mirror of
https://github.com/Michatec/wk_wars2x.git
synced 2026-04-01 08:26:27 +02:00
857 lines
26 KiB
Lua
857 lines
26 KiB
Lua
--[[------------------------------------------------------------------------
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Wraith ARS 2X - v1.0.0
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Created by WolfKnight
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------------------------------------------------------------------------]]--
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local next = next
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local dot = dot
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local table = table
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local type = type
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local tostring = tostring
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local math = math
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local pairs = pairs
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--[[------------------------------------------------------------------------
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Resource Rename Fix - for those muppets who rename the resource and
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complain that the NUI aspect doesn't work!
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------------------------------------------------------------------------]]--
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Citizen.SetTimeout( 1000, function()
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-- Get the name of the resource, for example the default name is 'wk_wrs2'
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local name = GetCurrentResourceName()
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print( "WK_WARS2X: Sending resource name (" .. name .. ") to JavaScript side." )
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-- Send a message through the NUI system to the JavaScript file to give the name of the resource
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SendNUIMessage( { _type = "updatePathName", pathName = name } )
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end )
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--[[------------------------------------------------------------------------
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Player info variables
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------------------------------------------------------------------------]]--
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PLY = {}
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PLY.ped = PlayerPedId()
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PLY.veh = nil
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PLY.inDriverSeat = false
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--[[------------------------------------------------------------------------
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Radar variables
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------------------------------------------------------------------------]]--
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RADAR.vars =
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{
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-- The radar's power
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power = false,
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-- These are the settings that are used in the operator menu
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settings = {
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fastDisplay = true,
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oppSensitivity = 5,
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sameSensitivity = 5,
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alert = true
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},
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-- Player's vehicle speed, this is used to update the patrol vehicle speed on the radar
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patrolSpeed = 0,
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patrolLocked = false,
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psBlank = false,
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-- The speed type, this is used when converting speeds to a readable format
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-- Either "mph" or "kmh", can be toggle in-game
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speedType = "mph",
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-- Antennas, this table contains all of the data needed for operation of the front and rear antennas
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antennas = {
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-- Variables for the front antenna
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[ "front" ] = {
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xmit = false, -- Whether the antenna is on or off
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mode = 0, -- Current antenna mode, 0 = none, 1 = same, 2 = opp, 3 = same and opp
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speed = 0, -- Speed of the vehicle caught by the front antenna
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dir = nil, -- Direction the caught vehicle is going, 0 = towards, 1 = away
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fastMode = 1, -- Current fast mode, 1 = polling, 2 = lock on at first fast vehicle
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fastSpeed = 0, -- Speed of the fastest vehicle caught by the front antenna
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fastDir = nil, -- Direction the fastest vehicle is going, 0 = towards, 1 = away
