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

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Lua
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2025-07-26 06:21:34 +02:00
local QBCore = exports['qb-core']:GetCoreObject()
local inTDM = false
local currentTeam = nil
local currentGameId = nil
local currentField = nil
local tdmBlip = nil
local teamZoneBlips = {}
local isHit = false
local activeGames = {}
-- Events
RegisterNetEvent('tdm:updateGamesList', function(games)
activeGames = games
end)
RegisterNetEvent('tdm:joinGame', function(gameId, team, fieldId)
currentGameId = gameId
currentTeam = team
currentField = fieldId
inTDM = true
isHit = false
local fieldConfig = Config.gameFields[fieldId]
-- Teleport zu Team Spawn
local spawnPoints = fieldConfig.teamSpawns[team]
local randomSpawn = spawnPoints[math.random(#spawnPoints)]
SetEntityCoords(PlayerPedId(), randomSpawn.x, randomSpawn.y, randomSpawn.z)
-- Team Maske setzen
setTeamMask(team)
-- Team Zone Blip erstellen
createTeamZoneBlip(team, fieldConfig)
lib.notify({
title = 'TeamDeathmatch',
description = 'Du bist dem Spiel beigetreten! Team: ' .. team,
type = 'success'
})
end)
RegisterNetEvent('tdm:leaveGame', function()
inTDM = false
currentTeam = nil
currentGameId = nil
currentField = nil
isHit = false
-- Zurück zur Lobby
SetEntityCoords(PlayerPedId(), Config.lobbyPos.x, Config.lobbyPos.y, Config.lobbyPos.z)
-- Maske entfernen
SetPedComponentVariation(PlayerPedId(), 1, 0, 0, 0)
-- Zone Blips entfernen
removeTeamZoneBlips()
lib.notify({
title = 'TeamDeathmatch',
description = 'Du hast das Spiel verlassen!',
type = 'error'
})
end)
RegisterNetEvent('tdm:joinRequest', function(gameId, playerName, playerId)
local alert = lib.alertDialog({
header = 'Join Anfrage',
content = playerName .. ' möchte deinem Spiel beitreten.\n\nErlauben?',
centered = true,
cancel = true,
labels = {
cancel = 'Ablehnen',
confirm = 'Erlauben'
}
})
if alert == 'confirm' then
TriggerServerEvent('tdm:approveJoinRequest', gameId, playerId, true)
else
TriggerServerEvent('tdm:approveJoinRequest', gameId, playerId, false)
end
end)
RegisterNetEvent('tdm:joinRequestResult', function(approved, gameName)
if approved then
lib.notify({
title = 'TeamDeathmatch',
description = 'Deine Anfrage wurde angenommen!',
type = 'success'
})
else
lib.notify({
title = 'TeamDeathmatch',
description = 'Deine Anfrage für "' .. gameName .. '" wurde abgelehnt!',
type = 'error'
})
end
end)
RegisterNetEvent('tdm:playerHit', function()
if not inTDM or isHit then return end
isHit = true
local ped = PlayerPedId()
-- Arme hochnehmen Animation
RequestAnimDict("random@mugging3")
while not HasAnimDictLoaded("random@mugging3") do
Wait(1)
end
TaskPlayAnim(ped, "random@mugging3", "handsup_standing_base", 8.0, -8.0, -1, 50, 0, false, false, false)
lib.notify({
title = 'TeamDeathmatch',
description = 'Du wurdest getroffen! Gehe zurück zu deiner Team Zone!',
type = 'error'
})
-- Zone Marker hervorheben
highlightTeamZone(currentTeam)
end)
RegisterNetEvent('tdm:updateScore', function(team1Score, team2Score)
lib.showTextUI('[Team 1: ' .. team1Score .. '] VS [Team 2: ' .. team2Score .. ']', {
position = "top-center",
icon = 'crosshairs'
})
end)
RegisterNetEvent('tdm:gameEnded', function(winnerTeam, team1Score, team2Score)
lib.hideTextUI()
local alert = lib.alertDialog({
header = 'Spiel beendet!',
content = 'Team ' .. winnerTeam .. ' hat gewonnen!\n\nTeam 1: ' .. team1Score .. '\nTeam 2: ' .. team2Score,
centered = true,
cancel = false
})
Wait(5000)
TriggerServerEvent('tdm:leaveGame')
end)
-- Funktionen
function setTeamMask(team)
local ped = PlayerPedId()
local maskData = Config.teamMasks[team]
if maskData then
