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305 changed files with 34683 additions and 0 deletions
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Scaleform = Scaleform or Require("lib/scaleform/client/scaleform.lua")
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Utility = Utility or Require("lib/utility/client/utility.lua")
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Raycast = Raycast or Require("lib/raycast/client/raycast.lua")
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Language = Language or Require("modules/locales/shared.lua")
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PlaceableObject = PlaceableObject or {}
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-- Register key mappings for placement controls
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RegisterKeyMapping('+place_object', locale('placeable_object.object_place'), 'mouse_button', 'MOUSE_LEFT')
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RegisterKeyMapping('+cancel_placement', locale('placeable_object.object_cancel'), 'mouse_button', 'MOUSE_RIGHT')
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RegisterKeyMapping('+rotate_left', locale('placeable_object.rotate_left'), 'keyboard', 'LEFT')
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RegisterKeyMapping('+rotate_right', locale('placeable_object.rotate_right'), 'keyboard', 'RIGHT')
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RegisterKeyMapping('+scroll_up', locale('placeable_object.object_scroll_up'), 'mouse_wheel', 'IOM_WHEEL_UP')
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RegisterKeyMapping('+scroll_down', locale('placeable_object.object_scroll_down'), 'mouse_wheel', 'IOM_WHEEL_DOWN')
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RegisterKeyMapping('+depth_modifier', locale('placeable_object.depth_modifier'), 'keyboard', 'LCONTROL')
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local state = {
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isPlacing = false,
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currentEntity = nil,
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mode = 'normal', -- 'normal' or 'movement'
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promise = nil,
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scaleform = nil,
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-- Placement settings
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depth = 2.0,
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heading = 0.0,
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height = 0.0,
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snapToGround = true,
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paused = false,
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-- Current settings
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settings = {},
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boundaryCheck = nil,
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-- Key press states
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keys = {
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placeObject = false,
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cancelPlacement = false,
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rotateLeft = false,
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rotateRight = false,
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scrollUp = false,
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scrollDown = false,
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depthModifier = false
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}
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}
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-- Command handlers for key mappings
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RegisterCommand('+place_object', function()
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if state.isPlacing then
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state.keys.placeObject = true
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end
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end, false)
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RegisterCommand('-place_object', function()
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state.keys.placeObject = false
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end, false)
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RegisterCommand('+cancel_placement', function()
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if state.isPlacing then
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state.keys.cancelPlacement = true
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end
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end, false)
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RegisterCommand('-cancel_placement', function()
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state.keys.cancelPlacement = false
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end, false)
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RegisterCommand('+rotate_left', function()
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if state.isPlacing then
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state.keys.rotateLeft = true
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end
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end, false)
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RegisterCommand('-rotate_left', function()
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state.keys.rotateLeft = false
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end, false)
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RegisterCommand('+rotate_right', function()
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if state.isPlacing then
