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Update main.lua

This commit is contained in:
Nordi98 2025-07-28 03:55:09 +02:00
parent ad0bf1b083
commit 0b8ab3c19a

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@ -1,21 +1,34 @@
local QBCore = exports['qb-core']:GetCoreObject()
local currentVehicle = nil
-- Boot-Klassen für spezielle Behandlung
local boatClasses = {
[14] = true, -- Boats
[15] = true, -- Helicopters (falls gewünscht)
[16] = true -- Planes (falls gewünscht)
}
-- Sitz-Namen für bessere Anzeige
local seatNames = {
[-1] = "Fahrer",
[-1] = "Kapitän",
[0] = "Beifahrer",
[1] = "Hinten Links",
[2] = "Hinten Rechts",
[3] = "Hinten Mitte",
[4] = "Extra 1",
[5] = "Extra 2",
[6] = "Extra 3",
[7] = "Extra 4",
[8] = "Extra 5",
[9] = "Extra 6"
[4] = "Deck 1",
[5] = "Deck 2",
[6] = "Deck 3",
[7] = "Deck 4",
[8] = "Deck 5",
[9] = "Deck 6"
}
-- Prüfe ob Fahrzeug ein Boot ist
local function isBoat(vehicle)
local vehicleClass = GetVehicleClass(vehicle)
return boatClasses[vehicleClass] or false
end
-- Funktion um verfügbare Sitze zu bekommen
local function getAvailableSeats(vehicle)
local seats = {}
@ -23,10 +36,11 @@ local function getAvailableSeats(vehicle)
-- Fahrersitz (-1)
if IsVehicleSeatFree(vehicle, -1) then
local seatName = isBoat(vehicle) and seatNames[-1] or "Fahrer"
table.insert(seats, {
index = -1,
name = seatNames[-1],
icon = "fas fa-steering-wheel"
name = seatName,
icon = isBoat(vehicle) and "fas fa-anchor" or "fas fa-steering-wheel"
})
end
@ -63,11 +77,12 @@ local function getOccupiedSeats(vehicle)
playerName = "NPC"
end
local seatName = isBoat(vehicle) and seatNames[-1] or "Fahrer"
table.insert(occupiedSeats, {
index = -1,
name = seatNames[-1],
name = seatName,
occupant = playerName,
icon = "fas fa-steering-wheel"
icon = isBoat(vehicle) and "fas fa-anchor" or "fas fa-steering-wheel"
})
end
@ -98,7 +113,39 @@ local function getOccupiedSeats(vehicle)
return occupiedSeats
end
-- Funktion zum Einsteigen
-- Funktion zum direkten Einsteigen (für Boote)
local function teleportToSeat(vehicle, seatIndex)
local playerPed = PlayerPedId()
if IsPedInAnyVehicle(playerPed, false) then
QBCore.Functions.Notify('Du bist bereits in einem Fahrzeug!', 'error')
return
end
if not IsVehicleSeatFree(vehicle, seatIndex) then
QBCore.Functions.Notify('Dieser Sitz ist bereits belegt!', 'error')
return
end
-- Prüfe ob Fahrzeug abgeschlossen ist
if GetVehicleDoorLockStatus(vehicle) == 2 then
QBCore.Functions.Notify('Das Fahrzeug ist abgeschlossen!', 'error')
return
end
-- Direkte Teleportation ohne Animation
SetPedIntoVehicle(playerPed, vehicle, seatIndex)
currentVehicle = vehicle
local seatName = seatNames[seatIndex] or "Sitz " .. (seatIndex + 1)
if isBoat(vehicle) then
QBCore.Functions.Notify('Willkommen an Bord! (' .. seatName .. ')', 'success')
else
QBCore.Functions.Notify('Du bist eingestiegen (' .. seatName .. ')', 'success')
end
end
-- Funktion zum normalen Einsteigen (für Autos)
local function enterVehicleSeat(vehicle, seatIndex)
local playerPed = PlayerPedId()
@ -139,11 +186,15 @@ local function switchSeat(vehicle, newSeatIndex)
return
end
-- Für Boote: Direkte Teleportation
if isBoat(vehicle) then
SetPedIntoVehicle(playerPed, vehicle, newSeatIndex)
else
-- Für Autos: Normale Animation
TaskShuffleToNextVehicleSeat(playerPed, vehicle)
Wait(100)
-- Setze auf gewünschten Sitz
SetPedIntoVehicle(playerPed, vehicle, newSeatIndex)
end
local seatName = seatNames[newSeatIndex] or "Sitz " .. (newSeatIndex + 1)
QBCore.Functions.Notify('Gewechselt zu: ' .. seatName, 'success')
@ -155,6 +206,7 @@ local function showSeatMenu(vehicle)
local isInVehicle = IsPedInVehicle(playerPed, vehicle, false)
local availableSeats = getAvailableSeats(vehicle)
local occupiedSeats = getOccupiedSeats(vehicle)
local isVehicleBoat = isBoat(vehicle)
local options = {}
-- Header
@ -164,35 +216,49 @@ local function showSeatMenu(vehicle)
vehicleLabel = vehicleName
end
-- Boot-spezifische Anzeige
if isVehicleBoat then
vehicleLabel = "" .. vehicleLabel
else
vehicleLabel = "🚗 " .. vehicleLabel
end
-- Verfügbare Sitze
