Files
wk_wars2x/cl_radar.lua
2019-12-17 12:34:03 +00:00

1624 lines
61 KiB
Lua

--[[----------------------------------------------------------------------------------
Wraith ARS 2X
Created by WolfKnight
----------------------------------------------------------------------------------]]--
-- Cache some of the main Lua functions and libraries
local next = next
local dot = dot
local table = table
<<<<<<< HEAD
local type = type
local tostring = tostring
local math = math
local pairs = pairs
--[[----------------------------------------------------------------------------------
Resource Rename Fix - for those muppets who rename the resource and
complain that the NUI aspect doesn't work!
----------------------------------------------------------------------------------]]--
Citizen.SetTimeout( 1000, function()
-- Get the name of the resource, for example the default name is 'wk_wars2x'
local name = GetCurrentResourceName()
-- Print a little message in the client's console
print( "WK_WARS2X: Sending resource name (" .. name .. ") to JavaScript side." )
-- Send a message through the NUI system to the JavaScript file to give the name of the resource
SendNUIMessage( { _type = "updatePathName", pathName = name } )
end )
--local type = type
=======
local type = type
>>>>>>> parent of 294c82c... Fixed misspellings.
--[[----------------------------------------------------------------------------------
Player info variables
----------------------------------------------------------------------------------]]--
local PLY = {}
PLY.ped = PlayerPedId()
PLY.veh = nil
PLY.inDriverSeat = false
PLY.vehClassValid = false
-- Used to check if the player is in a position where the radar should be allowed operation
function PLY:VehicleStateValid()
return DoesEntityExist( self.veh ) and self.veh > 0 and self.inDriverSeat and self.vehClassValid
end
-- The main purpose of this thread is to update the information about the local player, including their
-- ped id, the vehicle id (if they're in one), whether they're in a driver seat, and if the vehicle's class
-- is valid or not
Citizen.CreateThread( function()
while ( true ) do
PLY.ped = PlayerPedId()
PLY.veh = GetVehiclePedIsIn( PLY.ped, false )
PLY.inDriverSeat = GetPedInVehicleSeat( PLY.veh, -1 ) == PLY.ped
PLY.vehClassValid = GetVehicleClass( PLY.veh ) == 18
Citizen.Wait( 500 )
end
end )
--[[----------------------------------------------------------------------------------
Radar variables
NOTE - This is not a config, do not touch anything unless you know what
you are actually doing.
----------------------------------------------------------------------------------]]--
RADAR.vars =
{
-- Whether or not the radar's UI is visible
displayed = false,
-- The radar's power, the system simulates the radar unit powering up when the user clicks the
-- power button on the interface
power = false,
poweringUp = false,
-- Whether or not the radar should be hidden, e.g. the display is active but the player then steps
-- out of their vehicle
hidden = false,
-- These are the settings that are used in the operator menu
settings = {
-- Should the system calculate and display faster targets
["fastDisplay"] = true,
-- Sensitivty for each radar mode, this changes how far the antennas will detect vehicles
["same"] = 3,
["opp"] = 3,
-- Future feature!
-- ["alert"] = true,
-- The volume of the audible beep, follows the JS format (0.0 - 1.0)
["beep"] = 0.6,
-- The speed unit used in conversions
["speedType"] = "mph"
},
-- These 3 variables are for the in-radar menu that can be accessed through the remote control, the menuOptions table
-- stores all of the information about each of the settings the user can change
menuActive = false,
currentOptionIndex = 1,
menuOptions = {
{ displayText = { "¦¦¦", "FAS" }, optionsText = { "On¦", "Off" }, options = { true, false }, optionIndex = 1, settingText = "fastDisplay" },
{ displayText = { "¦SL", "SEn" }, optionsText = { "¦1¦", "¦2¦", "¦3¦", "¦4¦", "¦5¦" }, options = { 0.2, 0.4, 0.6, 0.8, 1.0 }, optionIndex = 3, settingText = "same" },
{ displayText = { "¦OP", "SEn" }, optionsText = { "¦1¦", "¦2¦", "¦3¦", "¦4¦", "¦5¦" }, options = { 0.2, 0.4, 0.6, 0.8, 1.0 }, optionIndex = 3, settingText = "opp" },
{ displayText = { "bEE", "P¦¦" }, optionsText = { "Off", "¦1¦", "¦2¦", "¦3¦", "¦4¦", "¦5¦" }, options = { 0.0, 0.2, 0.4, 0.6, 0.8, 1.0 }, optionIndex = 4, settingText = "beep" },
{ displayText = { "Uni", "tS¦" }, optionsText = { "USA", "INT" }, options = { "mph", "kmh" }, optionIndex = 1, settingText = "speedType" }
},
-- Player's vehicle speed, mainly used in the dynamic thread wait update
patrolSpeed = 0,
-- 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 transmitting or in hold
mode = 0, -- Current antenna mode, 0 = none, 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
fastSpeed = 0, -- Speed of the fastest vehicle caught by the front antenna
fastDir = nil, -- Direction the fastest vehicle is going
speedLocked = false, -- A speed has been locked for this antenna
lockedSpeed = nil, -- The locked speed
lockedDir = nil, -- The direction of the vehicle that was locked
lockedType = nil -- The locked type, 1 = strongest, 2 = fastest
},
[ "rear" ] = {
xmit = false, -- Whether the antenna is transmitting or in hold
mode = 0, -- Current antenna mode, 0 = none, 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
fastSpeed = 0, -- Speed of the fastest vehicle caught by the front antenna
fastDir = nil, -- Direction the fastest vehicle is going
speedLocked = false, -- A speed has been locked for this antenna
lockedSpeed = nil, -- The locked speed
lockedDir = nil, -- The direction of the vehicle that was locked
lockedType = nil -- The locked type, 1 = strongest, 2 = fastest
}
},
-- The maximum distance that the radar system's ray traces can go, changing this will change the max
-- distance in-game, but I wouldn't really put it more than 400.0
maxCheckDist = 300.0,
-- Cached dynamic vehicle sphere sizes, automatically populated when the system is running
sphereSizes = {},
-- Table to store tables for hit entities of captured vehicles
capturedVehicles = {},
-- Table for temp id storage to stop unnecessary trace checks
tempVehicleIDs = {},
<<<<<<< HEAD
-- The current vehicle data for display
activeVehicles = {},
--[[-- Radar stage, this is used to tell the system what it should currently be doing, the stages are:
-- - 0 = gathering vehicles hit by the radar
-- - 1 = Filtering the vehicles caught
-- - 3 = Calculating what vehicle speed to show based on modes
radarStage = 0, ]]
=======
-- Radar stage, this is used to tell the system what it should currently be doing, the stages are:
-- - 0 = gathering vehicles hit by the radar
-- - 1 = Filtering the vehicles caught
-- - 3 = Calculating what vehicle speed to show based on modes
radarStage = 0,
>>>>>>> parent of 294c82c... Fixed misspellings.