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fastLocked = false -- Whether the fast speed is locked or not
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},
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[ "rear" ] = {
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xmit = false, -- Whether the antenna is on or off
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mode = 0, -- Current antenna mode, 0 = none, 1 = same, 2 = opp, 3 = same and opp
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speed = 0, -- Speed of the vehicle caught by the front antenna
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dir = nil, -- Direction the caught vehicle is going, 0 = towards, 1 = away
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fastMode = 1, -- Current fast mode, 1 = polling, 2 = lock on at first fast vehicle
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fastSpeed = 0, -- Speed of the fastest vehicle caught by the front antenna
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fastDir = nil, -- Direction the fastest vehicle is going, 0 = towards, 1 = away
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fastLocked = false -- Whether the fast speed is locked or not
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}
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},
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-- Sort mode, defines the table position for RADAR.sorting
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-- sortMode = 1,
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-- The maximum distance that the radar system's ray traces can go
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maxCheckDist = 300.0,
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-- Cached dynamic vehicle sphere sizes, automatically populated when the system is running
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sphereSizes = {},
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-- Vehicle pool, automatically populated when the system is running, holds all of the current
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-- vehicle IDs for the player using entity enumeration (see cl_utils.lua)
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vehiclePool = {},
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-- Radar stage, this is used to tell the system what it should currently be doing, the stages are:
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-- - 0 = Gathering vehicles hit by the rays
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-- - 1 = Filtering the vehicles caught (removing duplicates, etc) and calculating what needs to be shown
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-- to the user based on modes and settings
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-- - 2 = Sending all required data across to the NUI system for display
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radarStage = 0,
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-- Ray trace state, this is used so the radar stage doesn't progress to the next stage unless
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-- all of the ray trace threads have completed
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rayTraceState = 0,
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-- Number of ray traces, automaticaally cached when the system first runs
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numberOfRays = 0
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}
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-- Table to store entity IDs of captured vehicles
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RADAR.capturedVehicles = {}
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-- The current vehicle data for display
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RADAR.activeVehicles = {}
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-- These vectors are used in the custom ray tracing system
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RADAR.rayTraces = {
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-- { startVec = { x = 0.0, y = 5.0 }, endVec = { x = 0.0, y = 150.0 }, rayType = "same" },
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-- { startVec = { x = -5.0, y = 15.0 }, endVec = { x = -5.0, y = 150.0 }, rayType = "same" },
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-- { startVec = { x = 5.0, y = 15.0 }, endVec = { x = 5.0, y = 150.0 }, rayType = "same" },
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{ startVec = { x = 0.0, y = 5.0 }, endVec = { x = 0.0, y = 150.0 }, rayType = "same" },
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{ startVec = { x = -10.0, y = 15.0 }, endVec = { x = -10.0, y = 150.0 }, rayType = "opp" }
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}
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-- Each of these are used for sorting the captured vehicle data, depending on what the
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-- player has the mode set to, dictates what sorting function to use. The name is just the
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-- name of the mode that is used to let the user know what mode it is, and the func is the
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-- function used in table.sort()
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--
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-- DO NOT TOUCH THESE UNLESS YOU KNOW WHAT YOU'RE DOING!
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--[[ RADAR.sorting = {
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[1] = {
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name = "CLOSEST",
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func = function( a, b ) return a.dist < b.dist end
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},
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[2] = {