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state.keys.rotateRight = true
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end
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end, false)
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RegisterCommand('-rotate_right', function()
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state.keys.rotateRight = false
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end, false)
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RegisterCommand('+scroll_up', function()
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if state.isPlacing then
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state.keys.scrollUp = true
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end
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end, false)
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RegisterCommand('-scroll_up', function()
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state.keys.scrollUp = false
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end, false)
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RegisterCommand('+scroll_down', function()
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if state.isPlacing then
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state.keys.scrollDown = true
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end
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end, false)
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RegisterCommand('-scroll_down', function()
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state.keys.scrollDown = false
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end, false)
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RegisterCommand('+depth_modifier', function()
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if state.isPlacing then
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state.keys.depthModifier = true
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end
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end, false)
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RegisterCommand('-depth_modifier', function()
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state.keys.depthModifier = false
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end, false)
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-- Utility functions
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local function getMouseWorldPos(depth)
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local screenX = GetDisabledControlNormal(0, 239)
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local screenY = GetDisabledControlNormal(0, 240)
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local world, normal = GetWorldCoordFromScreenCoord(screenX, screenY)
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local playerPos = GetEntityCoords(PlayerPedId())
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return playerPos + normal * depth
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end
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-- local function isInBoundary(pos, boundary)
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-- if not boundary then return true end
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-- local x, y, z = table.unpack(pos)
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-- -- Handle legacy min/max boundary format for backwards compatibility
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-- if boundary.min and boundary.max then
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-- local minX, minY, minZ = table.unpack(boundary.min)
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-- local maxX, maxY, maxZ = table.unpack(boundary.max)
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-- return x >= minX and x <= maxX and y >= minY and y <= maxY and z >= minZ and z <= maxZ
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-- end
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-- -- Handle list of points (polygon boundary)
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-- if boundary.points and #boundary.points > 0 then
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-- local points = boundary.points
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-- local minZ = boundary.minZ or -math.huge
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-- local maxZ = boundary.maxZ or math.huge
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-- -- Check Z bounds first
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-- if z < minZ or z > maxZ then
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-- return false
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-- end
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-- -- Point-in-polygon test using ray casting algorithm (improved version)
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-- local inside = false
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-- local n = #points
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-- for i = 1, n do
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-- local j = i == n and 1 or i + 1 -- Next point (wrap around)
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-- local xi, yi = points[i].x or points[i][1], points[i].y or points[i][2]
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-- local xj, yj = points[j].x or points[j][1], points[j].y or points[j][2]
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-- -- Ensure xi, yi, xj, yj are numbers
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-- if not (xi and yi and xj and yj) then
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-- goto continue
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-- end
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-- -- Ray casting test
