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Nordi98 2025-08-11 18:55:13 +02:00
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local QBCore = exports['qb-core']:GetCoreObject()
local lib = exports.ox_lib
local PlayerData = {}
-- Zug Status
local currentTrain = nil
local isRiding = false
local trainAtStation = {}
local cinemaCam = nil
local waitingForTrain = false
-- Beim Laden des Scripts
CreateThread(function()
Wait(1000)
CreateStationBlips()
print("^2[TRAIN] Blips erstellt^7")
end)
RegisterNetEvent('QBCore:Client:OnPlayerLoaded', function()
PlayerData = QBCore.Functions.GetPlayerData()
Wait(2000)
CreateStationBlips()
print("^2[TRAIN] Player loaded - Blips erstellt^7")
end)
-- Bahnhof Blips erstellen
function CreateStationBlips()
print("^3[TRAIN] Erstelle Blips für " .. #Config.TrainStations .. " Bahnhöfe^7")
for i, station in pairs(Config.TrainStations) do
print("^3[TRAIN] Erstelle Blip für: " .. station.name .. " bei " .. station.coords.x .. ", " .. station.coords.y .. "^7")
local blip = AddBlipForCoord(station.coords.x, station.coords.y, station.coords.z)
SetBlipSprite(blip, station.blip.sprite)
SetBlipDisplay(blip, 4)
SetBlipScale(blip, station.blip.scale)
SetBlipColour(blip, station.blip.color)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString("🚂 " .. station.name)
EndTextCommandSetBlipName(blip)
print("^2[TRAIN] Blip erstellt für: " .. station.name .. "^7")
end
end
-- Bahnhof Interaktionen - Haupt-Loop
CreateThread(function()
print("^2[TRAIN] Interaktions-Loop gestartet^7")
while true do
local sleep = 1000
local playerPed = PlayerPedId()
local playerCoords = GetEntityCoords(playerPed)
if not isRiding then
for i, station in pairs(Config.TrainStations) do
local interactionPoint = station.interactionPoint or vector3(station.coords.x, station.coords.y, station.coords.z)
local distance = #(playerCoords - interactionPoint)
if distance <= Config.StationInteractionDistance then
sleep = 0
-- DrawText anzeigen
DrawText3D(interactionPoint.x, interactionPoint.y, interactionPoint.z + 1.0,
Config.DrawText.stationText)
-- Debug Info
if Config.Debug then
DrawText3D(interactionPoint.x, interactionPoint.y, interactionPoint.z + 2.0,
"Station: " .. station.name .. " | Dist: " .. math.floor(distance))
end
-- Interaktion
if IsControlJustPressed(0, 38) then -- E
print("^3[TRAIN] E gedrückt bei Station: " .. station.name .. "^7")
if not waitingForTrain then
OpenStationMenu(station)
else
lib:notify({
title = 'Bitte warten',
description = 'Ein Zug ist bereits unterwegs',
type = 'warning'
})
end
end
end
-- Prüfen ob Zug am Bahnhof wartet
if trainAtStation[station.id] then
local train = trainAtStation[station.id]
if DoesEntityExist(train) then
local trainCoords = GetEntityCoords(train)
local trainDistance = #(playerCoords - trainCoords)
if trainDistance <= 8.0 then
sleep = 0
DrawText3D(trainCoords.x, trainCoords.y, trainCoords.z + 2.0, Config.DrawText.boardText)
if IsControlJustPressed(0, 38) then -- E
print("^3[TRAIN] Einsteigen in Zug^7")
BoardTrain(train, station)
end
end
end
end
end
end
Wait(sleep)
end
end)
-- Bahnhof Menü öffnen
function OpenStationMenu(station)
print("^3[TRAIN] Öffne Menü für Station: " .. station.name .. "^7")
local options = {}
-- Verfügbare Ziele anzeigen
if station.destinations then
for _, destinationId in pairs(station.destinations) do
local destination = GetStationById(destinationId)
if destination then
local price = CalculatePrice(station, destination)
local icon = GetStationIcon(destination.name)
table.insert(options, {
title = icon .. " " .. destination.name,
description = destination.description .. " - Preis: $" .. price,
icon = 'train',
onSelect = function()
print("^3[TRAIN] Ziel gewählt: " .. destination.name .. "^7")