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name = "FASTEST",
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func = function( a, b ) return a.speed > b.speed end
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},
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[3] = {
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name = "LARGEST",
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func = function( a, b ) return a.size > b.size + 1.0 end
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}
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} ]]
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RADAR.sorting = {
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strongest = function( a, b ) return a.size > b.size end,
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fastest = function( a, b ) return a.speed > b.speed end
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}
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--[[------------------------------------------------------------------------
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Radar essentials functions
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------------------------------------------------------------------------]]--
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function RADAR:IsPowerOn()
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return self.vars.power
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end
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function RADAR:TogglePower()
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self.vars.power = not self.vars.power
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end
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function RADAR:IsFastDisplayEnabled()
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return self.vars.settings.fastDisplay
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end
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function RADAR:ToggleFastDisplay()
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self.vars.settings.fastDisplay = not self.vars.settings.fastDisplay
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end
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function RADAR:IsEitherAntennaOn()
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return self:IsAntennaTransmitting( "front" ) or self:IsAntennaTransmitting( "rear" )
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end
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--[[------------------------------------------------------------------------
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Radar basics functions
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------------------------------------------------------------------------]]--
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function RADAR:GetPatrolSpeed()
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return self.vars.patrolSpeed
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end
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function RADAR:GetVehiclePool()
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return self.vars.vehiclePool
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end
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function RADAR:GetMaxCheckDist()
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return self.vars.maxCheckDist
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end
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function RADAR:GetActiveVehicles()
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return self.activeVehicles
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end
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function RADAR:GetStrongestSortFunc()
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return self.sorting.strongest
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end
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function RADAR:GetFastestSortFunc()
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return self.sorting.fastest
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end
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function RADAR:SetPatrolSpeed( speed )
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if ( type( speed ) == "number" ) then
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self.vars.patrolSpeed = self:GetVehSpeedFormatted( speed )
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end
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end
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function RADAR:SetVehiclePool( pool )
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if ( type( pool ) == "table" ) then
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self.vars.vehiclePool = pool
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end
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end
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function RADAR:SetActiveVehicles( t )
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if ( type( t ) == "table" ) then
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self.activeVehicles = t
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end
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end
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--[[------------------------------------------------------------------------
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Radar ray trace functions
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------------------------------------------------------------------------]]--
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function RADAR:GetRayTraceState()
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return self.vars.rayTraceState
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end