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-- if ((yi > y) ~= (yj > y)) then
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-- -- Calculate intersection point
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-- local intersect = (xj - xi) * (y - yi) / (yj - yi) + xi
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-- if x < intersect then
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-- inside = not inside
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-- end
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-- end
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-- ::continue::
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-- end
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-- return inside
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-- end
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-- -- Fallback to true if boundary format is not recognized
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-- return true
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-- end
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local function checkMaterialAndBoundary()
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if not state.currentEntity then return true end
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local pos = GetEntityCoords(state.currentEntity)
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local inBounds = Bridge.Math.InBoundary(pos, state.settings.boundary)
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-- Check built-in boundary first
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if state.settings.boundary and not inBounds then return false end
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-- Check custom boundary function if provided
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if state.settings.customCheck then
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local customResult = state.settings.customCheck(pos, state.currentEntity, state.settings)
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if not customResult then return false end
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end
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-- Check allowed materials
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if state.settings.allowedMats then
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local hit, _, _, _, materialHash = GetShapeTestResult(StartShapeTestRay(pos.x, pos.y, pos.z + 1.0, pos.x, pos.y, pos.z - 5.0, -1, 0, 7))
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if hit == 1 then
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for _, allowedMat in ipairs(state.settings.allowedMats) do
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if materialHash == GetHashKey(allowedMat) then
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return inBounds
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end
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end
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return false
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end
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end
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return inBounds
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end
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local function checkMaterialAndBoundaryDetailed()
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if not state.currentEntity then return true, true, true end
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local pos = GetEntityCoords(state.currentEntity)
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local inBounds = Bridge.Math.InBoundary(pos, state.settings.boundary)
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local customCheckPassed = true
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local materialCheckPassed = true
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-- Check built-in boundary first
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if state.settings.boundary and not inBounds then
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return false, false, customCheckPassed
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end
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-- Check custom boundary function if provided
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if state.settings.customCheck then
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customCheckPassed = state.settings.customCheck(pos, state.currentEntity, state.settings)
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if not customCheckPassed then
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return false, inBounds, false
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end
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end
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-- Check allowed materials
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if state.settings.allowedMats then
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local hit, _, _, _, materialHash = GetShapeTestResult(StartShapeTestRay(pos.x, pos.y, pos.z + 1.0, pos.x, pos.y, pos.z - 5.0, -1, 0, 7))
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if hit == 1 then
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for _, allowedMat in ipairs(state.settings.allowedMats) do
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if materialHash == GetHashKey(allowedMat) then
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return inBounds, inBounds, customCheckPassed
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end
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end
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materialCheckPassed = false
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return false, inBounds, customCheckPassed
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end