CallTrainToStation(station, destination, price)
end,
metadata = {
{label = "Preis", value = "$" .. price},
{label = "Entfernung", value = math.floor(GetDistanceBetweenStations(station, destination)) .. "m"}
}
})
end
end
end
if #options == 0 then
table.insert(options, {
title = "Keine Ziele verfügbar",
description = "Momentan keine Verbindungen",
disabled = true
})
end
table.insert(options, {
title = "❌ Abbrechen",
description = "Menü schließen",
icon = 'xmark'
})
lib:registerContext({
id = 'station_menu',
title = "🚉 " .. station.name,
options = options,
position = Config.Menu.position
})
lib:showContext('station_menu')
end
-- Zug zum Bahnhof rufen
function CallTrainToStation(station, destination, price)
print("^3[TRAIN] Rufe Zug für " .. station.name .. " -> " .. destination.name .. "^7")
-- Geld prüfen
QBCore.Functions.TriggerCallback('train:server:canAfford', function(canAfford)
if canAfford then
waitingForTrain = true
lib:notify({
title = '🚂 ' .. Config.Menu.texts.trainComing,
description = 'Der Zug fährt zum Bahnhof',
type = 'info',
duration = Config.Notifications.duration.medium
})
-- Zug spawnen und heranfahren lassen
SpawnAndMoveTrainToStation(station, destination)
else
lib:notify({
title = 'Nicht genug Geld',
description = "Benötigt: $" .. price,
type = 'error',
duration = Config.Notifications.duration.short
})
end
end, price)
end
-- Zug spawnen und zum Bahnhof fahren lassen
function SpawnAndMoveTrainToStation(station, destination)
CreateThread(function()
print("^3[TRAIN] Spawne Zug für Station: " .. station.name .. "^7")
-- Spawn-Punkt bestimmen
local spawnPoint = station.trainSpawnPoint or vector4(station.coords.x - 500, station.coords.y, station.coords.z, station.coords.w)
-- Zug am Spawn-Punkt erstellen
local train = SpawnTrainAtLocation(spawnPoint)
if not train then
waitingForTrain = false
lib:notify({
title = 'Fehler',
description = 'Zug konnte nicht gespawnt werden',
type = 'error'
})
print("^1[TRAIN] Fehler beim Spawnen des Zugs^7")
return
end
print("^2[TRAIN] Zug gespawnt, ID: " .. train .. "^7")
-- Zug zum Bahnhof fahren lassen
local targetCoords = vector3(station.coords.x, station.coords.y, station.coords.z)
local arrived = false
-- Zug in Bewegung setzen
SetTrainSpeed(train, Config.TrainArrival.approachSpeed)
SetTrainCruiseSpeed(train, Config.TrainArrival.approachSpeed)
lib:notify({
title = '🚂 ' .. Config.Menu.texts.trainArriving,
description = 'Der Zug nähert sich dem Bahnhof',
type = 'info',
duration = Config.Notifications.duration.short
})
-- Warten bis Zug am Bahnhof ankommt
while not arrived and DoesEntityExist(train) do
local trainCoords = GetEntityCoords(train)
local distance = #(trainCoords - targetCoords)
if Config.Debug then
print("^3[TRAIN] Zug Entfernung zum Bahnhof: " .. math.floor(distance) .. "m^7")
end
if distance < 100 then
-- Langsamer werden
SetTrainSpeed(train, Config.TrainArrival.arrivalSpeed)
SetTrainCruiseSpeed(train, Config.TrainArrival.arrivalSpeed)
end
if distance < 30 then
-- Ankunft
SetTrainSpeed(train, 0)
SetTrainCruiseSpeed(train, 0)
arrived = true
print("^2[TRAIN] Zug angekommen am Bahnhof: " .. station.name .. "^7")
-- Zug am Bahnhof registrieren
trainAtStation[station.id] = train
waitingForTrain = false
lib:notify({
title = '🚂 ' .. Config.Menu.texts.trainWaiting,
description = 'Zug wartet am Bahnhof - [E] zum Einsteigen',
type = 'success',
duration = Config.Notifications.duration.long
})
-- Zug nach Wartezeit entfernen wenn niemand einsteigt
if Config.TrainArrival.despawnAfterWait then
SetTimeout(Config.TrainArrival.waitTime, function()
if trainAtStation[station.id] == train and not isRiding then
print("^3[TRAIN] Zug fährt ab - keine Passagiere^7")
lib:notify({