-- 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 = {},
-- Ray trace state, this is used so the radar system doesn't initiate another set of ray traces until
-- the current set has finished
rayTraceState = 0,
-- Number of ray traces, automatically cached when the system first runs
numberOfRays = 0,
-- The wait time for the ray trace system, this changes dynamically based on if the player's vehicle is stationary
-- or not
threadWaitTime = 500
}
-- Speed conversion values
RADAR.speedConversions = { ["mph"] = 2.236936, ["kmh"] = 3.6 }
-- These vectors are used in the custom ray tracing system
--[[RADAR.rayTraces = {
{ startVec = { x = 0.0 }, endVec = { x = 0.0, y = 0.0 }, rayType = "same" },
{ startVec = { x = -5.0 }, endVec = { x = -5.0, y = 0.0 }, rayType = "same" },
{ startVec = { x = 5.0 }, endVec = { x = 5.0, y = 0.0 }, rayType = "same" },
{ startVec = { x = -10.0 }, endVec = { x = -10.0, y = 0.0 }, rayType = "opp" },
{ startVec = { x = -17.0 }, endVec = { x = -17.0, y = 0.0 }, rayType = "opp" }
{ 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 } },
--{ startVec = { x = -12.0, y = 25.0 }, endVec = { x = -12.0, y = 150.0 } },
--{ startVec = { x = 12.0, y = 25.0 }, endVec = { x = 12.0, y = 150.0 } }
}]]
-- Each of these are used for sorting the captured vehicle data, the 'strongest' filter is used for the main
-- target window of each antenna, whereas the 'fastest' filter is used for the fast target window of each antenna
RADAR.sorting = {
strongest = function( a, b ) return a.size > b.size end,
fastest = function( a, b ) return a.speed > b.speed end
}
--[[----------------------------------------------------------------------------------
Radar essentials functions
----------------------------------------------------------------------------------]]--
-- Returns if the radar's power is on or ff
function RADAR:IsPowerOn()
return self.vars.power
end
-- Returns if the radar system is powering up, the powering up stage only takes 2 seconds
function RADAR:IsPoweringUp()
return self.vars.poweringUp
end
-- Allows the powering up state variable to be set
function RADAR:SetPoweringUpState( state )
self.vars.poweringUp = state
end
-- Toggles the radar power
function RADAR:TogglePower()
-- Toggle the power variable
self.vars.power = not self.vars.power
-- Send the NUI message to toggle the power
SendNUIMessage( { _type = "radarPower", state = self:IsPowerOn() } )
-- Power is now turned on
if ( self:IsPowerOn() ) then
-- Tell the system the radar is 'powering up'
self:SetPoweringUpState( true )
-- Set a 2 second countdown
Citizen.SetTimeout( 2000, function()
-- Tell the system the radar has 'powered up'
self:SetPoweringUpState( false )
-- Let the UI side know the system has loaded
SendNUIMessage( { _type = "poweredUp" } )
end )
else
-- If the system is being turned off, then we reset the antennas
self:ResetAntenna( "front" )
self:ResetAntenna( "rear" )
end
end
-- Toggles the display state of the radar system
function RADAR:ToggleDisplayState()
-- Toggle the display variable
self.vars.displayed = not self.vars.displayed
-- Send the toggle message to the NUI side
SendNUIMessage( { _type = "toggleDisplay", state = self:GetDisplayState() } )
end
-- Gets the display state
function RADAR:GetDisplayState()
return self.vars.displayed
end
-- Used to set individual settings within RADAR.vars.settings, as all of the settings use string keys, using this
-- function makes updating settings easier
function RADAR:SetSettingValue( setting, value )
-- Make sure that we're not trying to set a nil value for the setting
if ( value ~= nil ) then
-- Set the setting's value
self.vars.settings[setting] = value
-- If the setting that's being updated is same or opp, then we update the end coordinates for the ray tracer
if ( setting == "same" or setting == "opp" ) then
self:UpdateRayEndCoords()
end
end
end
-- Returns the value of the given setting
function RADAR:GetSettingValue( setting )
return self.vars.settings[setting]
end
-- Return the state of the fastDisplay setting, short hand direct way to check if the fast system is enabled
function RADAR:IsFastDisplayEnabled()
return self.vars.settings["fastDisplay"]
end
-- Returns if either of the antennas are transmitting
function RADAR:IsEitherAntennaOn()
return self:IsAntennaTransmitting( "front" ) or self:IsAntennaTransmitting( "rear" )
end
-- Sends an update to the NUI side with the current state of the antennas and if the fast system is enabled
function RADAR:SendSettingUpdate()
-- Create a table to store the setting information for the antennas
local antennas = {}
-- Iterate through each antenna and grab the relevant information
for ant in UTIL:Values( { "front", "rear" } ) do
antennas[ant] = {}
antennas[ant].xmit = self:IsAntennaTransmitting( ant )
antennas[ant].mode = self:GetAntennaMode( ant )
antennas[ant].speedLocked = self:IsAntennaSpeedLocked( ant )
antennas[ant].fast = self:ShouldFastBeDisplayed( ant )
end
-- Send a message to the NUI side with the current state of the antennas
SendNUIMessage( { _type = "settingUpdate", antennaData = antennas } )
end
-- Returns if a main task can be performed
-- A main task such as the ray trace thread should only run if the radar's power is on, the system is not in the
-- process of powering up, and the operator menu is not open
function RADAR:CanPerformMainTask()
return self:IsPowerOn() and not self:IsPoweringUp() and not self:IsMenuOpen()
end
-- Returns what the dynamic thread wait time is
function RADAR:GetThreadWaitTime()
return self.vars.threadWaitTime
end
-- Sets the dynamic thread wait time to the given value
function RADAR:SetThreadWaitTime( time )
self.vars.threadWaitTime = time
end
-- Sets the display's hidden state to the given state
function RADAR:SetDisplayHidden( state )
self.vars.hidden = state
end
-- Returns if the display is hidden
function RADAR:GetDisplayHidden()
return self.vars.hidden
end
-- Opens the remote only if the pause menu is not open and the player's vehicle state is valid
function RADAR:OpenRemote()
if ( not IsPauseMenuActive() and PLY:VehicleStateValid() ) then
-- Tell the NUI side to open the remote
SendNUIMessage( { _type = "openRemote" } )
-- Bring focus to the NUI side
SetNuiFocus( true, true )
end
end
-- Returns if the fast limit option should be available for the radar
function RADAR:IsFastLimitAllowed()
return self.config.allow_fast_limit
end
-- Only create the functions if the fast limit config option is enabled
if ( RADAR:IsFastLimitAllowed() ) then
-- Adds settings into the radar's variables for when the allow_fast_limit variable is true
function RADAR:CreateFastLimitConfig()
-- Create the options for the menu
local fastOptions =
{
{ displayText = { "FAS", "Loc" }, optionsText = { "On¦", "Off" }, options = { true, false }, optionIndex = 2, settingText = "fastLock" },
{ displayText = { "FAS", "SPd" }, optionsText = {}, options = {}, optionIndex = 12, settingText = "fastLimit" }
}
-- Iterate from 5 to 200 in steps of 5 and insert into the fast limit option
for i = 5, 200, 5 do
local text = UTIL:FormatSpeed( i )
table.insert( fastOptions[2].optionsText, text )
