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Main/resources/[standalone]/nordi_tdm/server.lua

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local QBCore = exports['qb-core']:GetCoreObject()
-- Game Management
local activeGames = {}
local gameIdCounter = 1
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-- Debug-Funktion für Konsole
local function debugPrint(message)
print("^2[TDM SERVER]^7 " .. message)
end
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-- Events
RegisterNetEvent('tdm:createGame', function(gameName, fieldId, gameType, password)
local src = source
local Player = QBCore.Functions.GetPlayer(src)
if not Player then return end
-- Prüfen ob Spielfeld bereits belegt
for gameId, gameData in pairs(activeGames) do
if gameData.fieldId == fieldId then
TriggerClientEvent('QBCore:Notify', src, 'Dieses Spielfeld ist bereits belegt!', 'error')
return
end
end
local gameId = 'game_' .. gameIdCounter
gameIdCounter = gameIdCounter + 1
activeGames[gameId] = {
id = gameId,
name = gameName,
fieldId = fieldId,
admin = src,
adminName = Player.PlayerData.charinfo.firstname .. ' ' .. Player.PlayerData.charinfo.lastname,
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gameType = gameType,
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password = password,
hasPassword = password ~= nil,
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status = 'waiting',
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team1 = {},
team2 = {},
score = {team1 = 0, team2 = 0},
startTime = nil,
maxTime = Config.maxGameTime,
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maxHits = Config.maxHits,
playerStats = {} -- Spieler-Statistiken initialisieren
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}
local typeText = gameType == 'public' and 'öffentliches' or 'privates'
TriggerClientEvent('QBCore:Notify', src, 'Dein ' .. typeText .. ' Spiel "' .. gameName .. '" wurde erstellt!', 'success')
updateGamesListForAll()
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debugPrint("Spiel erstellt: " .. gameId .. " von " .. Player.PlayerData.name)
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end)
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RegisterNetEvent('tdm:requestGamesList', function()
local src = source
TriggerClientEvent('tdm:updateGamesList', src, activeGames)
end)
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RegisterNetEvent('tdm:requestJoinGame', function(gameId, password)
local src = source
local Player = QBCore.Functions.GetPlayer(src)
if not Player or not activeGames[gameId] then return end
local game = activeGames[gameId]
local playerName = Player.PlayerData.charinfo.firstname .. ' ' .. Player.PlayerData.charinfo.lastname
-- Passwort prüfen falls vorhanden
if game.hasPassword and game.password ~= password then
TriggerClientEvent('QBCore:Notify', src, 'Falsches Passwort!', 'error')
return
end
-- Spieler bereits im Spiel?
for _, playerId in ipairs(game.team1) do
if playerId == src then
TriggerClientEvent('QBCore:Notify', src, 'Du bist bereits in diesem Spiel!', 'error')
return
end
end
for _, playerId in ipairs(game.team2) do
if playerId == src then
TriggerClientEvent('QBCore:Notify', src, 'Du bist bereits in diesem Spiel!', 'error')
return
end
end
-- Max Spieler erreicht?
local currentPlayers = #game.team1 + #game.team2
local maxPlayers = Config.gameFields[game.fieldId].maxPlayers
if currentPlayers >= maxPlayers then
TriggerClientEvent('QBCore:Notify', src, 'Spiel ist voll!', 'error')
return
end
-- Prüfen ob Admin online ist (für private Spiele)
if game.gameType == 'private' then
local AdminPlayer = QBCore.Functions.GetPlayer(game.admin)
if not AdminPlayer then
TriggerClientEvent('QBCore:Notify', src, 'Der Spiel-Admin ist nicht online!', 'error')
return
end
end
-- Join Logic basierend auf Spiel Typ
if game.gameType == 'public' then
joinPlayerToGame(src, gameId)
TriggerClientEvent('QBCore:Notify', src, 'Du bist dem öffentlichen Spiel beigetreten!', 'success')
else
TriggerClientEvent('tdm:joinRequest', game.admin, gameId, playerName, src)
TriggerClientEvent('QBCore:Notify', src, 'Join-Anfrage gesendet an ' .. game.adminName, 'info')
end
end)
RegisterNetEvent('tdm:approveJoinRequest', function(gameId, playerId, approved)
local src = source
local game = activeGames[gameId]
if not game or game.admin ~= src then return end
if approved then
joinPlayerToGame(playerId, gameId)
TriggerClientEvent('tdm:joinRequestResult', playerId, true, game.name)
else
TriggerClientEvent('tdm:joinRequestResult', playerId, false, game.name)
end
end)
RegisterNetEvent('tdm:leaveGame', function()
local src = source
for gameId, game in pairs(activeGames) do
removePlayerFromGame(src, gameId)
end
TriggerClientEvent('tdm:leaveGame', src)
end)
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RegisterNetEvent('tdm:playerWasHit', function(gameId, victimTeam, attackerId)
local victim = source
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if not activeGames[gameId] then
debugPrint("Hit registriert, aber Spiel " .. gameId .. " existiert nicht!")