title = '🚂 Zug fährt ab',
description = 'Der Zug verlässt den Bahnhof',
type = 'warning',
duration = Config.Notifications.duration.short
})
-- Zug wegfahren lassen
SetTrainSpeed(train, 15.0)
SetTrainCruiseSpeed(train, 15.0)
SetTimeout(10000, function()
if DoesEntityExist(train) then
DeleteMissionTrain(train)
end
end)
trainAtStation[station.id] = nil
end
end)
end
end
Wait(1000)
end
end)
end
-- In Zug einsteigen
function BoardTrain(train, station)
local playerPed = PlayerPedId()
SetPedIntoVehicle(playerPed, train, 1)
isRiding = true
currentTrain = train
lib:notify({
title = '🚂 Willkommen an Bord',
description = 'Die Fahrt beginnt in Kürze',
type = 'success',
duration = Config.Notifications.duration.medium
})
-- Für jetzt einfach nach 10 Sekunden wieder aussteigen lassen
SetTimeout(10000, function()
TaskLeaveVehicle(playerPed, train, 0)
isRiding = false
currentTrain = nil
trainAtStation[station.id] = nil
lib:notify({
title = '🚂 Ankunft',
description = 'Sie sind angekommen',
type = 'success'
})
-- Zug wegfahren lassen
SetTrainSpeed(train, 15.0)
SetTimeout(5000, function()
if DoesEntityExist(train) then
DeleteMissionTrain(train)
end
end)
end)
end
-- KORRIGIERTE Zug Spawn-Funktion
function SpawnTrainAtLocation(spawnPoint)
print("^3[TRAIN] Versuche Zug zu spawnen bei: " .. spawnPoint.x .. ", " .. spawnPoint.y .. ", " .. spawnPoint.z .. "^7")
-- Alle Models vorladen
local mainModel = GetHashKey(Config.TrainCars.main)
print("^3[TRAIN] Lade Hauptmodel: " .. Config.TrainCars.main .. " (Hash: " .. mainModel .. ")^7")
RequestModel(mainModel)
local timeout = 0
while not HasModelLoaded(mainModel) and timeout < 10000 do
Wait(100)
timeout = timeout + 100
end
if not HasModelLoaded(mainModel) then
print("^1[TRAIN] Hauptmodel konnte nicht geladen werden: " .. Config.TrainCars.main .. "^7")
return nil
end
-- Waggon-Models vorladen
local carModels = {}
for _, carName in pairs(Config.TrainCars.cars) do
local carHash = GetHashKey(carName)
print("^3[TRAIN] Lade Waggon-Model: " .. carName .. " (Hash: " .. carHash .. ")^7")
RequestModel(carHash)
timeout = 0
while not HasModelLoaded(carHash) and timeout < 5000 do
Wait(100)
timeout = timeout + 100
end
if HasModelLoaded(carHash) then
table.insert(carModels, carHash)
print("^2[TRAIN] Waggon-Model geladen: " .. carName .. "^7")
else
print("^1[TRAIN] Waggon-Model konnte nicht geladen werden: " .. carName .. "^7")
end
end
-- Zug erstellen
local train = CreateMissionTrain(24, spawnPoint.x, spawnPoint.y, spawnPoint.z, true)
if DoesEntityExist(train) then
print("^2[TRAIN] Zug erfolgreich erstellt, ID: " .. train .. "^7")
SetEntityHeading(train, spawnPoint.w)
SetTrainSpeed(train, 0.0)
SetTrainCruiseSpeed(train, 0.0)
-- Waggons hinzufügen (nur die erfolgreich geladenen)
CreateThread(function()
Wait(2000) -- Länger warten
for _, carHash in pairs(carModels) do
print("^3[TRAIN] Füge Waggon hinzu: " .. carHash .. "^7")
local success = CreateMissionTrainCar(train, carHash, false, false, false)
if success then
print("^2[TRAIN] Waggon erfolgreich hinzugefügt^7")
else
print("^1[TRAIN] Fehler beim Hinzufügen des Waggons^7")
end
Wait(1000)
end
end)
return train
else
print("^1[TRAIN] CreateMissionTrain fehlgeschlagen^7")
return nil
end
end
-- Hilfsfunktionen (bleiben gleich)
function GetStationById(id)
for _, station in pairs(Config.TrainStations) do
if station.id == id then
return station
end
end
return nil
end
function CalculatePrice(fromStation, toStation)
local distance = GetDistanceBetweenStations(fromStation, toStation)
local price = Config.PriceCalculation.basePrice + (distance * Config.PriceCalculation.pricePerKm / 100)
for _, freeStation in pairs(Config.PriceCalculation.freeStations) do
if fromStation.id == freeStation then