table.insert( fastOptions[2].options, i )
end
-- Create the settings with the default options
self:SetSettingValue( "fastLock", false )
self:SetSettingValue( "fastLimit", 60 )
-- Add the fast options to the main menu options table
table.insert( self.vars.menuOptions, fastOptions[1] )
table.insert( self.vars.menuOptions, fastOptions[2] )
end
-- Returns the numerical fast limit
function RADAR:GetFastLimit()
return self.vars.settings["fastLimit"]
end
-- Returns if the fast lock menu option is on or off
function RADAR:IsFastLockEnabled()
return self.vars.settings["fastLock"]
end
end
--[[----------------------------------------------------------------------------------
Radar menu functions
----------------------------------------------------------------------------------]]--
-- Sets the menu state to the given state
function RADAR:SetMenuState( state )
-- Make sure that the radar's power is on
if ( self:IsPowerOn() ) then
-- Set the menuActive variable to the given state
self.vars.menuActive = state
-- If we are opening the menu, make sure the first item is displayed
if ( state ) then
self.vars.currentOptionIndex = 1
end
end
end
-- Returns if the operator menu is open
function RADAR:IsMenuOpen()
return self.vars.menuActive
end
-- This function changes the menu index variable so the user can iterate through the options in the operator menu
function RADAR:ChangeMenuIndex()
-- Create a temporary variable of the current menu index plus 1
local temp = self.vars.currentOptionIndex + 1
-- If the temporary value is larger than how many options there are, set it to 1, this way the menu
-- loops back round to the start of the menu
if ( temp > #self.vars.menuOptions ) then
temp = 1
end
-- Set the menu index variable to the temporary value we created
self.vars.currentOptionIndex = temp
-- Call the function to send an update to the NUI side
self:SendMenuUpdate()
end
-- Returns the option table of the current menu index
function RADAR:GetMenuOptionTable()
return self.vars.menuOptions[self.vars.currentOptionIndex]
end
-- Changes the index for an individual option
-- E.g. { "On" "Off" }, index = 2 would be "Off"
function RADAR:SetMenuOptionIndex( index )
self.vars.menuOptions[self.vars.currentOptionIndex].optionIndex = index
end
-- Returns the option value for the current option
function RADAR:GetMenuOptionValue()
local opt = self:GetMenuOptionTable()
local index = opt.optionIndex
return opt.options[index]
end
-- This function is similar to RADAR:ChangeMenuIndex() but allows for iterating forward and backward through options
function RADAR:ChangeMenuOption( dir )
-- Get the option table of the currently selected option
local opt = self:GetMenuOptionTable()
-- Get the current option index of the selected option
local index = opt.optionIndex
-- Cache the size of this setting's options table
local size = #opt.options
-- As the XMIT/HOLD buttons are used for changing the option values, we have to check which button is being pressed
if ( dir == "front" ) then
index = index + 1
if ( index > size ) then index = 1 end
elseif ( dir == "rear" ) then
index = index - 1
if ( index < 1 ) then index = size end
end
-- Update the option's index
self:SetMenuOptionIndex( index )
-- Change the value of the setting in the main RADAR.vars.settings table
self:SetSettingValue( opt.settingText, self:GetMenuOptionValue() )
-- Call the function to send an update to the NUI side
self:SendMenuUpdate()
end
-- Returns what text should be displayed in the boxes for the current option
-- E.g. "¦SL" "SEN"
function RADAR:GetMenuOptionDisplayText()
return self:GetMenuOptionTable().displayText
end
-- Returns the option text of the currently selected setting
function RADAR:GetMenuOptionText()
local opt = self:GetMenuOptionTable()
return opt.optionsText[opt.optionIndex]
end
-- Sends a message to the NUI side with updated information on what should be displayed for the menu
function RADAR:SendMenuUpdate()
SendNUIMessage( { _type = "menu", text = self:GetMenuOptionDisplayText(), option = self:GetMenuOptionText() } )
end
--[[----------------------------------------------------------------------------------
Radar basics functions
----------------------------------------------------------------------------------]]--
-- Returns the patrol speed value stored
function RADAR:GetPatrolSpeed()
return self.vars.patrolSpeed
end
-- Returns the current vehicle pool
function RADAR:GetVehiclePool()
return self.vars.vehiclePool
end
-- Returns the maximum distance a ray trace can go
function RADAR:GetMaxCheckDist()
return self.vars.maxCheckDist
end
-- Returns the table sorting function 'strongest'
function RADAR:GetStrongestSortFunc()
return self.sorting.strongest
end
-- Returns the table sorting function 'fastest'
function RADAR:GetFastestSortFunc()
return self.sorting.fastest
end
-- Sets the patrol speed to a formatted version of the given number
function RADAR:SetPatrolSpeed( speed )
if ( type( speed ) == "number" ) then
self.vars.patrolSpeed = self:GetVehSpeedConverted( speed )
end
end
-- Sets the vehicle pool to the given value if it's a table
function RADAR:SetVehiclePool( pool )
if ( type( pool ) == "table" ) then
self.vars.vehiclePool = pool
end
end
--[[----------------------------------------------------------------------------------
Radar ray trace functions
----------------------------------------------------------------------------------]]--
-- Returns what the current ray trace state is
function RADAR:GetRayTraceState()
return self.vars.rayTraceState
end
-- Caches the number of ray traces in RADAR.rayTraces
function RADAR:CacheNumRays()
self.vars.numberOfRays = #self.rayTraces
end
-- Returns the number of ray traces the system has
function RADAR:GetNumOfRays()
return self.vars.numberOfRays
end
-- Increases the system's ray trace state ny 1
function RADAR:IncreaseRayTraceState()
self.vars.rayTraceState = self.vars.rayTraceState + 1
end
-- Resets the ray trace state to 0
function RADAR:ResetRayTraceState()
self.vars.rayTraceState = 0
end
-- This function is used to determine if a sphere intersect is in front or behind the player's vehicle, the
-- sphere intersect calculation has a 'tProj' value that is a line from the centre of the sphere that goes onto
-- the line being traced. This value will either be positive or negative and can be used to work out the
-- relative position of a point.
function RADAR:GetIntersectedVehIsFrontOrRear( t )
if ( t > 8.0 ) then
return 1 -- vehicle is in front
elseif ( t < -8.0 ) then
return -1 -- vehicle is behind
end
return 0 -- vehicle is next to self
end
-- This function is used to check if a line going from point A to B intersects with a given sphere, it's used in
-- the radar system to check if the patrol vehicle can detect any vehicles. As the default ray trace system in GTA
-- cannot detect vehicles beyond 40~ units, my system acts as a replacement that allows the detection of vehicles
-- much further away (400+ units). Also, as my system uses sphere intersections, each sphere can have a different
-- radius, which means that larger vehicles can have larger spheres, and smaller vehicles can have smaller spheres.