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function RADAR:GetNumOfRays()
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return #self.rayTraces
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end
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function RADAR:IncreaseRayTraceState()
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self.vars.rayTraceState = self.vars.rayTraceState + 1
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end
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function RADAR:ResetRayTraceState()
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self.vars.rayTraceState = 0
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end
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function RADAR:GetIntersectedVehIsFrontOrRear( t )
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if ( t > 10.0 ) then
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return 1 -- vehicle is in front
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elseif ( t < -10.0 ) then
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return -1 -- vehicle is behind
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end
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return 0 -- vehicle is next to self
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end
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function RADAR:GetLineHitsSphereAndDir( centre, radius, rayStart, rayEnd )
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-- First we get the normalised ray, this way we then know the direction the ray is going
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local rayNorm = norm( rayEnd - rayStart )
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-- Then we calculate the ray from the start point to the centre position of the sphere
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local rayToCentre = centre - rayStart
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-- Now that we have the ray to the centre of the sphere, and the normalised ray direction, we
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-- can calculate the shortest point from the centre of the sphere onto the ray itself. This
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-- would then give us the opposite side of the right angled triangle. All of the resulting
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-- values are also in squared form, as performing square root functions is slower.
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local tProj = dot( rayToCentre, rayNorm )
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local oppLenSqr = dot( rayToCentre, rayToCentre ) - ( tProj * tProj )
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-- Square the radius
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local radiusSqr = radius * radius
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local rayDist = #( rayEnd - rayStart )
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local distToCentre = #( rayStart - centre ) - ( radius * 2 )
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-- Now all we have to do is compare the squared opposite length and the radius squared, this
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-- will then tell us if the ray intersects with the sphere.
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-- if ( oppLenSqr < radiusSqr and ( t0 < ( dist + radius ) ) ) then
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if ( oppLenSqr < radiusSqr and not ( distToCentre > rayDist ) ) then
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return true, self:GetIntersectedVehIsFrontOrRear( tProj )
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end
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return false, nil
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end
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function RADAR:ShootCustomRay( localVeh, veh, s, e )
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local pos = GetEntityCoords( veh )
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local dist = #( pos - s )
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if ( DoesEntityExist( veh ) and veh ~= localVeh and dist < self:GetMaxCheckDist() ) then
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local entSpeed = GetEntitySpeed( veh )
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local visible = HasEntityClearLosToEntity( localVeh, veh, 15 ) -- 13 seems okay, 15 too (doesn't grab ents through ents)
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if ( entSpeed > 0.1 and visible ) then
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local radius, size = self:GetDynamicRadius( veh )
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local hit, relPos = self:GetLineHitsSphereAndDir( pos, radius, s, e )
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if ( hit ) then
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UTIL:DrawDebugSphere( pos.x, pos.y, pos.z, radius, { 255, 0, 0, 40 } )
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return true, relPos, dist, entSpeed, size
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end
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end
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end
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return false, nil, nil, nil, nil
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end
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function RADAR:GetVehsHitByRay( ownVeh, vehs, s, e )
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local t = {}
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local hasData = false
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for _, veh in pairs( vehs ) do
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local hit, relativePos, distance, speed, size = self:ShootCustomRay( ownVeh, veh, s, e )