price = price * 0.5
end
end
return math.min(math.floor(price), Config.PriceCalculation.maxPrice)
end
function GetDistanceBetweenStations(station1, station2)
local coords1 = vector3(station1.coords.x, station1.coords.y, station1.coords.z)
local coords2 = vector3(station2.coords.x, station2.coords.y, station2.coords.z)
return #(coords1 - coords2)
end
function GetStationIcon(stationName)
if string.find(stationName:lower(), "depot") then
return Config.Menu.stationIcons.depot
elseif string.find(stationName:lower(), "island") then
return Config.Menu.stationIcons.port
elseif string.find(stationName:lower(), "terminal") then
return Config.Menu.stationIcons.industrial
elseif string.find(stationName:lower(), "bay") then
return Config.Menu.stationIcons.rural
elseif string.find(stationName:lower(), "hauptbahnhof") then
return Config.Menu.stationIcons.main
else
return Config.Menu.stationIcons.city
end
end
function DrawText3D(x, y, z, text)
local onScreen, _x, _y = World3dToScreen2d(x, y, z)
if onScreen then
SetTextScale(Config.DrawText.scale, Config.DrawText.scale)
SetTextFont(Config.DrawText.font)
SetTextProportional(1)
SetTextColour(Config.DrawText.color.r, Config.DrawText.color.g, Config.DrawText.color.b, Config.DrawText.color.a)
SetTextEntry("STRING")
SetTextCentre(1)
AddTextComponentString(text)
DrawText(_x, _y)
local factor = (string.len(text)) / 370
DrawRect(_x, _y + 0.0125, 0.015 + factor, 0.03,
Config.DrawText.backgroundColor.r,
Config.DrawText.backgroundColor.g,
Config.DrawText.backgroundColor.b,
Config.DrawText.backgroundColor.a)
end
end
-- Debug Commands
RegisterCommand('trainblips', function()
CreateStationBlips()
print("^2[TRAIN] Blips neu erstellt^7")
end)
RegisterCommand('traintest', function()
local playerCoords = GetEntityCoords(PlayerPedId())
print("^3[TRAIN] Player Position: " .. playerCoords.x .. ", " .. playerCoords.y .. ", " .. playerCoords.z .. "^7")
for i, station in pairs(Config.TrainStations) do
local distance = #(playerCoords - vector3(station.coords.x, station.coords.y, station.coords.z))
print("^3[TRAIN] " .. station.name .. " - Entfernung: " .. math.floor(distance) .. "m^7")
end
end)
RegisterCommand('testtrainspawn', function()
local playerCoords = GetEntityCoords(PlayerPedId())
local playerHeading = GetEntityHeading(PlayerPedId())
local spawnPoint = vector4(playerCoords.x + 10, playerCoords.y, playerCoords.z, playerHeading)
local train = SpawnTrainAtLocation(spawnPoint)
if train then
print("^2[TRAIN] Test-Zug gespawnt!^7")
else
print("^1[TRAIN] Test-Zug spawn fehlgeschlagen!^7")
end
end)
-- Cleanup
AddEventHandler('onResourceStop', function(resourceName)
if GetCurrentResourceName() == resourceName then
for stationId, train in pairs(trainAtStation) do
if DoesEntityExist(train) then
DeleteMissionTrain(train)
end
end
end
end)

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Config = {}
-- Debug aktivieren
Config.Debug = true
Config.DefaultCurrency = 'cash'
Config.InteractionDistance = 5.0
Config.StationInteractionDistance = 10.0
-- Zug Ankunft Einstellungen
Config.TrainArrival = {
enabled = true,
spawnDistance = 500.0,
approachSpeed = 15.0,
arrivalSpeed = 5.0,
waitTime = 30000,
despawnAfterWait = true
}
-- Korrigierte Zug Konfiguration - Nur funktionierende Models
Config.TrainCars = {
main = "freight", -- Hauptlok
cars = {"freightcar"} -- Nur ein funktionierender Waggon
}
-- Alle verfügbaren Zug-Models (zum Testen)
Config.AvailableTrainModels = {
"freight", -- Güterzug Lok
"freightcar", -- Güterwagon
"freightcont1", -- Container 1
"freightcont2", -- Container 2
"freightgrain", -- Getreide Waggon
"tankercar", -- Tankwagon
"metrotrain", -- Metro
"freight2" -- Alternative Lok
}
-- Rest der Config bleibt gleich...