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
-- Calculate the distance of the ray trace to make sure we only return valid results if the trace
-- is actually within the distance
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 not ( distToCentre > rayDist ) ) then
return true, self:GetIntersectedVehIsFrontOrRear( tProj )
end
return false, nil
end
-- This function is the main custom ray trace function, it performs most of the major tasks for checking a vehicle
-- is valid and should be tested. It also makes use of the LOS native to make sure that we can only trace a vehicle
-- if actually nas a direct line of sight with the player's vehicle, this way we don't pick up vehicles behind walls
-- for example. It then creates a dynamic sphere for the vehicle based on the actual model dimensions of it, adds a
-- small bit of realism, as real radars usually return the strongest target speed.
function RADAR:ShootCustomRay( plyVeh, veh, s, e )
-- Get the world coordinates of the target vehicle
local pos = GetEntityCoords( veh )
-- Calculate the distance between the target vehicle and the start point of the ray trace, note how we don't
-- use GetDistanceBetweenCoords or Vdist, the method below still returns the same result with less cpu time
local dist = #( pos - s )
local key = tostring( veh )
-- We only perform a trace on the target vehicle if it exists, isn't the player's vehicle, and the distance is
-- less than the max distance defined by the system
if ( DoesEntityExist( veh ) and veh ~= plyVeh and dist < self:GetMaxCheckDist() --[[ and not self:HasVehicleAlreadyBeenHit( key ) ]] ) then
-- Get the speed of the target vehicle
local entSpeed = GetEntitySpeed( veh )
-- Check that the target vehicle is within the line of sight of the player's vehicle
local visible = HasEntityClearLosToEntity( plyVeh, veh, 15 ) -- 13 seems okay, 15 too (doesn't grab ents through ents)
-- Now we check that the target vehicle is moving and is visible
if ( entSpeed > 0.1 and visible ) then
-- Get the dynamic radius as well as the size of the target vehicle
local radius, size = self:GetDynamicRadius( veh )
-- Check that the trace line intersects with the target vehicle's sphere
local hit, relPos = self:GetLineHitsSphereAndDir( pos, radius, s, e )
-- Return all of the information if the vehicle was hit
if ( hit ) then
self:SetVehicleHasBeenHit( key )
return true, relPos, dist, entSpeed, size
end
end
end
-- Return a whole lot of nothing
return false, nil, nil, nil, nil
end
-- This function is used to gather all of the data on vehicles that have been hit by the given trace line, when
-- a vehicle is hit, all of the information about that vehicle is put into a keyless table which is then inserted
-- into a main table. When the loop has finished, the function then returns the table with all of the data.
function RADAR:GetVehsHitByRay( ownVeh, vehs, s, e )
-- Create the table that will be used to store all of the results
local caughtVehs = {}
-- Set the variable to say if there has been data collected
local hasData = false
-- Iterate through all of the vehicles
for _, veh in pairs( vehs ) do
-- Shoot a custom ray trace to see if the vehicle gets hit
local hit, relativePos, distance, speed, size = self:ShootCustomRay( ownVeh, veh, s, e )
-- If the vehicle is hit, then we create a table containing all of the information
if ( hit ) then
-- Create the table to store the data
local vehData = {}
vehData.veh = veh
vehData.relPos = relativePos
vehData.dist = distance
vehData.speed = speed
vehData.size = size
-- Insert the table into the caught vehicles table
table.insert( caughtVehs, vehData )
-- Change the has data variable to true, this way the table will be returned
hasData = true
end
end
-- If the caughtVehs table actually has data, then return it
if ( hasData ) then return caughtVehs end
end
-- This function is used to gather all of the vehicles hit by a given line trace, and then insert it into the
-- internal captured vehicles table.
function RADAR:CreateRayThread( vehs, from, startX, endX, endY, rayType )
-- Get the start and end points for the ray trace based on the given start and end coordinates
local startPoint = GetOffsetFromEntityInWorldCoords( from, startX, 0.0, 0.0 )
local endPoint = GetOffsetFromEntityInWorldCoords( from, endX, endY, 0.0 )
-- Get all of the vehicles hit by the ray
local hitVehs = self:GetVehsHitByRay( from, vehs, startPoint, endPoint )
-- Insert the captured vehicle data and pass the ray type too
self:InsertCapturedVehicleData( hitVehs, rayType )
-- Increase the ray trace state
self:IncreaseRayTraceState()
end
-- This function iterates through each of the traces defined in RADAR.rayTraces and creates a 'thread' for
-- them, passing along all of the vehicle pool data and the player's vehicle
function RADAR:CreateRayThreads( ownVeh, vehicles )
for _, v in pairs( self.rayTraces ) do
self:CreateRayThread( vehicles, ownVeh, v.startVec.x, v.endVec.x, v.endVec.y, v.rayType )
end
end
-- When the user changes either the same lane or opp lane sensitivity from within the operator menu, this function
-- is then called to update the end coordinates for all of the traces
function RADAR:UpdateRayEndCoords()
for _, v in pairs( self.rayTraces ) do
-- Calculate what the new end coordinate should be
local endY = self:GetSettingValue( v.rayType ) * self:GetMaxCheckDist()
-- Update the end Y coordinate in the traces table
v.endVec.y = endY
end
end
--[[----------------------------------------------------------------------------------
Radar antenna functions
----------------------------------------------------------------------------------]]--
-- Toggles the state of the given antenna between hold and transmitting, only works if the radar's power is
-- on. Also runs a callback function when present.
function RADAR:ToggleAntenna( ant, cb )
-- Check power is on
if ( self:IsPowerOn() ) then
-- Toggle the given antennas state
self.vars.antennas[ant].xmit = not self.vars.antennas[ant].xmit
-- Run the callback function if there is one
if ( cb ) then cb() end
end
end
-- Returns if the given antenna is transmitting
function RADAR:IsAntennaTransmitting( ant )
return self.vars.antennas[ant].xmit
end
-- Returns if the given relative position value is for the front or rear antenna
function RADAR:GetAntennaTextFromNum( relPos )
if ( relPos == 1 ) then
return "front"
elseif ( relPos == -1 ) then
return "rear"
end
end
-- Returns the mode of the given antenna
function RADAR:GetAntennaMode( ant )
return self.vars.antennas[ant].mode
end
-- Sets the mode of the given antenna if the mode is valid and the power is on. Also runs a callback function
-- when present.