SetPedComponentVariation(ped, maskData.component, maskData.drawable, maskData.texture, 0)
end
end
function createTeamZoneBlip(team, fieldConfig)
local zone = fieldConfig.teamZones[team]
local blip = AddBlipForRadius(zone.center.x, zone.center.y, zone.center.z, zone.radius)
SetBlipHighDetail(blip, true)
SetBlipColour(blip, team == 'team1' and 1 or 3)
SetBlipAlpha(blip, 128)
teamZoneBlips[team] = blip
end
function removeTeamZoneBlips()
for team, blip in pairs(teamZoneBlips) do
if DoesBlipExist(blip) then
RemoveBlip(blip)
end
end
teamZoneBlips = {}
end
function highlightTeamZone(team)
if teamZoneBlips[team] and DoesBlipExist(teamZoneBlips[team]) then
SetBlipFlashes(teamZoneBlips[team], true)
end
end
function openMainMenu()
TriggerServerEvent('tdm:requestGamesList')
Wait(100) -- Kurz warten für Server Response
local options = {
{
title = 'Neues Spiel erstellen',
description = 'Erstelle ein neues TeamDeathmatch Spiel',
icon = 'plus',
onSelect = function()
openCreateGameMenu()
end
},
{
title = 'Spiel beitreten',
description = 'Trete einem laufenden Spiel bei',
icon = 'users',
onSelect = function()
openJoinGameMenu()
end
}
}
if inTDM then
table.insert(options, {
title = 'Aktuelles Spiel verlassen',
description = 'Verlasse das laufende Spiel',
icon = 'door-open',
iconColor = 'red',
onSelect = function()
TriggerServerEvent('tdm:leaveGame')
end
})
end
lib.registerContext({
id = 'tdm_main_menu',
title = 'TeamDeathmatch',
options = options
})
lib.showContext('tdm_main_menu')
end
function openCreateGameMenu()
local fieldOptions = {}
-- Spielfelder zu Options hinzufügen
for fieldId, fieldData in pairs(Config.gameFields) do
table.insert(fieldOptions, {
value = fieldId,
label = fieldData.name .. ' (Max: ' .. fieldData.maxPlayers .. ')'
})
end
local input = lib.inputDialog('Neues Spiel erstellen', {
{
type = 'input',
label = 'Spiel Name',
description = 'Gib deinem Spiel einen Namen',
required = true,
max = 30
},
{
type = 'select',
label = 'Spielfeld',
description = 'Wähle ein Spielfeld',
required = true,
options = fieldOptions
},
{
type = 'select',
label = 'Spiel Typ',
description = 'Wähle den Spiel Typ',
required = true,
options = {
{value = 'public', label = 'Öffentlich (Jeder kann beitreten)'},
{value = 'private', label = 'Privat (Nur mit Genehmigung)'}
}
},
{
type = 'input',
label = 'Passwort (Optional)',
description = 'Passwort für das Spiel (leer lassen für kein Passwort)',
password = true
}
})
if not input then return end
local gameName = input[1]
local fieldId = input[2]
local gameType = input[3] -- 'public' oder 'private'
local password = input[4] and input[4] ~= '' and input[4] or nil
if gameName and fieldId and gameType then
TriggerServerEvent('tdm:createGame', gameName, fieldId, gameType, password)
end
end
function openJoinGameMenu()
TriggerServerEvent('tdm:requestGamesList')
Wait(200)
local options = {}
for gameId, gameData in pairs(activeGames) do
local playerCount = #gameData.team1 + #gameData.team2
local maxPlayers = Config.gameFields[gameData.fieldId].maxPlayers
local fieldName = Config.gameFields[gameData.fieldId].name
local statusText = gameData.status == 'waiting' and 'Wartend' or 'Läuft'
local typeText = gameData.gameType == 'public' and '🌐 Öffentlich' or '🔒 Privat'
local passwordIcon = gameData.hasPassword and ' 🔑' or ''
table.insert(options, {
title = gameData.name .. passwordIcon,
description = typeText .. ' | Feld: ' .. fieldName .. ' | Spieler: ' .. playerCount .. '/' .. maxPlayers .. ' | Status: ' .. statusText,
icon = gameData.gameType == 'public' and 'globe' or 'lock',
iconColor = gameData.gameType == 'public' and 'green' or 'orange',
args = {
gameId = gameId,
hasPassword = gameData.hasPassword,
gameType = gameData.gameType
},
onSelect = function(args)