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if ( hit ) then
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local d = {}
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d.veh = veh
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d.relPos = relativePos
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d.dist = UTIL:Round( distance, 2 ) -- Possibly remove
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d.speed = UTIL:Round( speed, 3 )
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d.size = size
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table.insert( t, d )
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hasData = true
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end
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end
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if ( hasData ) then return t end
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end
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function RADAR:CreateRayThread( vehs, from, startX, endX, endY, rayType )
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-- Citizen.CreateThread( function()
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local startP = GetOffsetFromEntityInWorldCoords( from, startX, 0.0, 0.0 )
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local endP = GetOffsetFromEntityInWorldCoords( from, endX, endY, 0.0 )
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local hitVehs = self:GetVehsHitByRay( from, vehs, startP, endP )
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self:InsertCapturedVehicleData( hitVehs, rayType )
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-- UTIL:DebugPrint( "Ray thread: increasing ray state from " .. tostring( self:GetRayTraceState() ) .. " to " .. tostring( self:GetRayTraceState() + 1 ) )
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self:IncreaseRayTraceState()
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-- end )
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end
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function RADAR:CreateRayThreads( ownVeh, vehicles )
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for _, v in pairs( self.rayTraces ) do
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self:CreateRayThread( vehicles, ownVeh, v.startVec.x, v.endVec.x, v.endVec.y, v.rayType )
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end
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end
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--[[------------------------------------------------------------------------
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Radar stage functions
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------------------------------------------------------------------------]]--
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function RADAR:GetRadarStage()
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return self.vars.radarStage
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end
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function RADAR:IncreaseRadarStage()
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self.vars.radarStage = self.vars.radarStage + 1
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end
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function RADAR:ResetRadarStage()
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self.vars.radarStage = 0
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end
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--[[------------------------------------------------------------------------
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Radar antenna functions
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------------------------------------------------------------------------]]--
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function RADAR:ToggleAntenna( ant )
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if ( self:IsPowerOn() ) then
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self.vars.antennas[ant].xmit = not self.vars.antennas[ant].xmit
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end
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end
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function RADAR:IsAntennaTransmitting( ant )
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return self.vars.antennas[ant].xmit
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end
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function RADAR:GetAntennaTextFromNum( relPos )
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if ( relPos == 1 ) then
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return "front"
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elseif ( relPos == -1 ) then
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return "rear"
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end
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end
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function RADAR:GetAntennaMode( ant )
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return self.vars.antennas[ant].mode
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end
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function RADAR:SetAntennaMode( ant, mode )
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if ( type( mode ) == "number" ) then
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if ( mode >= 0 and mode <= 3 ) then
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self.vars.antennas[ant].mode = mode
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end
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end
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end
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function RADAR:SetAntennaSpeed( ant, speed )
