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Main/resources/[Developer]/[Nordi]/nordi_kayaktrailer/client.lua

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2025-07-09 18:52:29 +02:00
local QBCore = exports['qb-core']:GetCoreObject()
local loadedKayaks = {}
local currentTrailer = nil
-- Function to check if a model is a kayak
local function IsKayakModel(model)
for _, kayakModel in ipairs(Config.KayakModels) do
if GetHashKey(kayakModel) == model then
return true
end
end
return false
end
-- Function to get nearby kayak
local function GetNearbyKayak()
local playerPed = PlayerPedId()
local playerCoords = GetEntityCoords(playerPed)
local kayak = nil
local minDistance = Config.InteractionRange
for _, entity in ipairs(GetGamePool('CVehicle')) do
if IsKayakModel(GetEntityModel(entity)) then
local distance = #(playerCoords - GetEntityCoords(entity))
if distance < minDistance then
minDistance = distance
kayak = entity
end
end
end
return kayak
end
-- Function to get nearby trailer
local function GetNearbyTrailer()
local playerPed = PlayerPedId()
local playerCoords = GetEntityCoords(playerPed)
local trailer = nil
local minDistance = Config.InteractionRange
for _, entity in ipairs(GetGamePool('CVehicle')) do
if GetEntityModel(entity) == GetHashKey(Config.TrailerModel) then
local distance = #(playerCoords - GetEntityCoords(entity))
if distance < minDistance then
minDistance = distance
trailer = entity
end
end
end
return trailer
end
-- Function to load kayak onto trailer
local function LoadKayakOntoTrailer(trailer, kayak)
if not trailer or not kayak then return end
local trailerNetId = NetworkGetNetworkIdFromEntity(trailer)
local kayakNetId = NetworkGetNetworkIdFromEntity(kayak)
-- Check if trailer already has max kayaks
if #loadedKayaks >= Config.MaxKayaks then
QBCore.Functions.Notify("Trailer rack is already fully loaded with kayaks", "error")
return
end
-- Add kayak to loaded kayaks
table.insert(loadedKayaks, kayakNetId)
-- Update kayak position on trailer
local position = Config.KayakPositions[#loadedKayaks]
local trailerCoords = GetEntityCoords(trailer)
local trailerHeading = GetEntityHeading(trailer)
-- Calculate world position based on trailer position and offset
local kayakX = trailerCoords.x + (math.cos(math.rad(trailerHeading)) * position.x) - (math.sin(math.rad(trailerHeading)) * position.y)
local kayakY = trailerCoords.y + (math.sin(math.rad(trailerHeading)) * position.x) + (math.cos(math.rad(trailerHeading)) * position.y)
local kayakZ = trailerCoords.z + position.z
local kayakHeading = trailerHeading + position.heading
-- Set kayak position and attach to trailer
SetEntityCoords(kayak, kayakX, kayakY, kayakZ, false, false, false, false)
SetEntityHeading(kayak, kayakHeading)
-- Attach kayak to trailer
AttachEntityToEntity(kayak, trailer, 0, position.x, position.y, position.z, 0.0, 0.0, position.heading, true, false, true, false, 0, true)
-- Display which rack position was loaded
local side = #loadedKayaks <= 3 and "left" or "right"
local level = (#loadedKayaks - 1) % 3 + 1
local levelNames = {"bottom", "middle", "top"}
QBCore.Functions.Notify("Kayak loaded onto " .. levelNames[level] .. " rack, " .. side .. " side", "success")
-- Save current trailer
currentTrailer = trailerNetId
-- Sync with server
TriggerServerEvent('kayak_trailer:syncLoadedKayaks', trailerNetId, loadedKayaks)
end
-- Function to unload kayak from trailer
local function UnloadKayakFromTrailer(trailer)
if not trailer or #loadedKayaks == 0 then return end
local trailerNetId = NetworkGetNetworkIdFromEntity(trailer)
-- Get last kayak