function RADAR:SetAntennaMode( ant, mode, cb )
-- Check the mode is actually a number, this is needed as the radar system relies on the mode to be
-- a number to work
if ( type( mode ) == "number" ) then
-- Check the mode is in the valid range for modes, and that the power is on
if ( mode >= 0 and mode <= 3 and self:IsPowerOn() ) then
-- Update the mode for the antenna
self.vars.antennas[ant].mode = mode
-- Run the callback function if there is one
if ( cb ) then cb() end
end
end
end
-- Returns the speed stored for the given antenna
function RADAR:GetAntennaSpeed( ant )
return self.vars.antennas[ant].speed
end
-- Sets the speed of the given antenna to the given speed
function RADAR:SetAntennaSpeed( ant, speed )
self.vars.antennas[ant].speed = speed
end
-- Returns the direction value stored for the given antenna
function RADAR:GetAntennaDir( ant )
return self.vars.antennas[ant].dir
end
-- Sets the direction value of the given antenna to the given direction
function RADAR:SetAntennaDir( ant, dir )
self.vars.antennas[ant].dir = dir
end
-- Sets the fast speed and direction in one go
function RADAR:SetAntennaData( ant, speed, dir )
self:SetAntennaSpeed( ant, speed )
self:SetAntennaDir( ant, dir )
end
-- Returns the fast speed stored for the given antenna
function RADAR:GetAntennaFastSpeed( ant )
return self.vars.antennas[ant].fastSpeed
end
-- Sets the fast speed of the given antenna to the given speed
function RADAR:SetAntennaFastSpeed( ant, speed )
self.vars.antennas[ant].fastSpeed = speed
end
-- Returns the direction value for the fast box stored for the given antenna
function RADAR:GetAntennaFastDir( ant )
return self.vars.antennas[ant].fastDir
end
-- Sets the direction value of the given antenna's fast box to the given direction
function RADAR:SetAntennaFastDir( ant, dir )
self.vars.antennas[ant].fastDir = dir
end
-- Sets the fast speed and direction in one go
function RADAR:SetAntennaFastData( ant, speed, dir )
self:SetAntennaFastSpeed( ant, speed )
self:SetAntennaFastDir( ant, dir )
end
-- Returns if the stored speed for the given antenna is valid
function RADAR:DoesAntennaHaveValidData( ant )
return self:GetAntennaSpeed( ant ) ~= nil
end
-- Returns if the stored fast speed for the given antenna is valid
function RADAR:DoesAntennaHaveValidFastData( ant )
return self:GetAntennaFastSpeed( ant ) ~= nil
end
-- Returns if the fast label should be displayed
function RADAR:ShouldFastBeDisplayed( ant )
if ( self:IsAntennaSpeedLocked( ant ) ) then
return self:GetAntennaLockedType( ant ) == 2
else
return self:IsFastDisplayEnabled()
end
end
-- Returns if the given antenna has a locked speed
function RADAR:IsAntennaSpeedLocked( ant )
return self.vars.antennas[ant].speedLocked
end
-- Sets the state of speed lock for the given antenna to the given state
function RADAR:SetAntennaSpeedIsLocked( ant, state )
self.vars.antennas[ant].speedLocked = state
end
-- Sets a speed and direction to be locked in for the given antenna
function RADAR:SetAntennaSpeedLock( ant, speed, dir, lockType )
-- Check that the passed speed and direction are actually valid
if ( speed ~= nil and dir ~= nil and lockType ~= nil ) then
-- Set the locked speed and direction to the passed values
self.vars.antennas[ant].lockedSpeed = speed
self.vars.antennas[ant].lockedDir = dir
self.vars.antennas[ant].lockedType = lockType
-- Tell the system that a speed has been locked for the given antenna
self:SetAntennaSpeedIsLocked( ant, true )
-- Send a message to the NUI side to play the beep sound with the current volume setting
SendNUIMessage( { _type = "audio", name = "beep", vol = RADAR:GetSettingValue( "beep" ) } )
end
end
-- Returns the locked speed for the given antenna
function RADAR:GetAntennaLockedSpeed( ant )
return self.vars.antennas[ant].lockedSpeed
end
-- Returns the locked direction for the given antenna
function RADAR:GetAntennaLockedDir( ant )
return self.vars.antennas[ant].lockedDir
end
-- Returns the lock type for the given antenna
function RADAR:GetAntennaLockedType( ant )
return self.vars.antennas[ant].lockedType
end
-- Resets the speed lock info to do with the given antenna
function RADAR:ResetAntennaSpeedLock( ant )
-- Blank the locked speed and direction
self.vars.antennas[ant].lockedSpeed = nil
self.vars.antennas[ant].lockedDir = nil
self.vars.antennas[ant].lockedType = nil
-- Set the locked state to false
self:SetAntennaSpeedIsLocked( ant, false )
end
-- When the user presses the speed lock key for either antenna, this function is called to get the
-- necessary information from the antenna, and then lock it into the display
function RADAR:LockAntennaSpeed( ant )
-- Only lock a speed if the antenna is on and the UI is displayed
if ( self:IsPowerOn() and self:GetDisplayState() and not self:GetDisplayHidden() and self:IsAntennaTransmitting( ant ) ) then
-- Check if the antenna already has a speed locked, if it does then reset the lock, otherwise we lock
-- a speed
if ( self:IsAntennaSpeedLocked( ant ) ) then
self:ResetAntennaSpeedLock( ant )
else
-- Set up a temporary table with 3 nil values, this way if the system isn't able to get a speed or
-- direction, the speed lock function won't work
local data = { nil, nil, nil }
-- As the lock system is based on which speed is displayed, we have to check if there is a speed in the
-- fast box, if there is then we lock in the fast speed, otherwise we lock in the strongest speed
if ( self:IsFastDisplayEnabled() and self:DoesAntennaHaveValidFastData( ant ) ) then
data[1] = self:GetAntennaFastSpeed( ant )
data[2] = self:GetAntennaFastDir( ant )
data[3] = 2
else
data[1] = self:GetAntennaSpeed( ant )
data[2] = self:GetAntennaDir( ant )
data[3] = 1
end
-- Lock in the speed data for the antenna
self:SetAntennaSpeedLock( ant, data[1], data[2], data[3] )
end
-- Attempt for fixing speed lock bugging every now and then, doesn't seem to happen as often
-- with this wait in place
-- Citizen.Wait( 10 )
-- Send an NUI message to change the lock label, otherwise we'd have to wait until the next main loop
SendNUIMessage( { _type = "antennaLock", ant = ant, state = self:IsAntennaSpeedLocked( ant ) } )
SendNUIMessage( { _type = "antennaFast", ant = ant, state = self:ShouldFastBeDisplayed( ant ) } )
end
end
-- Resets an antenna, used when the system is turned off
function RADAR:ResetAntenna( ant )
-- Overwrite default behaviour, this is because when the system is turned off, the temporary memory is
-- technically reset, as the setter functions require either the radar power to be on or the antenna to
-- be transmitting, this is the only way to reset the values
self.vars.antennas[ant].xmit = false
self.vars.antennas[ant].mode = 0
self:ResetAntennaSpeedLock( ant )
end
--[[----------------------------------------------------------------------------------
Radar captured vehicle functions
----------------------------------------------------------------------------------]]--
-- Returns the captured vehicles table
function RADAR:GetCapturedVehicles()
return self.vars.capturedVehicles
end
-- Resets the captured vehicles table to an empty table
function RADAR:ResetCapturedVehicles()
self.vars.capturedVehicles = {}
end
-- Takes the vehicle data from RADAR:CreateRayThread() and puts it into the main captured vehicles table, along
-- with the ray type for that vehicle data set (e.g. same or opp)
function RADAR:InsertCapturedVehicleData( t, rt )
-- Make sure the table being passed is valid and not empty
if ( type( t ) == "table" and not UTIL:IsTableEmpty( t ) ) then
-- Iterate through the given table
for _, v in pairs( t ) do
-- Add the ray type to the current row
v.rayType = rt
-- Insert it into the main captured vehicles table
table.insert( self.vars.capturedVehicles, v )
end
end
end
-- Sets the given value to true in the temp vehicles table, it is a test system used to reduce ray traces
-- on vehicles that have already been hit by another trace. Currently not implemented fully, as it doesn't
-- check for ray traces of different types, e.g. same or opp.