Config.TrainStations = {
{
id = "sandy_depot",
coords = vector4(2533.0, 2833.0, 38.0, 0.0),
name = "Sandy Shores Depot",
description = "Hauptdepot in Sandy Shores",
trainSpawnPoint = vector4(2033.0, 2833.0, 38.0, 0.0),
interactionPoint = vector3(2535.0, 2835.0, 38.0),
blip = {
sprite = 795,
color = 2,
scale = 0.8
},
destinations = {
"sandy_north", "ls_depot", "elysian", "terminal", "downtown", "paleto"
}
},
{
id = "sandy_north",
coords = vector4(2606.0, 2927.0, 40.0, 90.0),
name = "Sandy Shores Nord",
description = "Nördlicher Bahnhof von Sandy Shores",
trainSpawnPoint = vector4(2106.0, 2927.0, 40.0, 90.0),
interactionPoint = vector3(2608.0, 2929.0, 40.0),
blip = {
sprite = 795,
color = 3,
scale = 0.7
},
destinations = {
"sandy_depot", "ls_depot", "elysian", "terminal", "downtown", "paleto"
}
},
{
id = "ls_depot",
coords = vector4(1164.0, -3250.0, 7.0, 180.0),
name = "Los Santos Hauptbahnhof",
description = "Zentraler Bahnhof in Los Santos",
trainSpawnPoint = vector4(1164.0, -2750.0, 7.0, 180.0),
interactionPoint = vector3(1166.0, -3252.0, 7.0),
blip = {
sprite = 795,
color = 1,
scale = 0.9
},
destinations = {
"sandy_depot", "sandy_north", "elysian", "terminal", "downtown", "paleto"
}
},
{
id = "elysian",
coords = vector4(219.0, -2487.0, 6.0, 270.0),
name = "Elysian Island",
description = "Industriegebiet am Hafen",
trainSpawnPoint = vector4(719.0, -2487.0, 6.0, 270.0),
interactionPoint = vector3(217.0, -2489.0, 6.0),
blip = {
sprite = 795,
color = 4,
scale = 0.7
},
destinations = {
"sandy_depot", "sandy_north", "ls_depot", "terminal", "downtown", "paleto"
}
},
{
id = "terminal",
coords = vector4(-1100.0, -2724.0, 13.0, 0.0),
name = "Fracht Terminal",
description = "Großes Frachtterminal",
trainSpawnPoint = vector4(-1600.0, -2724.0, 13.0, 0.0),
interactionPoint = vector3(-1098.0, -2726.0, 13.0),
blip = {
sprite = 795,
color = 5,
scale = 0.8
},
destinations = {
"sandy_depot", "sandy_north", "ls_depot", "elysian", "downtown", "paleto"
}
},
{
id = "downtown",
coords = vector4(-500.0, -1500.0, 10.0, 45.0),
name = "Downtown Station",
description = "Bahnhof in der Innenstadt",
trainSpawnPoint = vector4(-1000.0, -1500.0, 10.0, 45.0),
interactionPoint = vector3(-498.0, -1502.0, 10.0),
blip = {
sprite = 795,
color = 6,
scale = 0.7
},
destinations = {
"sandy_depot", "sandy_north", "ls_depot", "elysian", "terminal", "paleto"
}
},
{
id = "paleto",
coords = vector4(100.0, 6500.0, 32.0, 180.0),
name = "Paleto Bay",
description = "Kleiner Bahnhof in Paleto Bay",
trainSpawnPoint = vector4(100.0, 6000.0, 32.0, 180.0),
interactionPoint = vector3(102.0, 6502.0, 32.0),
blip = {
sprite = 795,
color = 7,
scale = 0.7
},
destinations = {
