local QBCore = exports['qb-core']:GetCoreObject() -- Game Management local activeGames = {} local gameIdCounter = 1 -- Debug-Funktion für Konsole local function debugPrint(message) print("^2[TDM SERVER]^7 " .. message) end -- Events RegisterNetEvent('tdm:createGame', function(gameName, fieldId, gameType, password) local src = source local Player = QBCore.Functions.GetPlayer(src) if not Player then debugPrint("Spielerstellung fehlgeschlagen - Spieler nicht gefunden: " .. src) return end -- Prüfen ob Spielfeld bereits belegt for gameId, gameData in pairs(activeGames) do if gameData.fieldId == fieldId then debugPrint("Spielerstellung abgelehnt - Feld bereits belegt: " .. fieldId) TriggerClientEvent('QBCore:Notify', src, 'Dieses Spielfeld ist bereits belegt!', 'error') return end end local gameId = 'game_' .. gameIdCounter gameIdCounter = gameIdCounter + 1 activeGames[gameId] = { id = gameId, name = gameName, fieldId = fieldId, admin = src, adminName = Player.PlayerData.charinfo.firstname .. ' ' .. Player.PlayerData.charinfo.lastname, gameType = gameType, password = password, hasPassword = password ~= nil, status = 'waiting', team1 = {}, team2 = {}, score = {team1 = 0, team2 = 0}, startTime = nil, maxTime = Config.maxGameTime, maxHits = Config.maxHits, playerStats = {} -- Spieler-Statistiken initialisieren } local typeText = gameType == 'public' and 'öffentliches' or 'privates' TriggerClientEvent('QBCore:Notify', src, 'Dein ' .. typeText .. ' Spiel "' .. gameName .. '" wurde erstellt!', 'success') updateGamesListForAll() debugPrint("Spiel erstellt: " .. gameId .. " von " .. Player.PlayerData.name .. " (Feld: " .. fieldId .. ")") end) RegisterNetEvent('tdm:requestGamesList', function() local src = source debugPrint("Spiele-Liste angefordert von: " .. src) TriggerClientEvent('tdm:updateGamesList', src, activeGames) end) RegisterNetEvent('tdm:requestJoinGame', function(gameId, password) local src = source local Player = QBCore.Functions.GetPlayer(src) if not Player or not activeGames[gameId] then debugPrint("Spielbeitritt fehlgeschlagen - Spieler oder Spiel nicht gefunden: " .. src .. ", " .. gameId) return end local game = activeGames[gameId] local playerName = Player.PlayerData.charinfo.firstname .. ' ' .. Player.PlayerData.charinfo.lastname debugPrint("Beitrittsanfrage von " .. playerName .. " (ID: " .. src .. ") für Spiel " .. gameId) -- Passwort prüfen falls vorhanden if game.hasPassword and game.password ~= password then debugPrint("Beitritt abgelehnt - Falsches Passwort") TriggerClientEvent('QBCore:Notify', src, 'Falsches Passwort!', 'error') return end -- Spieler bereits im Spiel? for _, playerId in ipairs(game.team1) do if playerId == src then debugPrint("Beitritt abgelehnt - Spieler bereits in Team 1") TriggerClientEvent('QBCore:Notify', src, 'Du bist bereits in diesem Spiel!', 'error') return end end for _, playerId in ipairs(game.team2) do if playerId == src then debugPrint("Beitritt abgelehnt - Spieler bereits in Team 2") TriggerClientEvent('QBCore:Notify', src, 'Du bist bereits in diesem Spiel!', 'error') return end end -- Max Spieler erreicht? local currentPlayers = #game.team1 + #game.team2 local maxPlayers = Config.gameFields[game.fieldId].maxPlayers if currentPlayers >= maxPlayers then debugPrint("Beitritt abgelehnt - Spiel ist voll") TriggerClientEvent('QBCore:Notify', src, 'Spiel ist voll!', 'error') return end -- Prüfen ob Admin online ist (für private Spiele) if game.gameType == 'private' then local AdminPlayer = QBCore.Functions.GetPlayer(game.admin) if not AdminPlayer then debugPrint("Beitritt abgelehnt - Admin nicht online") TriggerClientEvent('QBCore:Notify', src, 'Der Spiel-Admin ist nicht online!', 'error') return end end -- Join Logic basierend auf Spiel Typ if game.gameType == 'public' then debugPrint("Öffentliches Spiel - Direkter Beitritt") joinPlayerToGame(src, gameId) TriggerClientEvent('QBCore:Notify', src, 'Du bist dem öffentlichen Spiel beigetreten!', 'success') else debugPrint("Privates Spiel - Sende Anfrage an