. tostring( v.veh ) .. " - " .. tostring( v.relPos ) .. " - " .. tostring( v.dist ) .. " - " .. tostring( v.speed ) .. " - " .. tostring( v.size ) ) end self.caughtEnt = caughtVehs[1] else self.caughtEnt = nil end self:ResetRadarStage() self:ResetRayTraceState() end end end -- Update the vehicle pool every 3 seconds Citizen.CreateThread( function() while ( true ) do local vehs = RADAR:GetAllVehicles() RADAR:SetVehiclePool( vehs ) Citizen.Wait( 3000 ) end end ) -- Main thread Citizen.CreateThread( function() RADAR:CacheNumOfRays() while ( true ) do RADAR:Main() Citizen.Wait( 50 ) end end ) -- Control manager Citizen.CreateThread( function() while ( true ) do RADAR:RunControlManager() Citizen.Wait( 0 ) end end ) Citizen.CreateThread( function() while ( true ) do -- Caught veh debug printing if ( RADAR.caughtEnt ~= nil ) then local pos = GetEntityCoords( RADAR.caughtEnt.veh ) local speed = GetEntitySpeed( RADAR.caughtEnt.veh ) DrawMarker( 2, pos.x, pos.y, pos.z + 3, 0.0, 0.0, 0.0, 0.0, 180.0, 0.0, 1.0, 1.0, 1.0, 255, 255, 0, 70, false, true, 2, nil, nil, false ) UTIL:DrawDebugText( 0.500, 0.700, 0.80, true, "Ent: " .. tostring( RADAR.caughtEnt.veh ) .. "\nSpeed: " .. RADAR:GetVehSpeedFormatted( speed ) .. "mph" .. "\nRel pos: " .. tostring( RADAR.caughtEnt.relPos ) ) end -- Ray line drawing local veh = GetVehiclePedIsIn( PlayerPedId(), false ) for k, v in pairs( RADAR.rayTraces ) do local startP = GetOffsetFromEntityInWorldCoords( veh, v.startVec.x, 0.0, 0.0 ) local endP = GetOffsetFromEntityInWorldCoords( veh, v.endVec.x, v.endVec.y, 0.0 ) UTIL:DrawDebugLine( startP, endP ) end Citizen.Wait( 0 ) end end )