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end
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return inBounds, inBounds, customCheckPassed
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end
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-- local function setupInstructionalButtons()
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-- local buttons = {}
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-- -- Common buttons
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-- table.insert(buttons, {type = "SET_DATA_SLOT", name = state.settings.config?.place_object?.name or 'Place Object:', keyIndex = state.settings.config?.place_object?.key or {223}, int = 5})
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-- table.insert(buttons, {type = "SET_DATA_SLOT", name = state.settings.config?.cancel_placement?.name or 'Cancel:', keyIndex = state.settings.config?.cancel_placement?.key or {25}, int = 4})
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-- if state.mode == 'normal' then
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-- table.insert(buttons, {type = "SET_DATA_SLOT", name = 'Rotate:', keyIndex = {241, 242}, int = 3})
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-- table.insert(buttons, {type = "SET_DATA_SLOT", name = 'Depth:', keyIndex = {224}, int = 2})
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-- if state.settings.allowVertical then
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-- table.insert(buttons, {type = "SET_DATA_SLOT", name = 'Height:', keyIndex = {16, 17}, int = 1})
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-- table.insert(buttons, {type = "SET_DATA_SLOT", name = 'Toggle Ground Snap:', keyIndex = {19}, int = 0})
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-- end
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-- if state.settings.allowMovement then
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-- table.insert(buttons, {type = "SET_DATA_SLOT", name = 'Movement Mode:', keyIndex = {38}, int = 6})
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-- end
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-- elseif state.mode == 'movement' then
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-- table.insert(buttons, {type = "SET_DATA_SLOT", name = 'Move:', keyIndex = {32, 33, 34, 35}, int = 3})
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-- table.insert(buttons, {type = "SET_DATA_SLOT", name = 'Rotate:', keyIndex = {174, 175}, int = 2})
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-- if state.settings.allowVertical then
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-- table.insert(buttons, {type = "SET_DATA_SLOT", name = 'Up/Down:', keyIndex = {85, 48}, int = 1})
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-- end
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-- if state.settings.allowNormal then
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-- table.insert(buttons, {type = "SET_DATA_SLOT", name = 'Normal Mode:', keyIndex = {38}, int = 0})
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-- end
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-- end
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-- table.insert(buttons, {type = "DRAW_INSTRUCTIONAL_BUTTONS"})
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-- table.insert(buttons, {type = "SET_BACKGROUND_COLOUR"})
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-- -- return Scaleform.SetupInstructionalButtons(buttons)
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-- return nil -- Scaleform disabled for now
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-- end
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local function drawBoundaryBox(boundary)
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if not boundary then return end
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-- Handle legacy min/max boundary format for backwards compatibility
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if boundary.min and boundary.max then
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local min = boundary.min
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local max = boundary.max
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-- Define the 8 corners of the box
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local corners = {
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vector3(min.x, min.y, min.z), -- 1
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vector3(max.x, min.y, min.z), -- 2
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vector3(max.x, max.y, min.z), -- 3
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vector3(min.x, max.y, min.z), -- 4
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vector3(min.x, min.y, max.z), -- 5
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vector3(max.x, min.y, max.z), -- 6
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vector3(max.x, max.y, max.z), -- 7
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vector3(min.x, max.y, max.z), -- 8
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}
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-- Draw wireframe box
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local r, g, b, a = 0, 255, 0, 100
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-- Bottom face
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DrawLine(corners[1].x, corners[1].y, corners[1].z, corners[2].x, corners[2].y, corners[2].z, r, g, b, a)
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DrawLine(corners[2].x, corners[2].y, corners[2].z, corners[3].x, corners[3].y, corners[3].z, r, g, b, a)
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DrawLine(corners[3].x, corners[3].y, corners[3].z, corners[4].x, corners[4].y, corners[4].z, r, g, b, a)
