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resources/[inventory]/nordi_alctester/server/server.lua
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205
resources/[inventory]/nordi_alctester/server/server.lua
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local QBCore = exports['qb-core']:GetCoreObject()
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-- BAC-Abbaurate (wie viel BAC pro Minute abnimmt)
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local BAC_DECAY_RATE = Config.BACDecayRate
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-- Player BAC Cache um übermäßige Datenbankaufrufe zu vermeiden
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local playerBAC = {}
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-- Funktion zum Aktualisieren des BAC-Levels eines Spielers
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local function UpdatePlayerBAC(citizenid, addAmount)
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-- Initialisieren, falls nicht vorhanden
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if not playerBAC[citizenid] then
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playerBAC[citizenid] = {
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bac = 0.0,
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lastUpdated = os.time()
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}
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end
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-- Zeitbasierten Abbau berechnen
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local currentTime = os.time()
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local minutesPassed = (currentTime - playerBAC[citizenid].lastUpdated) / 60
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-- Abbau anwenden, aber nicht unter 0
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local decayAmount = BAC_DECAY_RATE * minutesPassed
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local newBAC = math.max(0.0, playerBAC[citizenid].bac - decayAmount)
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-- Neuen Alkoholwert hinzufügen
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newBAC = newBAC + addAmount
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-- Bei realistischem Maximum begrenzen (0.5% wäre tödlich)
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newBAC = math.min(0.5, newBAC)
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-- Cache aktualisieren
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playerBAC[citizenid] = {
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bac = newBAC,
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lastUpdated = currentTime
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}
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-- Datenbank aktualisieren
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MySQL.Async.execute('INSERT INTO player_bac (citizenid, bac_level) VALUES (?, ?) ON DUPLICATE KEY UPDATE bac_level = ?, last_updated = CURRENT_TIMESTAMP',
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{citizenid, newBAC, newBAC})
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end
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-- Funktion zum Abrufen des aktuellen BAC-Levels eines Spielers mit Abbauberechnung
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local function GetCurrentBAC(citizenid)
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-- Wenn wir Cache-Daten haben
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if playerBAC[citizenid] then
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local currentTime = os.time()
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local minutesPassed = (currentTime - playerBAC[citizenid].lastUpdated) / 60
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-- Abbau anwenden, aber nicht unter 0
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local decayAmount = BAC_DECAY_RATE * minutesPassed
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local currentBAC = math.max(0.0, playerBAC[citizenid].bac - decayAmount)
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-- Cache mit abgebautem Wert aktualisieren
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playerBAC[citizenid] = {
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bac = currentBAC,
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lastUpdated = currentTime
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}
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-- Datenbank mit neuem abgebautem Wert aktualisieren
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MySQL.Async.execute('UPDATE player_bac SET bac_level = ?, last_updated = CURRENT_TIMESTAMP WHERE citizenid = ?',
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{currentBAC, citizenid})
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return currentBAC
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else
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-- Wenn nicht im Cache, aus Datenbank abrufen
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local result = MySQL.Sync.fetchAll('SELECT bac_level, last_updated FROM player_bac WHERE citizenid = ?', {citizenid})
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if result and result[1] then
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local storedBAC = result[1].bac_level
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local lastUpdated = result[1].last_updated
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-- MySQL-Zeitstempel in Unix-Zeitstempel umwandeln
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local pattern = "(%d+)-(%d+)-(%d+) (%d+):(%d+):(%d+)"
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local year, month, day, hour, min, sec = lastUpdated:match(pattern)
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local lastUpdateTime = os.time({year=year, month=month, day=day, hour=hour, min=min, sec=sec})
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local currentTime = os.time()
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local minutesPassed = (currentTime - lastUpdateTime) / 60
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-- Abbau anwenden, aber nicht unter 0
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local decayAmount = BAC_DECAY_RATE * minutesPassed
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local currentBAC = math.max(0.0, storedBAC - decayAmount)
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-- Cache aktualisieren
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playerBAC[citizenid] = {
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bac = currentBAC,
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lastUpdated = currentTime
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}
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-- Datenbank mit neuem abgebautem Wert aktualisieren
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MySQL.Async.execute('UPDATE player_bac SET bac_level = ?, last_updated = CURRENT_TIMESTAMP WHERE citizenid = ?',
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{currentBAC, citizenid})
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return currentBAC
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else
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-- Kein Eintrag gefunden, mit 0 initialisieren
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playerBAC[citizenid] = {
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bac = 0.0,
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lastUpdated = os.time()
