forked from Simnation/Main
Update main.lua
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1 changed files with 136 additions and 74 deletions
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@ -109,85 +109,54 @@ function CallTaxi()
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end
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end
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function GetImprovedTaxiSpawnPosition(playerCoords)
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function GetImprovedTaxiSpawnPosition(playerCoords)
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print("^2[TAXI DEBUG]^7 Finding improved spawn position...")
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print("^2[TAXI DEBUG]^7 Finding optimal spawn position (preferably 100m+ away)...")
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-- Maximale Entfernung, die wir akzeptieren
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local minPreferredDistance = 100.0 -- Bevorzugter Mindestabstand in Metern
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local maxAcceptableDistance = 100.0
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local maxDistance = 300.0 -- Maximaler Abstand in Metern
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local bestPosition = nil
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local bestPosition = nil
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local bestDistance = 999999.0
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local bestDistance = 999999.0
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-- Versuche zuerst einen Straßenknotenpunkt zu finden
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-- PRIORITÄT 1: Config-Positionen prüfen
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local roadPosition = nil
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local foundNode = false
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local nodePos = vector3(0.0, 0.0, 0.0)
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-- Versuche einen Straßenknotenpunkt in optimaler Entfernung zu finden
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foundNode, nodePos = GetClosestVehicleNode(playerCoords.x, playerCoords.y, playerCoords.z, 1, 3.0, 0)
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if foundNode then
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local nodeDistance = #(playerCoords - nodePos)
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if nodeDistance < maxAcceptableDistance then
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roadPosition = nodePos
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print("^2[TAXI DEBUG]^7 Found road node for spawn at distance: " .. nodeDistance)
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return {x = roadPosition.x, y = roadPosition.y, z = roadPosition.z, w = 0.0}
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else
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-- Speichern für später, falls wir nichts Besseres finden
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if nodeDistance < bestDistance then
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bestDistance = nodeDistance
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bestPosition = {x = nodePos.x, y = nodePos.y, z = nodePos.z, w = 0.0}
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end
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end
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end
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-- Versuche einen weiteren Knotenpunkt mit größerem Radius
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foundNode, nodePos = GetClosestMajorVehicleNode(playerCoords.x, playerCoords.y, playerCoords.z, 100.0, 0)
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if foundNode then
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local nodeDistance = #(playerCoords - nodePos)
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if nodeDistance < maxAcceptableDistance then
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roadPosition = nodePos
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print("^2[TAXI DEBUG]^7 Found major road node for spawn at distance: " .. nodeDistance)
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return {x = roadPosition.x, y = roadPosition.y, z = roadPosition.z, w = 0.0}
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else
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-- Speichern für später, falls wir nichts Besseres finden
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if nodeDistance < bestDistance then
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bestDistance = nodeDistance
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bestPosition = {x = nodePos.x, y = nodePos.y, z = nodePos.z, w = 0.0}
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end
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end
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end
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-- Fallback auf Config-Positionen
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if Config.MobileTaxiSpawns and #Config.MobileTaxiSpawns > 0 then
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if Config.MobileTaxiSpawns and #Config.MobileTaxiSpawns > 0 then
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print("^2[TAXI DEBUG]^7 Checking config spawn positions first")
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-- Alle Spawn-Positionen nach Entfernung sortieren
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-- Alle Spawn-Positionen nach Entfernung sortieren
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local sortedSpawns = {}
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local sortedSpawns = {}
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local nearbySpawns = {} -- Für Positionen, die näher als minPreferredDistance sind
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for i, spawnPos in ipairs(Config.MobileTaxiSpawns) do
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for i, spawnPos in ipairs(Config.MobileTaxiSpawns) do
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local distance = #(playerCoords - vector3(spawnPos.x, spawnPos.y, spawnPos.z))
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local distance = #(playerCoords - vector3(spawnPos.x, spawnPos.y, spawnPos.z))
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table.insert(sortedSpawns, {
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coords = spawnPos,
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if distance >= minPreferredDistance then
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distance = distance
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-- Bevorzugte Entfernung
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})
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table.insert(sortedSpawns, {
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coords = spawnPos,
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distance = distance
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})
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-- Beste Position merken (für Fallback)
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if distance < bestDistance then
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bestDistance = distance
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bestPosition = spawnPos
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end
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else
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-- Zu nahe Positionen für Notfall-Fallback speichern
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table.insert(nearbySpawns, {
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coords = spawnPos,
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distance = distance
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})
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end
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end
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end
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-- Nach Entfernung sortieren (nächste zuerst)
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-- Nach Entfernung sortieren (nächste zuerst, aber nur die, die weit genug weg sind)
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table.sort(sortedSpawns, function(a, b)
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table.sort(sortedSpawns, function(a, b)
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return a.distance < b.distance
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return a.distance < b.distance
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end)
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end)
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-- Prüfen ob die nächsten Positionen frei und nah genug sind
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-- Prüfen ob die bevorzugten Positionen frei sind
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for i, spawn in ipairs(sortedSpawns) do
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for i, spawn in ipairs(sortedSpawns) do
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local spawnCoords = spawn.coords
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local spawnCoords = spawn.coords
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-- Wenn Position zu weit weg ist, überspringen
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if spawn.distance > maxAcceptableDistance then
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-- Speichern für später, falls wir nichts Besseres finden
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if spawn.distance < bestDistance then
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bestDistance = spawn.distance
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bestPosition = spawnCoords
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end
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goto continue