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DrawLine(corners[4].x, corners[4].y, corners[4].z, corners[1].x, corners[1].y, corners[1].z, r, g, b, a)
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-- Top face
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DrawLine(corners[5].x, corners[5].y, corners[5].z, corners[6].x, corners[6].y, corners[6].z, r, g, b, a)
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DrawLine(corners[6].x, corners[6].y, corners[6].z, corners[7].x, corners[7].y, corners[7].z, r, g, b, a)
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DrawLine(corners[7].x, corners[7].y, corners[7].z, corners[8].x, corners[8].y, corners[8].z, r, g, b, a)
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DrawLine(corners[8].x, corners[8].y, corners[8].z, corners[5].x, corners[5].y, corners[5].z, r, g, b, a)
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-- Vertical edges
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DrawLine(corners[1].x, corners[1].y, corners[1].z, corners[5].x, corners[5].y, corners[5].z, r, g, b, a)
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DrawLine(corners[2].x, corners[2].y, corners[2].z, corners[6].x, corners[6].y, corners[6].z, r, g, b, a)
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DrawLine(corners[3].x, corners[3].y, corners[3].z, corners[7].x, corners[7].y, corners[7].z, r, g, b, a)
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DrawLine(corners[4].x, corners[4].y, corners[4].z, corners[8].x, corners[8].y, corners[8].z, r, g, b, a)
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return
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end
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-- Handle list of points (polygon boundary)
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if boundary.points and #boundary.points > 0 then
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local points = boundary.points
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local minZ = boundary.minZ or 0
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local maxZ = boundary.maxZ or 50
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local r, g, b, a = 0, 255, 0, 100
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-- Draw bottom polygon outline
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for i = 1, #points do
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local currentPoint = points[i]
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local nextPoint = points[i % #points + 1] -- Wrap around to first point
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local x1, y1 = currentPoint.x or currentPoint[1], currentPoint.y or currentPoint[2]
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local x2, y2 = nextPoint.x or nextPoint[1], nextPoint.y or nextPoint[2]
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-- Bottom edge
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DrawLine(x1, y1, minZ, x2, y2, minZ, r, g, b, a)
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-- Top edge
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DrawLine(x1, y1, maxZ, x2, y2, maxZ, r, g, b, a)
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-- Vertical edge
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DrawLine(x1, y1, minZ, x1, y1, maxZ, r, g, b, a)
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end
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return
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end
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end
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local function drawEntityBoundingBox(entity, inBounds)
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if not entity or not DoesEntityExist(entity) then return end
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-- Enable entity outline
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SetEntityDrawOutlineShader(1)
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SetEntityDrawOutline(entity, true)
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-- Set color based on boundary status
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if inBounds then
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-- Green outline for valid placement
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SetEntityDrawOutlineColor(0, 255, 0, 255)
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else
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-- Red outline for invalid placement
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SetEntityDrawOutlineColor(255, 0, 0, 255)
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end
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end
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local function handleNormalMode()
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if not state.isPlacing or state.mode ~= 'normal' or state.paused then
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return
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end
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-- Disable conflicting controls
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DisableControlAction(0, 24, true) -- Attack
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DisableControlAction(0, 25, true) -- Aim
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DisableControlAction(0, 36, true) -- Duck
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local moveSpeed = state.keys.depthModifier and (state.settings.depthStep or 0.1) or (state.settings.rotationStep or 0.5)
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-- Scroll wheel controls using key mappings
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if state.keys.depthModifier then -- Depth modifier held - depth control
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if state.keys.scrollUp then