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if ( type( speed ) == "number" ) then
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if ( speed >= 0 and speed <= 999 ) then
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self.vars.antennas[ant].speed = speed
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end
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end
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end
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function RADAR:SetAntennaDir( ant, dir )
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if ( type( dir ) == "number" ) then
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if ( dir == 0 or dir == 1 ) then
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self.vars.antennas[ant].dir = dir
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end
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end
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end
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function RADAR:SetAntennaFastMode( ant, mode )
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if ( type( mode ) == "number" ) then
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if ( mode == 1 or mode == 2 ) then
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self.vars.antennas[ant].fastMode = mode
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end
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end
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end
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function RADAR:SetAntennaFastSpeed( ant, speed )
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if ( type( speed ) == "number" ) then
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if ( speed >= 0 and speed <= 999 ) then
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self.vars.antennas[ant].fastSpeed = speed
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end
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end
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end
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function RADAR:SetAntennaFastDir( ant, dir )
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if ( type( dir ) == "number" ) then
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if ( dir == 0 or dir == 1 ) then
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self.vars.antennas[ant].fastDir = dir
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end
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end
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end
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function RADAR:SetAntennaFastLock( ant, state )
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if ( type( state ) == "boolean" ) then
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self.vars.antennas[ant].fastLocked = state
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end
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end
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--[[------------------------------------------------------------------------
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Radar captured vehicle functions
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------------------------------------------------------------------------]]--
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function RADAR:GetCapturedVehicles()
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return self.capturedVehicles
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end
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function RADAR:ResetCapturedVehicles()
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self.capturedVehicles = {}
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end
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function RADAR:InsertCapturedVehicleData( t, rt )
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if ( type( t ) == "table" and not UTIL:IsTableEmpty( t ) ) then
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for _, v in pairs( t ) do
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v.rayType = rt
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table.insert( self.capturedVehicles, v )
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end
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end
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end
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--[[ function RADAR:RemoveDuplicateCapturedVehicles()
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for k, vehTable in pairs( self.capturedVehicles ) do
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local veh = vehTable.veh
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local rt = vehTable.rayType
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for b, v in pairs( self.capturedVehicles ) do
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if ( v.veh == veh and k ~= b and rt == v.rayType ) then table.remove( self.capturedVehicles, b ) end
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end
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end
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end ]]
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--[[------------------------------------------------------------------------
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Radar dynamic sphere radius functions
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------------------------------------------------------------------------]]--
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function RADAR:GetDynamicDataValue( key )
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return self.vars.sphereSizes[key]
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end
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function RADAR:DoesDynamicRadiusDataExist( key )
