forked from Simnation/Main
ed
This commit is contained in:
parent
510e3ffcf2
commit
f43cf424cf
305 changed files with 34683 additions and 0 deletions
|
@ -0,0 +1,255 @@
|
|||
-- Grid-based point system
|
||||
Point = {}
|
||||
local ActivePoints = {}
|
||||
local GridCells = {}
|
||||
local LoopStarted = false
|
||||
local insidePoints = {}
|
||||
local data = {} -- 👈 Move this outside the function
|
||||
|
||||
-- Grid configuration
|
||||
local GRID_SIZE = 500.0 -- Size of each grid cell
|
||||
local CELL_BUFFER = 1 -- Number of adjacent cells to check
|
||||
|
||||
-- Consider adding these optimizations
|
||||
local ADAPTIVE_WAIT = true -- Adjust wait time based on player speed
|
||||
|
||||
---This is an internal function, do not call this externally
|
||||
function Point.GetCellKey(coords)
|
||||
local cellX = math.floor(coords.x / GRID_SIZE)
|
||||
local cellY = math.floor(coords.y / GRID_SIZE)
|
||||
return cellX .. ":" .. cellY
|
||||
end
|
||||
|
||||
---This is an internal function, do not call this externally
|
||||
function Point.RegisterInGrid(point)
|
||||
local cellKey = Point.GetCellKey(point.coords)
|
||||
|
||||
-- Initialize cell if it doesn't exist
|
||||
GridCells[cellKey] = GridCells[cellKey] or {
|
||||
points = {},
|
||||
count = 0
|
||||
}
|
||||
|
||||
-- Add point to cell
|
||||
GridCells[cellKey].points[point.id] = point
|
||||
GridCells[cellKey].count = GridCells[cellKey].count + 1
|
||||
|
||||
-- Store cell reference in point
|
||||
point.cellKey = cellKey
|
||||
end
|
||||
|
||||
---This is an internal function, do not call this externally
|
||||
function Point.UpdateInGrid(point, oldCellKey)
|
||||
-- Remove from old cell if cell key changed
|
||||
if oldCellKey and oldCellKey ~= point.cellKey then
|
||||
if GridCells[oldCellKey] and GridCells[oldCellKey].points[point.id] then
|
||||
GridCells[oldCellKey].points[point.id] = nil
|
||||
GridCells[oldCellKey].count = GridCells[oldCellKey].count - 1
|
||||
|
||||
-- Clean up empty cells
|
||||
if GridCells[oldCellKey].count <= 0 then
|
||||
GridCells[oldCellKey] = nil
|
||||
end
|
||||
end
|
||||
|
||||
-- Add to new cell
|
||||
Point.RegisterInGrid(point)
|
||||
end
|
||||
end
|
||||
|
||||
---Gets nearby cells based on the coords
|
||||
---@param coords table
|
||||
---@return table
|
||||
function Point.GetNearbyCells(coords)
|
||||
local cellX = math.floor(coords.x / GRID_SIZE)
|
||||
local cellY = math.floor(coords.y / GRID_SIZE)
|
||||
local nearbyCells = {}
|
||||
|
||||
-- Get current and adjacent cells
|
||||
for x = cellX - CELL_BUFFER, cellX + CELL_BUFFER do
|
||||
for y = cellY - CELL_BUFFER, cellY + CELL_BUFFER do
|
||||
local key = x .. ":" .. y
|
||||
if GridCells[key] then
|
||||
table.insert(nearbyCells, key)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return nearbyCells
|
||||
end
|
||||
|
||||
---Returns all points in the same cell as the given point
|
||||
---This will require you to pass the point object
|
||||
---@param point table
|
||||
---@return table
|
||||
function Point.CheckPointsInSameCell(point)
|
||||
local cellKey = point.cellKey
|
||||
if not GridCells[cellKey] then return {} end
|
||||
|
||||
local nearbyPoints = {}
|
||||
for id, otherPoint in pairs(GridCells[cellKey].points) do
|
||||
if id ~= point.id then
|
||||
local distance = #(point.coords - otherPoint.coords)
|
||||
if distance < (point.distance + otherPoint.distance) then
|
||||
nearbyPoints[id] = otherPoint
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return nearbyPoints
|
||||
end
|
||||
|
||||
---Internal function that starts the loop. Do not call this function directly.