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state.keys.scrollUp = false -- Reset the key state
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state.depth = math.min(state.settings.maxDepth, state.depth + moveSpeed) -- Use maxDepth setting
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elseif state.keys.scrollDown then
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state.keys.scrollDown = false -- Reset the key state
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state.depth = math.max(1.0, state.depth - moveSpeed) -- Fixed: scroll down decreases distance
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end
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else -- Regular scroll - rotation
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if state.keys.scrollUp then
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state.keys.scrollUp = false -- Reset the key state
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state.heading = state.heading - 5.0 -- Fixed: scroll up = counterclockwise
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elseif state.keys.scrollDown then
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state.keys.scrollDown = false -- Reset the key state
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state.heading = state.heading + 5.0 -- Fixed: scroll down = clockwise
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end
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end
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-- -- Arrow key rotation using key mappings
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-- if state.keys.rotateLeft then
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-- state.heading = state.heading + 2.0
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-- elseif state.keys.rotateRight then
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-- state.heading = state.heading - 2.0
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-- end
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-- Height controls (only if vertical movement allowed and not snapped to ground)
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if state.settings.allowVertical and not state.snapToGround then
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if IsControlPressed(0, 16) then -- Q
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state.height = state.height + (state.settings.heightStep or 0.5)
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elseif IsControlPressed(0, 17) then -- E
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state.height = state.height - (state.settings.heightStep or 0.5)
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end
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end
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-- Toggle ground snap
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if state.settings.allowVertical and IsControlJustPressed(0, 19) then -- Alt
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state.snapToGround = not state.snapToGround
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if state.snapToGround then
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state.height = 0.0
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end
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end
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-- Switch to movement mode
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if state.settings.allowMovement and IsControlJustPressed(0, 38) then -- E
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state.mode = 'movement'
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SetEntityCollision(state.currentEntity, false, false)
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end
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-- Update entity position
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local pos = getMouseWorldPos(state.depth)
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if not state.snapToGround and state.settings.allowVertical then
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pos = pos + vector3(0, 0, state.height)
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end
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||||
|
||||
if state.currentEntity then
|
||||
SetEntityCoords(state.currentEntity, pos.x, pos.y, pos.z, false, false, false, false)
|
||||
SetEntityHeading(state.currentEntity, state.heading)
|
||||
if state.snapToGround then
|
||||
local slerp = PlaceObjectOnGroundProperly(state.currentEntity)
|
||||
if not slerp then
|
||||
-- If the object can't be placed on the ground, adjust its Z position
|
||||
local groundZ, _z = GetGroundZFor_3dCoord(pos.x, pos.y, pos.z + 50, false)
|
||||
if groundZ then
|
||||
SetEntityCoords(state.currentEntity, pos.x, pos.y, _z, false, false, false, true)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
-- Visual feedback
|
||||
if not state.settings.disableSphere then
|
||||
DrawSphere(pos.x, pos.y, pos.z, 0.5, 255, 0, 0, 50)
|
||||
end
|
||||
end
|
||||
|
||||
local function handleMovementMode()
|
||||
if not state.isPlacing or state.mode ~= 'movement' or not DoesEntityExist(state.currentEntity) then
|
||||
return
|
||||
end
|
||||
|
||||
-- Disable player movement
|
||||
DisableControlAction(0, 30, true) -- Move Left/Right
|
||||
DisableControlAction(0, 31, true) -- Move Forward/Back
|
||||
DisableControlAction(0, 36, true) -- Duck
|
||||
DisableControlAction(0, 21, true) -- Sprint
|
||||
DisableControlAction(0, 22, true) -- Jump
|
||||
|
||||
local coords = GetEntityCoords(state.currentEntity)
|
||||
local heading = GetEntityHeading(state.currentEntity)
|
||||
local moveSpeed = IsControlPressed(0, 21) and (state.settings.movementStepFast or 0.5) or (state.settings.movementStep or 0.1) -- Faster with shift
|
||||
local moved = false