return
end
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local game = activeGames[gameId]
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-- Spieler Stats initialisieren falls nicht vorhanden
if not game.playerStats then
game.playerStats = {}
end
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if not game.playerStats[victim] then
game.playerStats[victim] = {hits = 0, deaths = 0}
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end
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if attackerId and not game.playerStats[attackerId] then
game.playerStats[attackerId] = {hits = 0, deaths = 0}
end
-- Stats updaten
game.playerStats[victim].deaths = (game.playerStats[victim].deaths or 0) + 1
if attackerId then
game.playerStats[attackerId].hits = (game.playerStats[attackerId].hits or 0) + 1
TriggerClientEvent('tdm:hitRegistered', attackerId)
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debugPrint("Treffer von " .. attackerId .. " gegen " .. victim)
else
debugPrint("Treffer gegen " .. victim .. " von unbekanntem Angreifer")
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end
-- Team Score erhöhen
if victimTeam == 'team1' then
game.score.team2 = game.score.team2 + 1
else
game.score.team1 = game.score.team1 + 1
end
TriggerClientEvent('tdm:deathRegistered', victim)
-- Score an alle Spieler senden
updateScoreForGame(gameId)
-- Spiel beenden prüfen
if game.score.team1 >= game.maxHits or game.score.team2 >= game.maxHits then
local winnerTeam = game.score.team1 >= game.maxHits and 'team1' or 'team2'
endGame(gameId, winnerTeam)
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end
end)
RegisterNetEvent('tdm:playerDied', function(gameId)
local src = source
removePlayerFromGame(src, gameId)
end)
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RegisterNetEvent('tdm:requestScoreUpdate', function(gameId)
local src = source
if activeGames[gameId] then
updateScoreForGame(gameId)
end
end)
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RegisterNetEvent('tdm:debugPlayerStats', function(gameId)
local src = source
if activeGames[gameId] and activeGames[gameId].playerStats and activeGames[gameId].playerStats[src] then
local stats = activeGames[gameId].playerStats[src]
TriggerClientEvent('QBCore:Notify', src, 'Server Stats - Hits: ' .. (stats.hits or 0) .. ', Deaths: ' .. (stats.deaths or 0), 'info')
debugPrint("Stats für Spieler " .. src .. ": Hits=" .. (stats.hits or 0) .. ", Deaths=" .. (stats.deaths or 0))
else
TriggerClientEvent('QBCore:Notify', src, 'Keine Stats gefunden!', 'error')
debugPrint("Keine Stats für Spieler " .. src .. " in Spiel " .. gameId)
end
end)
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-- Funktionen
function joinPlayerToGame(playerId, gameId)
local game = activeGames[gameId]
if not game then return end
-- Team mit weniger Spielern wählen
local team = #game.team1 <= #game.team2 and 'team1' or 'team2'
table.insert(game[team], playerId)
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-- Spieler-Stats initialisieren
if not game.playerStats then
game.playerStats = {}
end
game.playerStats[playerId] = {hits = 0, deaths = 0}
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-- Spiel starten wenn mindestens 2 Spieler
if #game.team1 + #game.team2 >= 2 and game.status == 'waiting' then
game.status = 'active'
game.startTime = os.time()
-- Game Timer starten
startGameTimer(gameId)
end
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TriggerClientEvent('tdm:joinGame', playerId, gameId, team, game.fieldId)
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updateScoreForGame(gameId)
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updateGamesListForAll()
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debugPrint("Spieler " .. playerId .. " ist Spiel " .. gameId .. " beigetreten (Team: " .. team .. ")")
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end
function removePlayerFromGame(playerId, gameId)
local game = activeGames[gameId]
if not game then return end
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-- Spieler aus Teams entfernen
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for i, id in ipairs(game.team1) do
if id == playerId then
table.remove(game.team1, i)
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debugPrint("Spieler " .. playerId .. " aus Team 1 entfernt")
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break
end
end
for i, id in ipairs(game.team2) do
if id == playerId then
table.remove(game.team2, i)
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debugPrint("Spieler " .. playerId .. " aus Team 2 entfernt")
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break
end
end
-- Wenn Admin das Spiel verlässt, Spiel beenden
if game.admin == playerId then
endGame(gameId, nil, 'Admin hat das Spiel verlassen')
return
end
checkGameEnd(gameId)
updateGamesListForAll()
end
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function endGame(gameId, winnerTeam, reason)
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local game = activeGames[gameId]
if not game then return end
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game.status = 'finished'
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local allPlayers = {}
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for _, playerId in ipairs(game.team1) do
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table.insert(allPlayers, playerId)
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end