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}
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return 0.0
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end
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end
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end
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-- Anbindung an das Konsumsystem
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-- Dieses Event sollte ausgelöst werden, wenn ein Spieler ein alkoholisches Item konsumiert
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RegisterNetEvent('qb-alcoholtest:server:alcoholConsumed')
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AddEventHandler('qb-alcoholtest:server:alcoholConsumed', function(itemName, intensity)
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local src = source
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local Player = QBCore.Functions.GetPlayer(src)
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if not Player then return end
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local citizenid = Player.PlayerData.citizenid
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local alcoholContent = 0.0
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-- Prüfen, ob das konsumierte Item alkoholisch ist
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if Config.AlcoholItems[itemName] then
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alcoholContent = Config.AlcoholItems[itemName]
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-- Basierend auf Intensität anpassen, falls angegeben
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if intensity then
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alcoholContent = alcoholContent * intensity
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end
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-- BAC des Spielers aktualisieren
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UpdatePlayerBAC(citizenid, alcoholContent)
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-- Spieler benachrichtigen
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if Config.Debug then
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TriggerClientEvent('QBCore:Notify', src, 'Du spürst die Wirkung des Alkohols.', 'primary')
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end
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end
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end)
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-- Verwendbares Alkoholtester-Item erstellen
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QBCore.Functions.CreateUseableItem('breathalyzer', function(source, item)
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local src = source
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TriggerClientEvent('qb-alcoholtest:client:useBreathalyzer', src)
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end)
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-- Alkoholtester-Events
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RegisterServerEvent('qb-alcoholtest:server:doBacTest')
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AddEventHandler('qb-alcoholtest:server:doBacTest', function(target)
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TriggerClientEvent('qb-alcoholtest:client:requestBac', target, source, target)
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end)
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RegisterServerEvent('qb-alcoholtest:server:refusedBac')
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AddEventHandler('qb-alcoholtest:server:refusedBac', function(leo, target)
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TriggerClientEvent('qb-alcoholtest:client:bacRefused', leo, target)
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end)
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RegisterServerEvent('qb-alcoholtest:server:acceptedBac')
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AddEventHandler('qb-alcoholtest:server:acceptedBac', function(leo, target)
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TriggerClientEvent('qb-alcoholtest:client:acceptedBac', leo, target)
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end)
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-- Neues Event, um den tatsächlichen BAC-Wert aus dem System zu erhalten
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RegisterServerEvent('qb-alcoholtest:server:getActualBAC')
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AddEventHandler('qb-alcoholtest:server:getActualBAC', function(leo, target)
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local targetPlayer = QBCore.Functions.GetPlayer(target)
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if not targetPlayer then return end
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local citizenid = targetPlayer.PlayerData.citizenid
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local currentBAC = GetCurrentBAC(citizenid)
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-- BAC auf 2 Dezimalstellen formatieren
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local formattedBAC = string.format("%.2f", currentBAC)
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-- Farbe basierend auf gesetzlichem Limit bestimmen
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local color = '--color-black'
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if currentBAC > Config.LegalLimit then
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color = '--color-red'
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end
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-- BAC-Ergebnis an den Beamten senden
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TriggerClientEvent('qb-alcoholtest:client:displayBac', leo, formattedBAC, color)
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end)
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-- Öffentliche Funktion für andere Ressourcen
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exports('GetPlayerBAC', function(citizenid)
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return GetCurrentBAC(citizenid)
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end)
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-- Öffentliche Funktion zum Aktualisieren des BAC-Werts
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exports('UpdatePlayerBAC', function(citizenid, amount)
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UpdatePlayerBAC(citizenid, amount)
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end)
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-- Sicherstellen, dass die Datenbanktabelle existiert, wenn die Ressource startet
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MySQL.ready(function()
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MySQL.Async.execute([[
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CREATE TABLE IF NOT EXISTS `player_bac` (
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`citizenid` varchar(50) NOT NULL,
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`bac_level` float NOT NULL DEFAULT 0.0,
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`last_updated` timestamp NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP,
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PRIMARY KEY (`citizenid`)
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);
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]])
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end)
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