if #availableSeats > 0 then
local headerText = isVehicleBoat and '🟢 Verfügbare Plätze' or '🟢 Verfügbare Sitze'
table.insert(options, {
title = '🟢 Verfügbare Sitze',
description = 'Freie Sitzplätze',
title = headerText,
description = isVehicleBoat and 'Freie Plätze an Bord' or 'Freie Sitzplätze',
disabled = true
})
for _, seat in pairs(availableSeats) do
local actionText = isInVehicle and 'Zu diesem Platz wechseln' or (isVehicleBoat and 'An Bord gehen' or 'In das Fahrzeug einsteigen')
table.insert(options, {
title = seat.name,
description = isInVehicle and 'Zu diesem Sitz wechseln' or 'In das Fahrzeug einsteigen',
description = actionText,
icon = seat.icon,
onSelect = function()
if isInVehicle then
switchSeat(vehicle, seat.index)
else
if isVehicleBoat then
teleportToSeat(vehicle, seat.index)
else
enterVehicleSeat(vehicle, seat.index)
end
end
end
})
end
end
-- Belegte Sitze anzeigen
if #occupiedSeats > 0 then
local headerText = isVehicleBoat and '🔴 Belegte Plätze' or '🔴 Belegte Sitze'
table.insert(options, {
title = '🔴 Belegte Sitze',
description = 'Bereits besetzte Sitzplätze',
title = headerText,
description = isVehicleBoat and 'Bereits besetzte Plätze' or 'Bereits besetzte Sitzplätze',
disabled = true
})
@ -208,13 +274,16 @@ local function showSeatMenu(vehicle)
-- Aussteigen Option (nur wenn im Fahrzeug)
if isInVehicle then
local exitText = isVehicleBoat and '🚪 Von Bord gehen' or '🚪 Aussteigen'
local exitDesc = isVehicleBoat and 'Das Boot verlassen' or 'Das Fahrzeug verlassen'
table.insert(options, {
title = '🚪 Aussteigen',
description = 'Das Fahrzeug verlassen',
title = exitText,
description = exitDesc,
icon = 'fas fa-door-open',
onSelect = function()
TaskLeaveVehicle(playerPed, vehicle, 0)
QBCore.Functions.Notify('Du steigst aus dem Fahrzeug aus...', 'primary')
local exitMsg = isVehicleBoat and 'Du gehst von Bord...' or 'Du steigst aus dem Fahrzeug aus...'
QBCore.Functions.Notify(exitMsg, 'primary')
end
})
end
@ -236,7 +305,7 @@ local function showSeatMenu(vehicle)
lib.registerContext({
id = 'vehicle_seat_menu',
title = '🚗 ' .. vehicleLabel,
title = vehicleLabel,
options = options
})
@ -255,48 +324,54 @@ function showVehicleInfo(vehicle)
local maxSeats = GetVehicleMaxNumberOfPassengers(vehicle) + 1 -- +1 für Fahrer
local engineHealth = math.floor(GetVehicleEngineHealth(vehicle) / 10)
local bodyHealth = math.floor(GetVehicleBodyHealth(vehicle) / 10)
local fuelLevel = math.floor(GetVehicleFuelLevel(vehicle))
local isVehicleBoat = isBoat(vehicle)
local options = {
{
title = 'Fahrzeug: ' .. vehicleLabel,
title = (isVehicleBoat and 'Boot: ' or 'Fahrzeug: ') .. vehicleLabel,
description = 'Kennzeichen: ' .. (vehicleProps.plate or 'Unbekannt'),
icon = 'fas fa-car',
icon = isVehicleBoat and 'fas fa-ship' or 'fas fa-car',
disabled = true
},
{
title = 'Sitzplätze: ' .. maxSeats,
title = (isVehicleBoat and 'Plätze: ' or 'Sitzplätze: ') .. maxSeats,
description = 'Maximale Anzahl Personen',
icon = 'fas fa-users',
disabled = true
},
{
title = 'Motor: ' .. engineHealth .. '%',
title = (isVehicleBoat and 'Motor: ' or 'Motor: ') .. engineHealth .. '%',
description = 'Zustand des Motors',
icon = 'fas fa-cog',
disabled = true
},
{
title = 'Karosserie: ' .. bodyHealth .. '%',
description = 'Zustand der Karosserie',
icon = 'fas fa-car-crash',
title = (isVehicleBoat and 'Rumpf: ' or 'Karosserie: ') .. bodyHealth .. '%',
description = isVehicleBoat and 'Zustand des Rumpfes' or 'Zustand der Karosserie',
icon = isVehicleBoat and 'fas fa-ship' or 'fas fa-car-crash',
disabled = true
},
{
}
}
-- Kraftstoff nur für Nicht-Boote (Boote haben oft keinen Kraftstoff-Wert)
if not isVehicleBoat then
local fuelLevel = math.floor(GetVehicleFuelLevel(vehicle))
table.insert(options, {
title = 'Kraftstoff: ' .. fuelLevel .. '%',
description = 'Aktueller Tankstand',
icon = 'fas fa-gas-pump',
disabled = true
},
{
})
end
table.insert(options, {
title = '← Zurück',
description = 'Zurück zum Sitzmenü',
icon = 'fas fa-arrow-left',
onSelect = function()
showSeatMenu(vehicle)
end
}
}
})
lib.registerContext({
id = 'vehicle_info_menu',