"sandy_depot", "sandy_north", "ls_depot", "elysian", "terminal", "downtown"
}
}
}
-- Preise basierend auf Entfernung
Config.PriceCalculation = {
basePrice = 25,
pricePerKm = 0.5,
maxPrice = 300,
freeStations = {"sandy_depot"}
}
-- Menü Einstellungen
Config.Menu = {
title = "🚂 Zugfahrkarten",
subtitle = "Wählen Sie Ihr Reiseziel",
position = "top-right",
texts = {
callTrain = "Zug rufen",
selectDestination = "Ziel auswählen",
trainComing = "Zug wird gerufen...",
trainArriving = "Zug fährt ein",
trainWaiting = "Zug wartet am Bahnhof",
boardTrain = "Zug besteigen",
trainLeaving = "Zug fährt ab",
noDestinations = "Keine Ziele verfügbar",
cancel = "Abbrechen"
},
stationIcons = {
depot = "🏭",
city = "🏢",
industrial = "🏗️",
port = "",
rural = "🌾",
main = "🚉"
}
}
-- DrawText Einstellungen
Config.DrawText = {
font = 4,
scale = 0.35,
color = {r = 255, g = 255, b = 255, a = 215},
backgroundColor = {r = 41, g = 128, b = 185, a = 100},
stationText = "[E] Zug rufen",
boardText = "[E] Einsteigen",
emergencyText = "[F] Notfall-Ausstieg"
}
-- Kamera Einstellungen
Config.CinemaCamera = {
enabled = true,
switchInterval = {min = 8000, max = 12000},
positions = {
{
offset = vector3(15.0, 5.0, 5.0),
rotation = vector3(-10.0, 0.0, 90.0)
},
{
offset = vector3(10.0, 15.0, 8.0),
rotation = vector3(-15.0, 0.0, 45.0)
},
{
offset = vector3(-10.0, -15.0, 6.0),
rotation = vector3(-5.0, 0.0, -135.0)
}
}
}
-- Benachrichtigungen
Config.Notifications = {
duration = {
short = 3000,
medium = 5000,
long = 8000
}
}

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fx_version 'cerulean'
game 'gta5'
description 'QBCore Train System with ox_lib'
version '2.0.0'
shared_scripts {
'config.lua'
}
client_scripts {
'client.lua'
}
server_scripts {
'server.lua'
}
dependencies {
'qb-core',
'ox_lib'
}
lua54 'yes'

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local QBCore = exports['qb-core']:GetCoreObject()
-- Geld prüfen
QBCore.Functions.CreateCallback('train:server:canAfford', function(source, cb, price)
local Player = QBCore.Functions.GetPlayer(source)
if Player then
local money = Player.PlayerData.money[Config.DefaultCurrency]
if money >= price then
Player.Functions.RemoveMoney(Config.DefaultCurrency, price)
cb(true)
else
cb(false)
end
else
cb(false)
end
end)
-- Journey Log
RegisterNetEvent('train:server:logJourney', function(from, to, price)
if not Config.DebugOptions.logJourneys then return end
local src = source
local Player = QBCore.Functions.GetPlayer(src)
if Player then
print(string.format("[TRAIN] %s (%s) - %s → %s ($%d)",
Player.PlayerData.charinfo.firstname .. " " .. Player.PlayerData.charinfo.lastname,
Player.PlayerData.citizenid,
from, to, price
))
end
end)