function RADAR:HasVehicleAlreadyBeenHit( key )
return self.vars.tempVehicleIDs[key]
end
-- Returns if a vehicle has already been hit by a ray trace
function RADAR:SetVehicleHasBeenHit( key )
self.vars.tempVehicleIDs[key] = true
end
-- Resets the temporary vehicle ids table
function RADAR:ResetTempVehicleIDs()
self.vars.tempVehicleIDs = {}
end
--[[----------------------------------------------------------------------------------
Radar dynamic sphere radius functions
----------------------------------------------------------------------------------]]--
-- Returns the dynamic sphere data for the given key if there is any
function RADAR:GetDynamicDataValue( key )
return self.vars.sphereSizes[key]
end
-- Returns if dynamic sphere data exists for the given key
function RADAR:DoesDynamicRadiusDataExist( key )
return self:GetDynamicDataValue( key ) ~= nil
end
-- Sets the dynamic sohere data for the given key to the given table
function RADAR:SetDynamicRadiusKey( key, t )
self.vars.sphereSizes[key] = t
end
-- Inserts the given data into the dynamic spheres table, stores the radius and the actual summed up
-- vehicle size. The key is just the model of a vehicle put into string form
function RADAR:InsertDynamicRadiusData( key, radius, actualSize )
-- Check to make sure there is no data for the vehicle
if ( self:GetDynamicDataValue( key ) == nil ) then
-- Create a table to store the data in
local data = {}
-- Put the data into the temporary table
data.radius = radius
data.actualSize = actualSize
-- Set the dynamic sphere data for the vehicle
self:SetDynamicRadiusKey( key, data )
end
end
-- Returns the dynamic sphere data for the given vehicle
function RADAR:GetRadiusData( key )
return self.vars.sphereSizes[key].radius, self.vars.sphereSizes[key].actualSize
end
-- This function is used to get the dynamic sphere data for a vehicle, if data already exists for the
-- given vehicle, then the system just returns the already made data, otherwise the data gets created
function RADAR:GetDynamicRadius( veh )
-- Get the model of the vehicle
local mdl = GetEntityModel( veh )
-- Create a key based on the model
local key = tostring( mdl )
-- Check to see if data already exists
local dataExists = self:DoesDynamicRadiusDataExist( key )
-- If the data doesn't already exist, then we create it
if ( not dataExists ) then
-- Get the min and max points of the vehicle model
local min, max = GetModelDimensions( mdl )
-- Calculate the size, as the min value is negative
local size = max - min
-- Get a numeric size which composes of the x, y, and z size combined
local numericSize = size.x + size.y + size.z
-- Get a dynamic radius for the given vehicle model that fits into the world of GTA
local dynamicRadius = UTIL:Clamp( ( numericSize * numericSize ) / 12, 5.0, 11.0 )
-- Insert the newly created sphere data into the sphere data table
self:InsertDynamicRadiusData( key, dynamicRadius, numericSize )
-- Return the data
return dynamicRadius, numericSize
end
-- Return the stored data
return self:GetRadiusData( key )
end
--[[----------------------------------------------------------------------------------
Radar functions
----------------------------------------------------------------------------------]]--
-- Takes a GTA speed and converts it into the type defined by the user in the operator menu
function RADAR:GetVehSpeedConverted( speed )
-- Get the speed unit from the settings
local unit = self:GetSettingValue( "speedType" )
-- Return the coverted speed rounded to a whole number
return UTIL:Round( speed * self.speedConversions[unit], 0 )
end
-- Gathers all of the vehicles in the local area of the player
function RADAR:GetAllVehicles()
-- Create a temporary table
local t = {}
-- Iterate through vehicles
for v in UTIL:EnumerateVehicles() do
-- Insert the vehicle id into the temporary table
table.insert( t, v )
end
-- Return the table
return t
end
-- Used to check if an antennas mode fits with a ray type from the ray trace system
function RADAR:CheckVehicleDataFitsMode( ant, rt )
-- Get the current mode value for the given antenna
local mode = self:GetAntennaMode( ant )
-- Check that the given ray type matches up with the antenna's current mode
if ( ( mode == 3 ) or ( mode == 1 and rt == "same" ) or ( mode == 2 and rt == "opp" ) ) then return true end
-- Otherwise, return false as a last resort
return false
end
-- This function is used to filter through the captured vehicles and work out what vehicles should be used for display
-- on the radar interface
function RADAR:GetVehiclesForAntenna()
-- Create the vehs table to store the split up captured vehicle data
local vehs = { ["front"] = {}, ["rear"] = {} }
-- Create the results table to store the vehicle results, the first index is for the 'strongest' vehicle and the
-- second index is for the 'fastest' vehicle
local results = { ["front"] = { nil, nil }, ["rear"] = { nil, nil } }
-- Loop through and split up the vehicles based on front and rear, this is simply because the actual system
-- that gets all of the vehicles hit by the radar only has a relative position of either 1 or -1, which we
-- then convert below into an antenna string!
for ant in UTIL:Values( { "front", "rear" } ) do
-- Check that the antenna is actually transmitting
if ( self:IsAntennaTransmitting( ant ) ) then
-- Iterate through the captured vehicles
for k, v in pairs( self:GetCapturedVehicles() ) do
-- Convert the relative position to antenna text
local antText = self:GetAntennaTextFromNum( v.relPos )
-- Check the current vehicle's relative position is the same as the current antenna
if ( ant == antText ) then
-- Insert the vehicle into the table for the current antenna
table.insert( vehs[ant], v )
end
end
-- As the radar is based on how the real Stalker DSR 2X works, we now sort the dataset by
-- the 'strongest' (largest) target, this way the first result for the front and rear data
-- will be the one that gets displayed in the target boxes.
table.sort( vehs[ant], self:GetStrongestSortFunc() )
end
end
-- Now that we have all of the vehicles split into front and rear, we can iterate through both sets and get
-- the strongest and fastest vehicle for display
for ant in UTIL:Values( { "front", "rear" } ) do
-- Check that the table for the current antenna is not empty
if ( not UTIL:IsTableEmpty( vehs[ant] ) ) then
-- Get the 'strongest' vehicle for the antenna
for k, v in pairs( vehs[ant] ) do
-- Check if the current vehicle item fits the mode set by the user
if ( self:CheckVehicleDataFitsMode( ant, v.rayType ) ) then
-- Set the result for the current antenna
results[ant][1] = v
break
end
end
-- Here we get the vehicle for the fastest section, but only if the user has the fast mode enabled
-- in the operator menu
if ( self:IsFastDisplayEnabled() ) then
-- Get the 'fastest' vehicle for the antenna
table.sort( vehs[ant], self:GetFastestSortFunc() )
-- Create a temporary variable for the first result, reduces line length
local temp = results[ant][1]
-- Iterate through the vehicles for the current antenna
for k, v in pairs( vehs[ant] ) do
-- When we grab a vehicle for the fastest section, as it is like how the real system works, there are a few
-- additional checks that have to be made