if args.hasPassword then
local input = lib.inputDialog('Passwort eingeben', {
{
type = 'input',
label = 'Passwort',
description = 'Gib das Spiel-Passwort ein',
required = true,
password = true
}
})
if input and input[1] then
TriggerServerEvent('tdm:requestJoinGame', args.gameId, input[1])
end
else
TriggerServerEvent('tdm:requestJoinGame', args.gameId)
end
end
})
end
if #options == 0 then
table.insert(options, {
title = 'Keine Spiele verfügbar',
description = 'Erstelle ein neues Spiel',
icon = 'info',
disabled = true
})
end
lib.registerContext({
id = 'tdm_join_menu',
title = 'Spiel beitreten',
menu = 'tdm_main_menu',
options = options
})
lib.showContext('tdm_join_menu')
end
-- Zone Checker Thread
CreateThread(function()
while true do
Wait(500)
if inTDM and isHit and currentTeam and currentField then
local ped = PlayerPedId()
local playerPos = GetEntityCoords(ped)
local zone = Config.gameFields[currentField].teamZones[currentTeam]
local distance = #(playerPos - zone.center)
if distance <= zone.radius then
isHit = false
ClearPedTasks(ped)
if teamZoneBlips[currentTeam] and DoesBlipExist(teamZoneBlips[currentTeam]) then
SetBlipFlashes(teamZoneBlips[currentTeam], false)
end
lib.notify({
title = 'TeamDeathmatch',
description = 'Du bist wieder im Spiel!',
type = 'success'
})
end
end
end
end)
-- Zone Marker Renderer
CreateThread(function()
while true do
Wait(0)
if inTDM and currentTeam and currentField then
local zone = Config.gameFields[currentField].teamZones[currentTeam]
local color = zone.color
DrawMarker(
1,
zone.center.x, zone.center.y, zone.center.z - 1.0,
0.0, 0.0, 0.0,
0.0, 0.0, 0.0,
zone.radius * 2, zone.radius * 2, 1.0,
color.r, color.g, color.b, color.a,
false, true, 2, false, nil, nil, false
)
if isHit then
DrawMarker(
2,
zone.center.x, zone.center.y, zone.center.z + 5.0,
0.0, 0.0, 0.0,
0.0, 0.0, 0.0,
1.0, 1.0, 1.0,
255, 255, 0, 200,
true, true, 2, false, nil, nil, false
)
end
else
Wait(1000)
end
end
end)
-- Damage Handler
CreateThread(function()
while true do
Wait(100)
if inTDM and not isHit then
local ped = PlayerPedId()
if HasEntityBeenDamagedByAnyPed(ped) then
ClearEntityLastDamageEntity(ped)
TriggerEvent('tdm:playerHit')
TriggerServerEvent('tdm:playerWasHit', currentGameId, currentTeam)
end
end
end
end)
-- Death Handler
CreateThread(function()
while true do
Wait(1000)
if inTDM then
local ped = PlayerPedId()
if IsEntityDead(ped) then
TriggerServerEvent('tdm:playerDied', currentGameId)
lib.notify({
title = 'TeamDeathmatch',
description = 'Du bist ausgeschieden!',
type = 'error'
})
Wait(3000)
TriggerServerEvent('tdm:leaveGame')
end
end
end
end)
-- NPC Setup
CreateThread(function()
-- Blip erstellen
tdmBlip = AddBlipForCoord(Config.lobbyPos.x, Config.lobbyPos.y, Config.lobbyPos.z)
SetBlipSprite(tdmBlip, 432)
SetBlipDisplay(tdmBlip, 4)
SetBlipScale(tdmBlip, 0.8)
SetBlipColour(tdmBlip, 1)
SetBlipAsShortRange(tdmBlip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString("TeamDeathmatch")
EndTextCommandSetBlipName(tdmBlip)
-- NPC erstellen
RequestModel(GetHashKey(Config.gameNPC.model))
while not HasModelLoaded(GetHashKey(Config.gameNPC.model)) do
Wait(1)
end
local npc = CreatePed(4, GetHashKey(Config.gameNPC.model), Config.gameNPC.coords.x, Config.gameNPC.coords.y, Config.gameNPC.coords.z, Config.gameNPC.coords.w, false, true)
SetEntityInvincible(npc, true)
FreezeEntityPosition(npc, true)
SetBlockingOfNonTemporaryEvents(npc, true)
end)
-- Target für NPC
exports['qb-target']:AddTargetModel(Config.gameNPC.model, {
options = {
{
type = "client",
event = "tdm:openMainMenu",
icon = "fas fa-crosshairs",
label = "TeamDeathmatch",
},
},
distance = 2.5
})
RegisterNetEvent('tdm:openMainMenu', function()
openMainMenu()
end)