|
||||
|
||||
-- Get camera direction for relative movement
|
||||
local camRot = GetGameplayCamRot(2)
|
||||
local camHeading = math.rad(camRot.z)
|
||||
local camForward = vector3(-math.sin(camHeading), math.cos(camHeading), 0)
|
||||
local camRight = vector3(math.cos(camHeading), math.sin(camHeading), 0)
|
||||
|
||||
-- WASD movement
|
||||
if IsControlPressed(0, 32) then -- W
|
||||
coords = coords + camForward * moveSpeed
|
||||
moved = true
|
||||
elseif IsControlPressed(0, 33) then -- S
|
||||
coords = coords - camForward * moveSpeed
|
||||
moved = true
|
||||
end
|
||||
|
||||
if IsControlPressed(0, 34) then -- A
|
||||
coords = coords - camRight * moveSpeed
|
||||
moved = true
|
||||
elseif IsControlPressed(0, 35) then -- D
|
||||
coords = coords + camRight * moveSpeed
|
||||
moved = true
|
||||
end
|
||||
|
||||
-- Vertical movement
|
||||
if state.settings.allowVertical then
|
||||
if IsControlPressed(0, 85) then -- Q
|
||||
coords = coords + vector3(0, 0, moveSpeed)
|
||||
moved = true
|
||||
elseif IsControlPressed(0, 48) then -- Z
|
||||
coords = coords + vector3(0, 0, -moveSpeed)
|
||||
moved = true
|
||||
end
|
||||
end
|
||||
|
||||
-- Rotation
|
||||
if IsControlPressed(0, 174) then -- Left arrow
|
||||
heading = heading + 2.0
|
||||
moved = true
|
||||
elseif IsControlPressed(0, 175) then -- Right arrow
|
||||
heading = heading - 2.0
|
||||
moved = true
|
||||
end
|
||||
|
||||
-- Apply changes
|
||||
if moved then
|
||||
SetEntityCoords(state.currentEntity, coords.x, coords.y, coords.z, false, false, false, true)
|
||||
SetEntityHeading(state.currentEntity, heading)
|
||||
end
|
||||
|
||||
-- Switch to normal mode
|
||||
if state.settings.allowNormal and IsControlJustPressed(0, 38) then -- E
|
||||
state.mode = 'normal'
|
||||
SetEntityCollision(state.currentEntity, true, true)
|
||||
end
|
||||
|
||||
-- Snap to ground
|
||||
if IsControlJustPressed(0, 19) then -- Alt
|
||||
PlaceObjectOnGroundProperly(state.currentEntity)
|
||||
end
|
||||
end
|
||||
|
||||
local function placementLoop()
|
||||
CreateThread(function()
|
||||
while state.isPlacing do
|
||||
Wait(0)
|
||||
|
||||
-- Handle input based on mode
|
||||
if state.mode == 'normal' then
|
||||
handleNormalMode()
|
||||
elseif state.mode == 'movement' then
|
||||
handleMovementMode()
|
||||
end
|
||||
|
||||
-- Common controls using key mappings
|
||||
if state.keys.placeObject then
|
||||
state.keys.placeObject = false -- Reset the key state
|
||||
local canPlace = checkMaterialAndBoundary()
|
||||
if canPlace then
|
||||
Wait(100)
|
||||
local coords = GetEntityCoords(state.currentEntity)
|
||||
if not state.settings.allowVertical or state.snapToGround then
|
||||
local groundZ, _z = GetGroundZFor_3dCoord(coords.x, coords.y, coords.z + 50, false)
|
||||
if groundZ then
|
||||
coords = vector3(coords.x, coords.y, _z)
|
||||
end
|
||||
end
|
||||
|
||||
local rotation = GetEntityRotation(state.currentEntity)
|
||||
if state.promise then
|
||||
state.promise:resolve({
|
||||
entity = state.currentEntity,
|
||||
coords = coords,
|
||||
rotation = rotation,
|
||||
placed = true
|
||||
})
|
||||
end
|
||||
|
||||
PlaceableObject.Stop()
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
-- Cancel placement using key mapping
|
||||
if state.keys.cancelPlacement then
|
||||
state.keys.cancelPlacement = false -- Reset the key state
|
||||
if state.promise then
|
||||
state.promise:resolve(false)
|
||||
end
|
||||
|
||||
PlaceableObject.Stop()
|
||||
break
|
||||
end
|
||||
|
||||
-- Check if entity is outside boundary and cancel if so
|
||||
if state.settings.boundary and state.currentEntity then
|
||||
local canPlace = checkMaterialAndBoundary()
|
||||
if not canPlace then
|
||||
if state.promise then
|
||||
state.promise:resolve(false)
|
||||
end
|
||||
|
||||
PlaceableObject.Stop()
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
-- Draw boundary if exists and enabled
|
||||
if state.settings.drawBoundary then
|
||||
drawBoundaryBox(state.settings.boundary)
|
||||
end
|
||||
|
||||
-- Draw entity bounding box if enabled
|
||||
if state.settings.drawInBoundary and state.currentEntity then
|
||||
local overallResult, boundaryResult, customResult = checkMaterialAndBoundaryDetailed()
|
||||
-- Show red if any check fails, green if all pass
|
||||
local inBounds = overallResult
|
||||
drawEntityBoundingBox(state.currentEntity, inBounds)
|
||||
end
|
||||
|
||||
-- Show help text for placement controls
|
||||
local placementText = {
|
||||
string.format(locale('placeable_object.place_object_place'), Bridge.Utility.GetCommandKey('+place_object')),
|
||||
string.format(locale('placeable_object.place_object_cancel'), Bridge.Utility.GetCommandKey('+cancel_placement')),
|
||||
-- string.format(locale('placeable_object.rotate_left'), Bridge.Utility.GetCommandKey('+rotate_left')),
|
||||
-- string.format(locale('placeable_object.rotate_right'), Bridge.Utility.GetCommandKey('+rotate_right')),
|
||||
string.format(locale('placeable_object.place_object_scroll_up'), Bridge.Utility.GetCommandKey('+scroll_up')),
|
||||
string.format(locale('placeable_object.place_object_scroll_down'), Bridge.Utility.GetCommandKey('+scroll_down')),
|
||||
string.format(locale('placeable_object.depth_modifier'), Bridge.Utility.GetCommandKey('+depth_modifier'))
|
||||
}
|
||||
Bridge.Notify.ShowHelpText(type(placementText) == 'table' and table.concat(placementText))
|
||||
|
||||
-- -- Draw entity bounding box
|
||||
-- drawEntityBoundingBox(state.currentEntity, checkMaterialAndBoundary())
|
||||
|
||||
-- -- Update instructional buttons
|
||||
-- if state.scaleform then
|
||||
-- Scaleform.RenderInstructionalButtons(state.scaleform)
|
||||
-- end
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
-- Main functions
|
||||
|
||||
|
||||
---@param model - Model name or hash
|
||||
---@param settings - Configuration table:
|
||||