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end
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-- Prüfen ob Position frei ist
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-- Prüfen ob Position frei ist
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local clearArea = true
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local clearArea = true
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local vehicles = GetGamePool('CVehicle')
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local vehicles = GetGamePool('CVehicle')
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@ -206,26 +175,112 @@ function GetImprovedTaxiSpawnPosition(playerCoords)
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print("^2[TAXI DEBUG]^7 Using spawn position from config: " .. tostring(spawnCoords.x) .. ", " .. tostring(spawnCoords.y) .. ", " .. tostring(spawnCoords.z) .. " (Distance: " .. spawn.distance .. "m)")
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print("^2[TAXI DEBUG]^7 Using spawn position from config: " .. tostring(spawnCoords.x) .. ", " .. tostring(spawnCoords.y) .. ", " .. tostring(spawnCoords.z) .. " (Distance: " .. spawn.distance .. "m)")
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return spawnCoords
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return spawnCoords
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end
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end
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end
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-- Wenn keine bevorzugte Position frei ist, aber wir eine gefunden haben, verwenden wir sie trotzdem
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if bestPosition then
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print("^3[TAXI DEBUG]^7 All preferred config positions occupied, using best one anyway: " .. tostring(bestPosition.x) .. ", " .. tostring(bestPosition.y) .. ", " .. tostring(bestPosition.z) .. " (Distance: " .. bestDistance .. "m)")
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return bestPosition
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end
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-- Wenn keine bevorzugten Positionen verfügbar sind, prüfe die nahen Positionen als Notfall
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if #nearbySpawns > 0 then
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print("^3[TAXI DEBUG]^7 No preferred positions available, checking nearby positions")
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::continue::
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-- Nach Entfernung sortieren (weiteste zuerst, da sie näher als minPreferredDistance sind)
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table.sort(nearbySpawns, function(a, b)
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return a.distance > b.distance
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end)
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-- Prüfen ob die nahen Positionen frei sind
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for i, spawn in ipairs(nearbySpawns) do
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local spawnCoords = spawn.coords
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-- Prüfen ob Position frei ist
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local clearArea = true
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local vehicles = GetGamePool('CVehicle')
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for _, vehicle in ipairs(vehicles) do
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local vehCoords = GetEntityCoords(vehicle)
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if #(vector3(spawnCoords.x, spawnCoords.y, spawnCoords.z) - vehCoords) < 5.0 then
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clearArea = false
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break
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end
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end
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-- Wenn Position frei ist, verwenden
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if clearArea then
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print("^3[TAXI DEBUG]^7 Using nearby spawn position from config: " .. tostring(spawnCoords.x) .. ", " .. tostring(spawnCoords.y) .. ", " .. tostring(spawnCoords.z) .. " (Distance: " .. spawn.distance .. "m)")
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return spawnCoords
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end
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end
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end
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end
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end
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end
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-- Wenn wir hier sind, haben wir keine nahe Position gefunden
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-- PRIORITÄT 2: Straßenknotenpunkte suchen
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-- Wenn wir eine "beste" Position haben, die nur etwas zu weit weg ist, verwenden wir diese
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print("^2[TAXI DEBUG]^7 No suitable config positions, trying road nodes")
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-- Beste Position zurücksetzen für Straßensuche
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bestPosition = nil
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bestDistance = 999999.0
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local nearestNodePos = nil
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local nearestNodeDistance = 999999.0
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-- Versuche mehrere Straßenknotenpunkte zu finden
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for i = 1, 10 do
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local foundNode, nodePos = GetNthClosestVehicleNode(playerCoords.x, playerCoords.y, playerCoords.z, i, 1, 3.0, 0)
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if foundNode then
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local nodeDistance = #(playerCoords - nodePos)
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-- Für Notfall-Fallback: Speichere den nächsten Knotenpunkt
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if nodeDistance < nearestNodeDistance then
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nearestNodeDistance = nodeDistance
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nearestNodePos = nodePos
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end
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-- Wenn der Knotenpunkt im bevorzugten Bereich liegt
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if nodeDistance >= minPreferredDistance then
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-- Prüfe ob Position frei ist
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local clearArea = true
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local vehicles = GetGamePool('CVehicle')
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for _, vehicle in ipairs(vehicles) do
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local vehCoords = GetEntityCoords(vehicle)
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if #(nodePos - vehCoords) < 5.0 then
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clearArea = false
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break
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end
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end
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if clearArea then
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print("^2[TAXI DEBUG]^7 Using road node at good distance: " .. nodeDistance .. "m")
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return {x = nodePos.x, y = nodePos.y, z = nodePos.z, w = 0.0}
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else
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-- Speichern für später, falls wir nichts Besseres finden
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if nodeDistance < bestDistance then
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bestDistance = nodeDistance
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bestPosition = {x = nodePos.x, y = nodePos.y, z = nodePos.z, w = 0.0}
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end
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end
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end
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end
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end
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-- Wenn wir einen guten Knotenpunkt gefunden haben, verwende ihn
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if bestPosition then
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if bestPosition then
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print("^3[TAXI DEBUG]^7 No position within " .. maxAcceptableDistance .. "m found, using best available at " .. bestDistance .. "m")
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print("^2[TAXI DEBUG]^7 Using best road node found at distance: " .. bestDistance .. "m")
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return bestPosition
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return bestPosition
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end
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end
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-- Wenn alles fehlschlägt: Generiere eine zufällige Position in der Nähe des Spielers
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-- PRIORITÄT 3: Zufällige Position generieren (bevorzugt weit genug weg)
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print("^3[TAXI DEBUG]^7 Generating random position within " .. maxAcceptableDistance .. "m of player")
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print("^3[TAXI DEBUG]^7 Generating random position...")