|
||||
function Point.StartLoop()
|
||||
if LoopStarted then return false end
|
||||
LoopStarted = true
|
||||
-- Remove the "local data = {}" line from here
|
||||
CreateThread(function()
|
||||
while LoopStarted do
|
||||
local playerPed = PlayerPedId()
|
||||
while playerPed == -1 do
|
||||
Wait(100)
|
||||
playerPed = PlayerPedId()
|
||||
end
|
||||
local playerCoords = GetEntityCoords(playerPed)
|
||||
local targetsExist = false
|
||||
local playerCellKey = Point.GetCellKey(playerCoords)
|
||||
local nearbyCells = Point.GetNearbyCells(playerCoords)
|
||||
|
||||
local playerSpeed = GetEntitySpeed(playerPed)
|
||||
local maxWeight = 1000
|
||||
local waitTime = ADAPTIVE_WAIT and math.max(maxWeight/10, maxWeight - playerSpeed * maxWeight/10) or maxWeight
|
||||
-- Process only points in nearby cells
|
||||
for _, cellKey in ipairs(nearbyCells) do
|
||||
if GridCells[cellKey] then
|
||||
for id, point in pairs(GridCells[cellKey].points) do
|
||||
targetsExist = true
|
||||
|
||||
-- Update entity position if needed
|
||||
local oldCellKey = point.cellKey
|
||||
if point.isEntity then
|
||||
point.coords = GetEntityCoords(point.target)
|
||||
point.cellKey = Point.GetCellKey(point.coords)
|
||||
Point.UpdateInGrid(point, oldCellKey)
|
||||
end
|
||||
local coords = point.coords and vector3(point.coords.x, point.coords.y, point.coords.z) or vector3(0, 0, 0)
|
||||
local distance = #(playerCoords - coords)
|
||||
--local distance = #(playerCoords - point.coords)
|
||||
|
||||
-- Check if player entered/exited the point
|
||||
if distance < point.distance then
|
||||
if not point.inside then
|
||||
point.inside = true
|
||||
data[point.id] = data[point.id] or point.args or {}
|
||||
data[point.id] = point.onEnter(point, data[point.id])
|
||||
insidePoints[point.id] = point
|
||||
end
|
||||
-- Modified main loop exit handler
|
||||
elseif point.inside then
|
||||
point.inside = false
|
||||
data[point.id] = data[point.id] or point.args or {}
|
||||
local result = point.onExit(point, data[point.id])
|
||||
data[point.id] = result ~= nil and result or data[point.id] -- ← Use consistent fallback
|
||||
point.args = data[point.id] -- ← Update point.args to match data[point.id]
|
||||
insidePoints[point.id] = nil
|
||||
end
|
||||
|
||||
if point.onNearby then
|
||||
point.onNearby(GridCells[cellKey]?.points, waitTime)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for id, insidepoint in pairs(insidePoints) do
|
||||
local pos = insidepoint.coords and vector3(insidepoint.coords.x, insidepoint.coords.y, insidepoint.coords.z) or vector3(0, 0, 0)
|
||||
local dist = #(playerCoords - pos)
|
||||
if dist > insidepoint.distance then
|
||||
insidepoint.inside = false
|
||||
data[insidepoint.id] = data[insidepoint.id] or insidepoint.args or {}
|
||||
local result = insidepoint.onExit(insidepoint, data[insidepoint.id])
|
||||
data[insidepoint.id] = result ~= nil and result or data[insidepoint.id]
|
||||
insidepoint.args = data[insidepoint.id] -- ← Keep data in sync
|
||||
insidePoints[insidepoint.id] = nil
|
||||
end
|
||||
end
|
||||
Wait(waitTime) -- Faster updates when moving quickly
|
||||
end
|
||||
end)
|
||||
return true
|
||||
end
|
||||
|
||||
---Create a point based on a vector or entityID
|
||||
---@param id string
|
||||
---@param target number || vector3
|
||||
---@param distance number
|
||||
---@param _onEnter function
|
||||
---@param _onExit function
|
||||
---@param _onNearby function
|
||||
---@param data self
|
||||
---@return table
|
||||
function Point.Register(id, target, distance, args, _onEnter, _onExit, _onNearby)
|
||||
local isEntity = type(target) == "number"
|
||||
local coords = isEntity and GetEntityCoords(target) or target
|
||||
|
||||
local self = {}
|
||||
self.id = id
|
||||
self.target = target -- Store entity ID or Vector3
|
||||
self.isEntity = isEntity
|
||||
self.coords = coords
|
||||
self.distance = distance
|
||||
self.onEnter = _onEnter or function() end
|
||||
self.onExit = _onExit or function() end
|
||||
self.onNearby = _onNearby or function() end
|
||||
self.inside = false -- Track if player is inside
|
||||
self.args = args or {}
|
||||
|
||||
ActivePoints[id] = self
|
||||
Point.RegisterInGrid(self)
|
||||
Point.StartLoop()
|
||||
return self
|
||||
end
|
||||
|
||||
---Remove an exsisting point by its id
|
||||
---@param id string
|
||||
function Point.Remove(id)
|
||||
local point = ActivePoints[id]
|
||||
if point then
|
||||
local cellKey = point.cellKey
|
||||
if GridCells[cellKey] and GridCells[cellKey].points[id] then
|
||||
GridCells[cellKey].points[id] = nil
|
||||
GridCells[cellKey].count = GridCells[cellKey].count - 1
|
||||
|
||||
if GridCells[cellKey].count <= 0 then
|
||||
GridCells[cellKey] = nil
|
||||
end
|
||||
end
|
||||
|
||||
ActivePoints[id] = nil
|
||||
end
|
||||
end
|
||||
|
||||
---Returnes a point by its id
|
||||
---@param id string
|
||||
---@return table
|
||||
function Point.Get(id)
|
||||
return ActivePoints[id]
|
||||
end
|
||||
|
||||
function Point.UpdateCoords(id, coords)
|
||||
local point = ActivePoints[id]
|
||||
if point then
|
||||
point.coords = coords
|
||||
local oldCellKey = point.cellKey
|
||||
point.cellKey = Point.GetCellKey(coords)
|
||||
Point.UpdateInGrid(point, oldCellKey)
|
||||
end
|
||||
end
|
||||
|
||||
---Returns all points
|
||||
---@return table
|
||||
function Point.GetAll()
|
||||
return ActivePoints
|
||||
end
|
||||
|
||||
return Point
|
Loading…
Add table
Add a link
Reference in a new issue