--[[
|
||||
depth (3.0): Starting distance from player,
|
||||
allowVertical (false): Enable height controls,
|
||||
allowMovement (false): Enable WASD mode,
|
||||
disableSphere (false): Hide position indicator,
|
||||
boundary: Area restriction {min = vector3(), max = vector3()},
|
||||
allowedMats: Surface materials {"concrete", "grass"},
|
||||
depthStep (0.1): Step size for depth adjustment,
|
||||
rotationStep (0.5): Step size for rotation,
|
||||
heightStep (0.5): Step size for height adjustment,
|
||||
movementStep (0.1): Step size for normal movement,
|
||||
movementStepFast (0.5): Step size for fast movement (with shift),
|
||||
maxDepth (50.0): Maximum distance from player,
|
||||
--]]
|
||||
---@returns Promise with: {entity, coords, heading, placed, cancelled}
|
||||
--[[
|
||||
Example:
|
||||
local result = Citizen.Await(PlaceableObject.Create("prop_barrier_work05", {
|
||||
depth = 5.0,
|
||||
allowVertical = false
|
||||
}))
|
||||
--]]
|
||||
|
||||
function PlaceableObject.Create(model, settings)
|
||||
if state.isPlacing then
|
||||
PlaceableObject.Stop()
|
||||
end
|
||||
|
||||
-- Default settings
|
||||
settings = settings or {}
|
||||
settings.depth = settings.depth or 3.0 -- Start closer to player
|
||||
settings.allowVertical = settings.allowVertical or false
|
||||
settings.allowMovement = settings.allowMovement or false
|
||||
settings.allowNormal = settings.allowNormal or false
|
||||
settings.disableSphere = settings.disableSphere or false
|
||||
settings.drawBoundary = settings.drawBoundary or false
|
||||
settings.drawInBoundary = settings.drawInBoundary or false
|
||||
|
||||
-- Movement speed settings
|
||||
settings.depthStep = settings.depthStep or 0.1 -- Fine control for depth adjustment
|
||||
settings.rotationStep = settings.rotationStep or 0.5 -- Normal rotation speed
|
||||
settings.heightStep = settings.heightStep or 0.5 -- Height adjustment speed
|
||||
settings.movementStep = settings.movementStep or 0.1 -- Normal movement speed
|
||||
settings.movementStepFast = settings.movementStepFast or 0.5 -- Fast movement speed (with shift)
|
||||
settings.maxDepth = settings.maxDepth or 5.0 -- Maximum distance from player
|
||||
|
||||
state.settings = settings
|
||||
state.depth = settings.depth -- Use the settings depth
|
||||
state.heading = -GetEntityHeading(PlayerPedId())
|
||||
state.height = 0.0
|
||||
state.snapToGround = not settings.allowVertical
|
||||
state.mode = 'normal'
|
||||
|
||||
local p = promise.new()
|
||||
state.promise = p
|
||||
|
||||
local point = Bridge.ClientEntity.Create({
|
||||
id = 'placeable_object',
|
||||
entityType = 'object',
|
||||
model = model,
|
||||
coords = GetEntityCoords(PlayerPedId()),
|
||||
rotation = vector3(0.0, 0.0, state.heading),
|
||||
OnSpawn= function(data)
|
||||
state.currentEntity = data.spawned
|
||||
SetEntityCollision(state.currentEntity, false, false)
|
||||
FreezeEntityPosition(state.currentEntity, false)
|
||||
|
||||
-- Set initial position based on depth
|
||||
local playerPos = GetEntityCoords(PlayerPedId())
|
||||
local forward = GetEntityForwardVector(PlayerPedId())
|
||||
local spawnPos = playerPos + forward * state.depth
|
||||
SetEntityCoords(state.currentEntity, spawnPos.x, spawnPos.y, spawnPos.z + state.height, false, false, false, true)
|
||||
end,
|
||||
})
|
||||
-- Setup instructional buttons
|
||||
-- state.scaleform = setupInstructionalButtons()
|
||||
state.scaleform = nil
|
||||
|
||||
state.isPlacing = true
|
||||
|
||||
-- Show help text for placement controls
|
||||
local placementText = {
|
||||
string.format(locale('placeable_object.place_object_place'), Bridge.Utility.GetCommandKey('+place_object')),
|
||||
string.format(locale('placeable_object.place_object_cancel'), Bridge.Utility.GetCommandKey('+cancel_placement')),
|
||||
-- string.format(locale('placeable_object.rotate_left'), Bridge.Utility.GetCommandKey('+rotate_left')),
|
||||
-- string.format(locale('placeable_object.rotate_right'), Bridge.Utility.GetCommandKey('+rotate_right')),
|
||||
string.format(locale('placeable_object.place_object_scroll_up'), Bridge.Utility.GetCommandKey('+scroll_up')),
|
||||
string.format(locale('placeable_object.place_object_scroll_down'), Bridge.Utility.GetCommandKey('+scroll_down')),
|
||||
string.format(locale('placeable_object.depth_modifier'), Bridge.Utility.GetCommandKey('+depth_modifier'))
|
||||
}
|
||||
Bridge.Notify.ShowHelpText(type(placementText) == 'table' and table.concat(placementText))
|
||||
|
||||
placementLoop()
|
||||
|
||||
|
||||
return Citizen.Await(p)
|
||||
end
|
||||
|
||||
function PlaceableObject.Stop()
|
||||
Bridge.Notify.HideHelpText()
|
||||
if state.currentEntity and DoesEntityExist(state.currentEntity) then
|
||||
-- Disable entity outline before deleting
|
||||
SetEntityDrawOutline(state.currentEntity, false)
|
||||
DeleteObject(state.currentEntity)
|
||||
end
|
||||
|
||||
if state.scaleform then
|
||||
Scaleform.Unload(state.scaleform)
|
||||
end
|
||||
ClientEntity.Unregister('placeable_object')
|
||||
-- Reset state
|
||||
state.isPlacing = false
|
||||
state.currentEntity = nil
|
||||
state.mode = 'normal'
|
||||
state.promise = nil
|
||||
state.scaleform = nil
|
||||
state.settings = {}
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
-- Status functions
|
||||
function PlaceableObject.IsPlacing()
|
||||
return state.isPlacing
|
||||
end
|
||||
|
||||
function PlaceableObject.GetCurrentEntity()
|
||||
return state.currentEntity
|
||||
end
|
||||
|
||||
function PlaceableObject.GetCurrentMode()
|
||||
return state.mode
|
||||
end
|
||||
|
||||
AddEventHandler('onResourceStop', function(resource)
|
||||
if resource ~= GetCurrentResourceName() then return end
|
||||
if state.isPlacing then
|
||||
PlaceableObject.Stop()
|
||||
end
|
||||
end)
|
||||
|
||||
return PlaceableObject
|
Loading…
Add table
Add a link
Reference in a new issue