if ( self:CheckVehicleDataFitsMode( ant, v.rayType ) and v.veh ~= temp.veh and v.size < temp.size and v.speed > temp.speed ) then
-- Set the result for the current antenna
results[ant][2] = v
break
end
end
end
end
end
-- Return the results
return { ["front"] = { results["front"][1], results["front"][2] }, ["rear"] = { results["rear"][1], results["rear"][2] } }
end
--[[----------------------------------------------------------------------------------
NUI callback
----------------------------------------------------------------------------------]]--
-- Runs when the "Toggle Display" button is pressed on the remote control
RegisterNUICallback( "toggleDisplay", function()
-- Toggle the display state
RADAR:ToggleDisplayState()
end )
-- Runs when the user presses the power button on the radar ui
RegisterNUICallback( "togglePower", function()
-- Toggle the radar's power
RADAR:TogglePower()
end )
-- Runs when the user presses the ESC or RMB when the remote is open
RegisterNUICallback( "closeRemote", function()
-- Remove focus to the NUI side
SetNuiFocus( false, false )
end )
-- Runs when the user presses any of the antenna mode buttons on the remote
RegisterNUICallback( "setAntennaMode", function( data )
-- As the mode buttons are used to exit the menu, we check for that
if ( RADAR:IsPowerOn() and RADAR:IsMenuOpen() ) then
-- Set the internal menu state to be closed (false)
RADAR:SetMenuState( false )
-- Send a setting update to the NUI side
RADAR:SendSettingUpdate()
-- Play a menu done beep
SendNUIMessage( { _type = "audio", name = "done", vol = RADAR:GetSettingValue( "beep" ) } )
else
-- Change the mode for the designated antenna, pass along a callback which contains data from this NUI callback
RADAR:SetAntennaMode( data.value, tonumber( data.mode ), function()
-- Update the interface with the new mode
SendNUIMessage( { _type = "antennaMode", ant = data.value, mode = tonumber( data.mode ) } )
-- Play a beep
SendNUIMessage( { _type = "audio", name = "beep", vol = RADAR:GetSettingValue( "beep" ) } )
end )
end
end )
-- Runs when the user presses either of the XMIT/HOLD buttons on the remote
RegisterNUICallback( "toggleAntenna", function( data )
-- As the xmit/hold buttons are used to change settings in the menu, we check for that
if ( RADAR:IsPowerOn() and RADAR:IsMenuOpen() ) then
-- Change the menu option based on which button is pressed
RADAR:ChangeMenuOption( data.value )
-- Play a beep noise
SendNUIMessage( { _type = "audio", name = "beep", vol = RADAR:GetSettingValue( "beep" ) } )
else
-- Toggle the transmit state for the designated antenna, pass along a callback which contains data from this NUI callback
RADAR:ToggleAntenna( data.value, function()
-- Update the interface with the new antenna transmit state
SendNUIMessage( { _type = "antennaXmit", ant = data.value, on = RADAR:IsAntennaTransmitting( data.value ) } )
-- Play some audio specific to the transmit state
SendNUIMessage( { _type = "audio", name = RADAR:IsAntennaTransmitting( data.value ) and "xmit_on" or "xmit_off", vol = RADAR:GetSettingValue( "beep" ) } )
end )
end
end )
-- Runs when the user presses the menu button on the remote control
RegisterNUICallback( "menu", function()
-- As the menu button is a multipurpose button, we first check to see if the menu is already open
if ( RADAR:IsMenuOpen() ) then
-- As the menu is already open, we then iterate to the next option in the settings list
RADAR:ChangeMenuIndex()
else
-- Set the menu state to open, which will prevent anything else within the radar from working
RADAR:SetMenuState( true )
-- Send an update to the NUI side
RADAR:SendMenuUpdate()
end
-- Play the standard audio beep
SendNUIMessage( { _type = "audio", name = "beep", vol = RADAR:GetSettingValue( "beep" ) } )
end )
--[[----------------------------------------------------------------------------------
Main threads
----------------------------------------------------------------------------------]]--
-- Some people might not like the idea of the resource having a CPU MSEC over 0.10, but due to the functions
-- and the way the whole radar system works, it will use over 0.10 a decent amount. In this function, we
-- dynamically adjust the wait time in the main thread, so that when the player is driving their vehicle and
-- moving, the system doesn't run as fast so as to use less CPU time. When they have their vehicle
-- stationary, the system runs more often, which means that if a situation occurs such as a vehicle flying
-- past them at a high rate of speed, the system will be able to pick it up as it is running faster. Also, as
-- the user is stationary, if the system takes up an additional one or two frames per second, it won't really
-- be noticeable.
function RADAR:RunDynamicThreadWaitCheck()
-- Get the speed of the local players vehicle
local speed = self:GetPatrolSpeed()
-- Check that the vehicle speed is less than 0.1
if ( speed < 0.1 ) then
-- Change the thread wait time to 200 ms, the trace system will now run five times per second
self:SetThreadWaitTime( 200 )
else
-- Change the thread wait time to 500 ms, the trace system will now run two times a second
self:SetThreadWaitTime( 500 )
end
end
-- Create the thread that will run the dynamic thread wait check, this check only runs every two seconds
Citizen.CreateThread( function()
while ( true ) do
-- Run the function
RADAR:RunDynamicThreadWaitCheck()
-- Make the thread wait two seconds
Citizen.Wait( 2000 )
end
end )
-- This function handles the custom ray trace system that is used to gather all of the vehicles hit by
-- the ray traces defined in RADAR.rayTraces.
function RADAR:RunThreads()
-- For the system to even run, the player needs to be sat in the driver's seat of a class 18 vehicle, the
-- radar has to be visible and the power must be on, and either one of the antennas must be enabled.
if ( PLY:VehicleStateValid() and self:CanPerformMainTask() and self:IsEitherAntennaOn() ) then
-- Before we create any of the custom ray trace threads, we need to make sure that the ray trace state
-- is at zero, if it is not at zero, then it means the system is still currently tracing
if ( self:GetRayTraceState() == 0 ) then
-- Grab a copy of the vehicle pool
local vehs = self:GetVehiclePool()
-- Reset the main captured vehicles table
self:ResetCapturedVehicles()
-- Reset the ray trace state back to 0
-- self:ResetRayTraceState()
-- Here we run the function that creates all of the main ray threads
self:CreateRayThreads( PLY.veh, vehs )
-- Make the thread this function runs in wait the dynamic time defined by the system
Citizen.Wait( self:GetThreadWaitTime() )
-- If the current ray trace state is the same as the total number of rays, then we reset the ray trace
-- state back to 0 so the thread system can run again
elseif ( self:GetRayTraceState() == self:GetNumOfRays() ) then
-- Reset the ray trace state to 0
self:ResetRayTraceState()
end
end
end
-- Create the main thread that will run the threads function, the function itself is run every frame as the
-- dynamic wait time is ran inside the function
Citizen.CreateThread( function()
while ( true ) do
-- Run the function
RADAR:RunThreads()
-- Make the thread wait 0 ms
Citizen.Wait( 0 )
end
end )
-- This is the main function that runs and handles all information that is sent to the NUI side for display, all