for _, playerId in ipairs(game.team2) do
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table.insert(allPlayers, playerId)
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end
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-- Game End Event an alle Spieler
for _, playerId in ipairs(allPlayers) do
TriggerClientEvent('tdm:gameEnded', playerId, winnerTeam, game.score.team1, game.score.team2)
end
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-- Spiel nach 10 Sekunden löschen
SetTimeout(10000, function()
activeGames[gameId] = nil
updateGamesListForAll()
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end)
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if reason then
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debugPrint("Spiel " .. gameId .. " beendet: " .. reason)
else
debugPrint("Spiel " .. gameId .. " beendet. Gewinner: " .. (winnerTeam or "Unentschieden"))
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end
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end
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function startGameTimer(gameId)
CreateThread(function()
local game = activeGames[gameId]
if not game then return end
local maxTime = game.maxTime
local startTime = os.time()
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debugPrint("Timer für Spiel " .. gameId .. " gestartet. Maximale Zeit: " .. maxTime .. " Sekunden")
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while game and game.status == 'active' and (os.time() - startTime) < maxTime do
Wait(1000)
game = activeGames[gameId] -- Refresh game data
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-- Alle 30 Sekunden Debug-Info
if (os.time() - startTime) % 30 == 0 then
debugPrint("Spiel " .. gameId .. " läuft seit " .. (os.time() - startTime) .. " Sekunden")
end
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end
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-- Zeit abgelaufen
if game and game.status == 'active' then
local winnerTeam = game.score.team1 > game.score.team2 and 'team1' or
game.score.team2 > game.score.team1 and 'team2' or nil
endGame(gameId, winnerTeam, 'Zeit abgelaufen')
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end
end)
end
function checkGameEnd(gameId)
local game = activeGames[gameId]
if not game then return end
local totalPlayers = #game.team1 + #game.team2
if totalPlayers < 2 and game.status == 'active' then
endGame(gameId, nil, 'Zu wenig Spieler')
elseif totalPlayers == 0 then
activeGames[gameId] = nil
updateGamesListForAll()
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debugPrint("Spiel " .. gameId .. " gelöscht (keine Spieler)")
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end
end
function updateScoreForGame(gameId)
local game = activeGames[gameId]
if not game then return end
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debugPrint("Score Update für Spiel " .. gameId .. ": Team1=" .. game.score.team1 .. ", Team2=" .. game.score.team2)
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for _, playerId in ipairs(game.team1) do
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local playerStats = game.playerStats[playerId] or {hits = 0, deaths = 0}
TriggerClientEvent('tdm:updateScore', playerId, game.score.team1, game.score.team2, {
hits = playerStats.hits or 0,
deaths = playerStats.deaths or 0
})
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end
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for _, playerId in ipairs(game.team2) do
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local playerStats = game.playerStats[playerId] or {hits = 0, deaths = 0}
TriggerClientEvent('tdm:updateScore', playerId, game.score.team1, game.score.team2, {
hits = playerStats.hits or 0,
deaths = playerStats.deaths or 0
})
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end
end
function updateGamesListForAll()
local players = QBCore.Functions.GetPlayers()
for _, playerId in pairs(players) do
TriggerClientEvent('tdm:updateGamesList', playerId, activeGames)
end
end
-- Player Disconnect Handler
AddEventHandler('playerDropped', function()
local src = source
for gameId, game in pairs(activeGames) do
removePlayerFromGame(src, gameId)
end
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debugPrint("Spieler " .. src .. " hat den Server verlassen - aus allen Spielen entfernt")
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end)
-- Server Start - Games Liste leeren
AddEventHandler('onResourceStart', function(resourceName)
if GetCurrentResourceName() == resourceName then
activeGames = {}
gameIdCounter = 1
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debugPrint("TeamDeathmatch System gestartet!")
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end
end)
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AddEventHandler('onResourceStop', function(resourceName)
if GetCurrentResourceName() == resourceName then
-- Alle Spieler aus TDM entfernen
for gameId, game in pairs(activeGames) do
local allPlayers = {}
for _, playerId in ipairs(game.team1) do
table.insert(allPlayers, playerId)
end
for _, playerId in ipairs(game.team2) do
table.insert(allPlayers, playerId)
end
for _, playerId in ipairs(allPlayers) do
TriggerClientEvent('tdm:leaveGame', playerId)
end
end
activeGames = {}
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debugPrint("TeamDeathmatch System gestoppt!")
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end
end)