local kayakNetId = loadedKayaks[#loadedKayaks]
local kayak = NetworkGetEntityFromNetworkId(kayakNetId)
-- Get position info for notification
local side = #loadedKayaks <= 3 and "left" or "right"
local level = (#loadedKayaks - 1) % 3 + 1
local levelNames = {"bottom", "middle", "top"}
-- Remove from loaded kayaks
table.remove(loadedKayaks, #loadedKayaks)
-- Detach kayak from trailer
DetachEntity(kayak, true, true)
-- Place kayak behind trailer
local trailerCoords = GetEntityCoords(trailer)
local trailerHeading = GetEntityHeading(trailer)
local offsetX = -3.0 -- 3 meters behind trailer
local kayakX = trailerCoords.x - (math.cos(math.rad(trailerHeading)) * offsetX)
local kayakY = trailerCoords.y - (math.sin(math.rad(trailerHeading)) * offsetX)
local kayakZ = trailerCoords.z
SetEntityCoords(kayak, kayakX, kayakY, kayakZ, false, false, false, false)
SetEntityHeading(kayak, trailerHeading)
QBCore.Functions.Notify("Kayak unloaded from " .. levelNames[level] .. " rack, " .. side .. " side", "success")
-- Sync with server
TriggerServerEvent('kayak_trailer:syncLoadedKayaks', trailerNetId, loadedKayaks)
end
-- Initialize qb-target
Citizen.CreateThread(function()
-- Target for loading kayaks onto trailer
exports['qb-target']:AddTargetModel(Config.TrailerModel, {
options = {
{
type = "client",
event = "kayak_trailer:loadKayak",
icon = "fas fa-truck-loading",
label = "Load Kayak to Rack",
canInteract = function()
local kayak = GetNearbyKayak()
return kayak ~= nil and #loadedKayaks < Config.MaxKayaks
end
},
{
type = "client",
event = "kayak_trailer:unloadKayak",
icon = "fas fa-dolly",
label = "Unload Kayak from Rack",
canInteract = function()
return #loadedKayaks > 0
end
}
},
distance = Config.InteractionRange
})
-- Target for kayaks
for _, model in ipairs(Config.KayakModels) do
exports['qb-target']:AddTargetModel(model, {
options = {
{
type = "client",
event = "kayak_trailer:loadKayak",
icon = "fas fa-truck-loading",
label = "Load onto Trailer Rack",
canInteract = function()
local trailer = GetNearbyTrailer()
return trailer ~= nil and #loadedKayaks < Config.MaxKayaks
end
}
},
distance = Config.InteractionRange
})
end
end)
-- Event handlers
RegisterNetEvent('kayak_trailer:loadKayak', function()
local trailer = GetNearbyTrailer()
local kayak = GetNearbyKayak()
if trailer and kayak then
LoadKayakOntoTrailer(trailer, kayak)
else
QBCore.Functions.Notify("No trailer or kayak nearby", "error")
end
end)
RegisterNetEvent('kayak_trailer:unloadKayak', function()
local trailer = GetNearbyTrailer()
if trailer then
UnloadKayakFromTrailer(trailer)
else
QBCore.Functions.Notify("No trailer nearby", "error")
end
end)
-- Sync loaded kayaks from server
RegisterNetEvent('kayak_trailer:syncLoadedKayaksClient', function(trailerNetId, kayakList)
if NetworkDoesNetworkIdExist(trailerNetId) then
local trailer = NetworkGetEntityFromNetworkId(trailerNetId)
-- Clear existing kayaks
for _, kayakNetId in ipairs(loadedKayaks) do
if NetworkDoesNetworkIdExist(kayakNetId) then
local kayak = NetworkGetEntityFromNetworkId(kayakNetId)
if DoesEntityExist(kayak) then
DetachEntity(kayak, true, true)
end
end
end
-- Update loaded kayaks
loadedKayaks = kayakList
-- Reattach kayaks
for i, kayakNetId in ipairs(loadedKayaks) do
if NetworkDoesNetworkIdExist(kayakNetId) then
local kayak = NetworkGetEntityFromNetworkId(kayakNetId)
if DoesEntityExist(kayak) then
local position = Config.KayakPositions[i]
AttachEntityToEntity(kayak, trailer, 0, position.x, position.y, position.z, 0.0, 0.0, position.heading, true, false, true, false, 0, true)
end
end
end
currentTrailer = trailerNetId
end
end)