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return self:GetDynamicDataValue( key ) ~= nil
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end
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function RADAR:SetDynamicRadiusKey( key, t )
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self.vars.sphereSizes[key] = t
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end
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function RADAR:InsertDynamicRadiusData( key, radius, actualSize )
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if ( self:GetDynamicDataValue( key ) == nil ) then
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local tbl = {}
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tbl.radius = radius
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tbl.actualSize = actualSize
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self:SetDynamicRadiusKey( key, tbl )
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end
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end
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function RADAR:GetRadiusData( key )
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return self.vars.sphereSizes[key].radius or 5.0, self.vars.sphereSizes[key].actualSize
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end
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function RADAR:GetDynamicRadius( veh )
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local mdl = GetEntityModel( veh )
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local key = tostring( mdl )
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local dataExists = self:DoesDynamicRadiusDataExist( key )
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if ( not dataExists ) then
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local min, max = GetModelDimensions( mdl )
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local size = max - min
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local numericSize = size.x + size.y + size.z
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local dynamicRadius = UTIL:Clamp( ( numericSize * numericSize ) / 10, 4.0, 10.0 )
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self:InsertDynamicRadiusData( key, dynamicRadius, numericSize )
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return dynamicRadius, numericSize
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end
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|
return self:GetRadiusData( key )
|
|
end
|
|
|
|
|
|
--[[------------------------------------------------------------------------
|
|
Radar functions
|
|
------------------------------------------------------------------------]]--
|
|
function RADAR:GetVehSpeedFormatted( speed )
|
|
if ( self.vars.speedType == "mph" ) then
|
|
return UTIL:Round( math.ceil( speed * 2.236936 ), 0 )
|
|
else
|
|
return UTIL:Round( math.ceil( speed * 3.6 ), 0 )
|
|
end
|
|
end
|
|
|
|
function RADAR:GetAllVehicles()
|
|
local t = {}
|
|
|
|
for v in UTIL:EnumerateVehicles() do
|
|
table.insert( t, v )
|
|
end
|
|
|
|
return t
|
|
end
|
|
|
|
function RADAR:CheckVehicleDataFitsMode( ant, rt )
|
|
local mode = self:GetAntennaMode( ant )
|
|
|
|
if ( ( mode == 3 ) or ( mode == 1 and rt == "same" ) or ( mode == 2 and rt == "opp" ) ) then return true end
|
|
|
|
return false
|
|
end
|
|
|
|
function RADAR:GetVehiclesForAntenna()
|
|
local vehs = { ["front"] = {}, ["rear"] = {} }
|
|
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
|
|
if ( self:IsAntennaTransmitting( ant ) ) then
|
|
for k, v in pairs( self:GetCapturedVehicles() ) do
|
|
local antText = self:GetAntennaTextFromNum( v.relPos )
|
|
|
|
if ( ant == antText ) then
|
|
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
|
|
|
|
for ant in UTIL:Values( { "front", "rear" } ) do
|
|
if ( not UTIL:IsTableEmpty( vehs[ant] ) ) then
|
|
-- Get the 'strongest' vehicle for the antenna
|
|
for k, v in pairs( vehs[ant] ) do
|
|
if ( self:CheckVehicleDataFitsMode( ant, v.rayType ) ) then
|
|
results[ant][1] = v
|
|
break
|
|
end
|
|
end
|
|
|
|
if ( self:IsFastDisplayEnabled() ) then
|
|
-- Get the 'fastest' vehicle for the antenna
|
|
table.sort( vehs[ant], self:GetFastestSortFunc() )
|
|
|
|
for k, v in pairs( vehs[ant] ) do
|
|
if ( self:CheckVehicleDataFitsMode( ant, v.rayType ) and v.veh ~= results[ant][1].veh and v.size + 0.5 < results[ant][1].size ) then
|
|
results[ant][2] = v
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return { ["front"] = { results["front"][1], results["front"][2] }, ["rear"] = { results["rear"][1], results["rear"][2] } }
|
|
end
|
|
|
|
-- Num4 = 108 - INPUT_VEH_FLY_ROLL_LEFT_ONLY
|
|
-- Num5 = 112 - INPUT_VEH_FLY_PITCH_DOWN_ONLY
|
|
-- Num6 = 109 - INPUT_VEH_FLY_ROLL_RIGHT_ONLY
|
|
-- Num7 = 117 - INPUT_VEH_FLY_SELECT_TARGET_LEFT
|
|
-- Num8 = 111 - INPUT_VEH_FLY_PITCH_UP_ONLY
|
|
-- Num9 = 118 - INPUT_VEH_FLY_SELECT_TARGET_RIGHT
|
|
-- F5 = 166 - INPUT_SELECT_CHARACTER_MICHAEL
|
|
function RADAR:RunControlManager()
|
|
-- 'Z' key, toggles debug mode
|
|
if ( IsDisabledControlJustPressed( 1, 20 ) ) then
|
|
self.config.debug_mode = not self.config.debug_mode
|
|
end
|
|
|
|
if ( IsDisabledControlJustPressed( 1, 166 ) ) then
|
|
SendNUIMessage( { _type = "openRemote" } )
|
|
SetNuiFocus( true, true )
|
|
end
|
|
|
|
if ( IsDisabledControlJustPressed( 1, 117 ) ) then
|
|
self:TogglePower()
|
|
UTIL:Notify( "Radar power toggled." )
|
|
end
|
|
|
|
if ( IsDisabledControlJustPressed( 1, 118 ) ) then
|
|
self:ToggleFastDisplay()
|
|
UTIL:Notify( "Fast display toggled." )
|
|
end
|
|
|
|
-- 'Num8' key, toggles front antenna
|
|
if ( IsDisabledControlJustPressed( 1, 111 ) ) then
|
|
self:ToggleAntenna( "front" )
|
|
UTIL:Notify( "Front antenna toggled." )
|
|
end
|
|
|
|
-- 'Num5' key, toggles rear antenna
|
|
if ( IsDisabledControlJustPressed( 1, 112 ) ) then
|
|
self:ToggleAntenna( "rear" )
|
|
UTIL:Notify( "Rear antenna toggled." )