-- speed values are converted on the Lua side into a format that is displayable using the custom font on the NUI side
function RADAR:Main()
-- Only run any of the main code if all of the states are met, player in the driver's seat of a class 18 vehicle, and
-- the system has to be able to perform main tasks
if ( PLY:VehicleStateValid() and self:CanPerformMainTask() ) then
-- Create a table that will be used to store all of the data to be sent to the NUI side
local data = {}
-- Get the player's vehicle speed
local entSpeed = GetEntitySpeed( PLY.veh )
-- Set the internal patrol speed to the speed obtained above, this is then used in the dynamic thread wait calculation
self:SetPatrolSpeed( entSpeed )
-- Change what is displayed in the patrol speed box on the radar interface depending on if the players vehicle is
-- stationary or moving
if ( entSpeed == 0 ) then
data.patrolSpeed = "¦[]"
else
local speed = self:GetVehSpeedConverted( entSpeed )
data.patrolSpeed = UTIL:FormatSpeed( speed )
end
-- Get the vehicles to be displayed for the antenna, then we take the results from that and send the relevant
-- information to the NUI side
local av = self:GetVehiclesForAntenna()
data.antennas = { ["front"] = nil, ["rear"] = nil }
-- Iterate through the front and rear data and obtain the information to be displayed
for ant in UTIL:Values( { "front", "rear" } ) do
-- Check that the antenna is actually transmitting, no point in running all the checks below if the antenna is off
if ( self:IsAntennaTransmitting( ant ) ) then
-- Create a table for the current antenna to store the information
data.antennas[ant] = {}
-- When the system works out what vehicles to be used, both the "front" and "rear" keys have two items located
-- at index 1 and 2. Index 1 stores the vehicle data for the antenna's 'strongest' vehicle, and index 2 stores
-- the vehicle data for the 'fastest' vehicle. Here we iterate through both the indexes and just run checks to
-- see if it is a particular type (e.g. if i % 2 == 0 then it's the 'fastest' vehicle)
for i = 1, 2 do
-- Create the table to store the speed and direction for this vehicle data
data.antennas[ant][i] = { speed = "¦¦¦", dir = 0 }
-- If the current iteration is the number 2 ('fastest') and there's a speed locked, grab the locked speed
-- and direction
if ( i == 2 and self:IsAntennaSpeedLocked( ant ) ) then
data.antennas[ant][i].speed = self:GetAntennaLockedSpeed( ant )
data.antennas[ant][i].dir = self:GetAntennaLockedDir( ant )
-- Otherwise, continue with getting speed and direction data
else
-- The vehicle data exists for this slot
if ( av[ant][i] ~= nil ) then
-- Here we get the entity speed of the vehicle, the speed for this vehicle would've been obtained
-- and stored in the trace stage, but the speed would've only been obtained and stored once, which
-- means that it woulsn't be the current speed
local vehSpeed = GetEntitySpeed( av[ant][i].veh )
local convertedSpeed = self:GetVehSpeedConverted( vehSpeed )
data.antennas[ant][i].speed = UTIL:FormatSpeed( convertedSpeed )
-- Work out if the vehicle is closing or away
local ownH = UTIL:Round( GetEntityHeading( PLY.veh ), 0 )
local tarH = UTIL:Round( GetEntityHeading( av[ant][i].veh ), 0 )
data.antennas[ant][i].dir = UTIL:GetEntityRelativeDirection( ownH, tarH )
-- Set the internal antenna data as this actual dataset is valid
if ( i % 2 == 0 ) then
self:SetAntennaFastData( ant, data.antennas[ant][i].speed, data.antennas[ant][i].dir )
else
self:SetAntennaData( ant, data.antennas[ant][i].speed, data.antennas[ant][i].dir )
end
-- Lock the speed automatically if the fast limit system is allowed
if ( self:IsFastLimitAllowed() ) then
-- Make sure the speed is larger than the limit, and that there isn't already a locked speed
if ( self:IsFastLockEnabled() and convertedSpeed > self:GetFastLimit() and not self:IsAntennaSpeedLocked( ant ) ) then
self:LockAntennaSpeed( ant )
end
end
else
-- If the active vehicle is not valid, we reset the internal data
if ( i % 2 == 0 ) then
self:SetAntennaFastData( ant, nil, nil )
else
self:SetAntennaData( ant, nil, nil )
end
end
end
end
end
end
-- Send the update to the NUI side
SendNUIMessage( { _type = "update", speed = data.patrolSpeed, antennas = data.antennas } )
self:ResetTempVehicleIDs()
-- self:ResetRayTraceState()
end
end
-- Main thread
Citizen.CreateThread( function()
SetNuiFocus( false, false )
RADAR:CacheNumRays()
RADAR:UpdateRayEndCoords()
if ( RADAR:IsFastLimitAllowed() ) then
RADAR:CreateFastLimitConfig()
end
while ( true ) do
RADAR:Main()
Citizen.Wait( 50 )
end
end )
function RADAR:RunDisplayValidationCheck()
if ( ( ( PLY.veh == 0 or ( PLY.veh > 0 and not PLY.vehClassValid ) ) and self:GetDisplayState() and not self:GetDisplayHidden() ) or IsPauseMenuActive() and self:GetDisplayState() ) then
self:SetDisplayHidden( true )
SendNUIMessage( { _type = "toggleDisplay", state = false } )
elseif ( PLY.veh > 0 and PLY.vehClassValid and PLY.inDriverSeat and self:GetDisplayState() and self:GetDisplayHidden() ) then
self:SetDisplayHidden( false )
SendNUIMessage( { _type = "toggleDisplay", state = true } )
end
end
Citizen.CreateThread( function()
Citizen.Wait( 100 )
while ( true ) do
RADAR:RunDisplayValidationCheck()
Citizen.Wait( 100 )
end
end )
-- Update the vehicle pool every 3 seconds
function RADAR:UpdateVehiclePool()
if ( PLY:VehicleStateValid() and self:CanPerformMainTask() and self:IsEitherAntennaOn() ) then
local vehs = self:GetAllVehicles()
self:SetVehiclePool( vehs )
end
end
Citizen.CreateThread( function()
while ( true ) do
RADAR:UpdateVehiclePool()
Citizen.Wait( 3000 )
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 ]]
-- Opens the remote control
if ( IsDisabledControlJustPressed( 1, self.config.remote_control_key ) ) then
self:OpenRemote()
end
-- Locks speed from front antenna
if ( IsDisabledControlJustPressed( 1, self.config.front_lock_key ) ) then
self:LockAntennaSpeed( "front" )
end
-- Locks speed from rear antenna
if ( IsDisabledControlJustPressed( 1, self.config.rear_lock_key ) ) then
self:LockAntennaSpeed( "rear" )
end
-- Shortcut to restart the resource
--[[if ( IsDisabledControlJustPressed( 1, 167 ) ) then
ExecuteCommand( "restart wk_wars2x" )
end]]
end
-- Control manager
Citizen.CreateThread( function()
while ( true ) do
RADAR:RunControlManager()
Citizen.Wait( 0 )
end
end )
------------------------------ DEBUG ------------------------------
--[[ Citizen.CreateThread( function()
while ( true ) do
if ( RADAR.config.debug_mode ) then
for k, v in pairs( RADAR.rayTraces ) do
for i = -1, 1, 2 do
local startP = GetOffsetFromEntityInWorldCoords( PLY.veh, v.startVec.x, 0.0, 0.0 )
local endP = GetOffsetFromEntityInWorldCoords( PLY.veh, v.endVec.x, v.endVec.y * i, 0.0 )
UTIL:DrawDebugLine( startP, endP )
end
end
local av = RADAR:GetActiveVehicles()
for ant in UTIL:Values( { "front", "rear" } ) do
for i = 1, 2, 1 do
if ( av[ant] ~= nil and av[ant][i] ~= nil ) then
local pos = GetEntityCoords( av[ant][i].veh )
local r = RADAR:GetDynamicRadius( av[ant][i].veh )
if ( i == 1 ) then
UTIL:DrawDebugSphere( pos.x, pos.y, pos.z, r, { 255, 127, 0, 100 } )
else
UTIL:DrawDebugSphere( pos.x, pos.y, pos.z, r, { 255, 0, 0, 100 } )
end
end
end
end
Citizen.Wait( 0 )
else
Citizen.Wait( 500 )
end
end
end ) ]]