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-- Versuche bis zu 10 Mal, eine gültige Position zu finden
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-- Versuche bis zu 10 Mal, eine gültige Position zu finden (bevorzugt weit genug weg)
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for attempt = 1, 10 do
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for attempt = 1, 10 do
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-- Zufällige Position im Umkreis
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-- Zufällige Position im bevorzugten Abstandsbereich
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local angle = math.random() * 2 * math.pi
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local angle = math.random() * 2 * math.pi
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local distance = math.random(30, maxAcceptableDistance)
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local distance = math.random(minPreferredDistance, maxDistance)
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local x = playerCoords.x + math.cos(angle) * distance
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local x = playerCoords.x + math.cos(angle) * distance
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local y = playerCoords.y + math.sin(angle) * distance
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local y = playerCoords.y + math.sin(angle) * distance
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local z = playerCoords.z
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local z = playerCoords.z
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@ -237,15 +292,22 @@ function GetImprovedTaxiSpawnPosition(playerCoords)
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local isOnRoad = IsPointOnRoad(x, y, groundZ)
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local isOnRoad = IsPointOnRoad(x, y, groundZ)
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if isOnRoad then
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if isOnRoad then
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print("^2[TAXI DEBUG]^7 Found random position on road at distance: " .. distance)
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print("^2[TAXI DEBUG]^7 Found random position on road at distance: " .. distance .. "m")
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return {x = x, y = y, z = groundZ, w = 0.0}
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return {x = x, y = y, z = groundZ, w = 0.0}
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end
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end
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end
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end
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end
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end
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-- Absolute Notfall-Fallback: Einfach irgendwo in der Nähe
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-- NOTFALL-FALLBACK 1: Verwende den nächsten gefundenen Straßenknotenpunkt
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if nearestNodePos then
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print("^1[TAXI DEBUG]^7 Using nearest road node as emergency fallback at distance: " .. nearestNodeDistance .. "m")
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return {x = nearestNodePos.x, y = nearestNodePos.y, z = nearestNodePos.z, w = 0.0}
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end
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-- NOTFALL-FALLBACK 2: Zufällige Position in der Nähe
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print("^1[TAXI DEBUG]^7 Using emergency random spawn position")
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local angle = math.random() * 2 * math.pi
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local angle = math.random() * 2 * math.pi
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local distance = math.random(30, maxAcceptableDistance)
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local distance = math.random(30, 80) -- Näher als bevorzugt, aber nicht zu nah
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local x = playerCoords.x + math.cos(angle) * distance
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local x = playerCoords.x + math.cos(angle) * distance
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local y = playerCoords.y + math.sin(angle) * distance
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local y = playerCoords.y + math.sin(angle) * distance
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local z = playerCoords.z
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local z = playerCoords.z
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@ -256,11 +318,11 @@ function GetImprovedTaxiSpawnPosition(playerCoords)
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z = groundZ
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z = groundZ
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end
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end
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print("^3[TAXI DEBUG]^7 Using emergency random spawn position at distance: " .. distance)
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return {x = x, y = y, z = z, w = 0.0}
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return {x = x, y = y, z = z, w = 0.0}
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end
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end
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function SpawnTaxi(coords)
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function SpawnTaxi(coords)
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print("^2[TAXI DEBUG]^7 Spawning taxi at: " .. tostring(coords.x) .. ", " .. tostring(coords.y) .. ", " .. tostring(coords.z))
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print("^2[TAXI DEBUG]^7 Spawning taxi at: " .. tostring(coords.x) .. ", " .. tostring(coords.y) .. ", " .. tostring(coords.z))
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