|
|
end
|
|
end
|
|
|
|
|
|
--[[------------------------------------------------------------------------
|
|
NUI callback
|
|
------------------------------------------------------------------------]]--
|
|
RegisterNUICallback( "closeRemote", function( data )
|
|
SetNuiFocus( false, false )
|
|
end )
|
|
|
|
RegisterNUICallback( "setAntennaMode", function( data )
|
|
RADAR:SetAntennaMode( data.value, tonumber( data.mode ) )
|
|
end )
|
|
|
|
RegisterNUICallback( "toggleAntenna", function( data )
|
|
RADAR:ToggleAntenna( data.value )
|
|
|
|
SendNUIMessage( { _type = "antennaXmit", ant = data.value, on = RADAR:IsAntennaTransmitting( data.value ) } )
|
|
end )
|
|
|
|
|
|
--[[------------------------------------------------------------------------
|
|
Main function
|
|
------------------------------------------------------------------------]]--
|
|
function RADAR:Main()
|
|
-- 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( PLY.veh ) and PLY.inDriverSeat and GetVehicleClass( PLY.veh ) == 18 and self:IsPowerOn() ) then
|
|
local plyVehPos = GetEntityCoords( PLY.veh )
|
|
|
|
-- First stage of the radar - get all of the vehicles hit by the radar
|
|
if ( self:GetRadarStage() == 0 --[[ and self:IsEitherAntennaOn() ]] ) then
|
|
if ( self:GetRayTraceState() == 0 ) then
|
|
local vehs = self:GetVehiclePool()
|
|
|
|
self:ResetCapturedVehicles()
|
|
self:ResetRayTraceState()
|
|
self:CreateRayThreads( PLY.veh, vehs )
|
|
elseif ( self:GetRayTraceState() == self:GetNumOfRays() ) then
|
|
self:IncreaseRadarStage()
|
|
end
|
|
elseif ( self:GetRadarStage() == 1 ) then
|
|
local data = {}
|
|
|
|
-- Get the player's vehicle speed
|
|
local speed = self:GetVehSpeedFormatted( GetEntitySpeed( PLY.veh ) )
|
|
|
|
data.patrolSpeed = UTIL:FormatSpeed( speed )
|
|
|
|
-- Only grab data to send if there have actually been vehicles captured by the radar
|
|
if ( not UTIL:IsTableEmpty( self:GetCapturedVehicles() ) ) then
|
|
local vehsForDisplay = self:GetVehiclesForAntenna()
|
|
|
|
self:SetActiveVehicles( vehsForDisplay ) -- not really any point in setting this
|
|
else
|
|
self:SetActiveVehicles( { ["front"] = { nil, nil }, ["rear"] = { nil, nil } } )
|
|
end
|
|
|
|
-- Work out what has to be sent
|
|
-- need to find a way to automate this in a loop
|
|
local av = self:GetActiveVehicles()
|
|
local test = { ["front"] = {}, ["rear"] = {} }
|
|
|
|
if ( self:IsAntennaTransmitting( "front" ) ) then
|
|
if ( av["front"][1] ~= nil ) then
|
|
test["front"].speed = UTIL:FormatSpeed( self:GetVehSpeedFormatted( av["front"][1].speed ) )
|
|
else
|
|
test["front"].speed = "¦¦¦"
|
|
end
|
|
|
|
if ( av["front"][2] ~= nil ) then
|
|
test["front"].fast = UTIL:FormatSpeed( self:GetVehSpeedFormatted( av["front"][2].speed ) )
|
|
else
|
|
test["front"].fast = "¦¦¦"
|
|
end
|
|
end
|
|
|
|
if ( self:IsAntennaTransmitting( "rear" ) ) then
|
|
if ( av["rear"][1] ~= nil ) then
|
|
test["rear"].speed = UTIL:FormatSpeed( self:GetVehSpeedFormatted( av["rear"][1].speed ) )
|
|
else
|
|
test["rear"].speed = "¦¦¦"
|
|
end
|
|
|
|
if ( av["rear"][2] ~= nil ) then
|
|
test["rear"].fast = UTIL:FormatSpeed( self:GetVehSpeedFormatted( av["rear"][2].speed ) )
|
|
else
|
|
test["rear"].fast = "¦¦¦"
|
|
end
|
|
end
|
|
|
|
-- Send the update to the NUI side
|
|
SendNUIMessage( { _type = "update", speed = data.patrolSpeed, antennas = test } )
|
|
|
|
self:ResetRadarStage()
|
|
self:ResetRayTraceState()
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Updates the local player information
|
|
Citizen.CreateThread( function()
|
|
while ( true ) do
|
|
PLY.ped = PlayerPedId()
|
|
PLY.veh = GetVehiclePedIsIn( PLY.ped, false )
|
|
PLY.inDriverSeat = GetPedInVehicleSeat( PLY.veh, -1 ) == PLY.ped
|
|
|
|
Citizen.Wait( 250 )
|
|
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()
|
|
SetNuiFocus( false, false )
|
|
|
|
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 )
|
|
|
|
|
|
|
|
|
|
------------------------------ DEBUG ------------------------------
|
|
--[[ local types = { "FRONT", "FRONT FAST", "REAR", "REAR FAST" }
|
|
|
|
Citizen.CreateThread( function()
|
|
while ( true ) do
|
|
-- Caught veh debug printing
|
|
local av = RADAR:GetActiveVehicles()
|
|
|
|
DrawRect( 0.500, 0.850, 0.400, 0.220, 0, 0, 0, 150 )
|
|
|
|
for i = 1, 4, 1 do
|
|
UTIL:DrawDebugText( 0.250 + ( 0.100 * i ), 0.750, 0.60, true, types[i] )
|
|
|
|
if ( av[i] ~= nil ) then
|
|
local pos = GetEntityCoords( av[i].veh )
|
|
local speed = RADAR:GetVehSpeedFormatted( GetEntitySpeed( av[i].veh ) )
|
|
local veh = av[i].veh
|
|
local rt = av[i].rayType
|
|
local dir = UTIL:GetEntityRelativeDirection( GetEntityHeading( GetVehiclePedIsIn( PlayerPedId(), false ) ), GetEntityHeading( veh ), 100 )
|
|
|
|
if ( dir == 1 ) then dir = "/\\" elseif ( dir == 2 ) then dir = "\\/" else dir = "none" end
|
|
|
|
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 )
|
|
|
|
if ( i % 2 == 0 ) then
|
|
UTIL:DrawDebugText( 0.250 + ( 0.100 * i ), 0.800, 0.60, true, "Ent: " .. tostring( veh ) .. "\nSpeed: ~r~" .. tostring( speed ) .. "~s~mph" .. "\nRay type: " .. tostring( rt ) .. "\nDir: " .. tostring( dir ) )
|
|
else
|
|
UTIL:DrawDebugText( 0.250 + ( 0.100 * i ), 0.800, 0.60, true, "Ent: " .. tostring( veh ) .. "\nSpeed: " .. tostring( speed ) .. "mph" .. "\nRay type: " .. tostring( rt ) .. "\nDir: " .. tostring( dir ) )
|
|
end
|
|
else
|
|
UTIL:DrawDebugText( 0.250 + ( 0.100 * i ), 0.800, 0.60, true, "Ent: nil" .. "\nSpeed: nil" .. "\nRay type: nil" .. "\nDir: nil" )
|
|
end
|
|
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 ) ]]
|
|
|
|
-- Commands for debugging
|
|
RegisterCommand( "rdr", function( src, args, raw )
|
|
if ( args[1] == "setlimit" ) then
|
|
RADAR:SetFastLimit( tonumber( args[2] ) )
|
|
elseif ( args[1] == "setmode" ) then
|
|
if ( args[2] == "front" or args[2] == "rear" ) then
|
|
RADAR:SetAntennaMode( args[2], tonumber( args[3] ) )
|
|
end
|
|
end
|
|
end, false ) |