Admin") TriggerClientEvent('tdm:joinRequest', game.admin, gameId, playerName, src) TriggerClientEvent('QBCore:Notify', src, 'Join-Anfrage gesendet an ' .. game.adminName, 'info') end end) RegisterNetEvent('tdm:approveJoinRequest', function(gameId, playerId, approved) local src = source local game = activeGames[gameId] if not game or game.admin ~= src then debugPrint("Join-Anfrage Bearbeitung fehlgeschlagen - Ungültiges Spiel oder nicht Admin") return end if approved then debugPrint("Join-Anfrage genehmigt für Spieler " .. playerId .. " in Spiel " .. gameId) joinPlayerToGame(playerId, gameId) TriggerClientEvent('tdm:joinRequestResult', playerId, true, game.name) else debugPrint("Join-Anfrage abgelehnt für Spieler " .. playerId .. " in Spiel " .. gameId) TriggerClientEvent('tdm:joinRequestResult', playerId, false, game.name) end end) RegisterNetEvent('tdm:leaveGame', function() local src = source debugPrint("Spieler " .. src .. " möchte alle Spiele verlassen") for gameId, game in pairs(activeGames) do removePlayerFromGame(src, gameId) end TriggerClientEvent('tdm:leaveGame', src) end) RegisterNetEvent('tdm:playerWasHit', function(gameId, victimTeam, attackerId) local victim = source if not activeGames[gameId] then debugPrint("Hit registriert, aber Spiel " .. gameId .. " existiert nicht!") return end local game = activeGames[gameId] debugPrint("Hit registriert - Opfer: " .. victim .. " (Team: " .. victimTeam .. "), Angreifer: " .. (attackerId or "Unbekannt")) -- Spieler Stats initialisieren falls nicht vorhanden if not game.playerStats then game.playerStats = {} end if not game.playerStats[victim] then game.playerStats[victim] = {hits = 0, deaths = 0} end if attackerId and not game.playerStats[attackerId] then game.playerStats[attackerId] = {hits = 0, deaths = 0} end -- Stats updaten game.playerStats[victim].deaths = (game.playerStats[victim].deaths or 0) + 1 if attackerId then game.playerStats[attackerId].hits = (game.playerStats[attackerId].hits or 0) + 1 TriggerClientEvent('tdm:hitRegistered', attackerId) debugPrint("Treffer von " .. attackerId .. " gegen " .. victim .. " registriert") else debugPrint("Treffer gegen " .. victim .. " von unbekanntem Angreifer registriert") end -- Team Score erhöhen if victimTeam == 'team1' then game.score.team2 = game.score.team2 + 1 debugPrint("Punkt für Team 2 - Neuer Score: " .. game.score.team2) else game.score.team1 = game.score.team1 + 1 debugPrint("Punkt für Team 1 - Neuer Score: " .. game.score.team1) end TriggerClientEvent('tdm:deathRegistered', victim) -- Score an alle Spieler senden updateScoreForGame(gameId) -- Spiel beenden prüfen if game.score.team1 >= game.maxHits or game.score.team2 >= game.maxHits then local winnerTeam = game.score.team1 >= game.maxHits and 'team1' or 'team2' debugPrint("Max Punkte erreicht - Beende Spiel. Gewinner: " .. winnerTeam) endGame(gameId, winnerTeam) end end) RegisterNetEvent('tdm:playerDied', function(gameId) local src = source debugPrint("Spieler " .. src .. " ist gestorben in Spiel " .. gameId) removePlayerFromGame(src, gameId) end) RegisterNetEvent('tdm:requestScoreUpdate', function(gameId) local src = source if activeGames[gameId] then debugPrint("Score-Update angefordert von " .. src .. " für Spiel " .. gameId) updateScoreForGame(gameId) else debugPrint("Score-Update fehlgeschlagen - Spiel " .. gameId .. " nicht gefunden") end end) RegisterNetEvent('tdm:debugPlayerStats', function(gameId) local src = source if activeGames[gameId] and activeGames[gameId].playerStats and activeGames[gameId].playerStats[src] then local stats = activeGames[gameId].playerStats[src] debugPrint("Stats für Spieler " .. src .. ": Hits=" .. (stats.hits or 0) .. ", Deaths=" .. (stats.deaths or 0)) TriggerClientEvent('QBCore:Notify', src, 'Server Stats - Hits: ' .. (stats.hits or 0) .. ', Deaths: ' .. (stats.deaths or 0), 'info') else debugPrint("Keine Stats gefunden für Spieler " .. src .. " in Spiel " .. gameId) TriggerClientEvent('QBCore:Notify', src, 'Keine Stats gefunden!', 'error') end end) -- Funktionen function joinPlayerToGame(playerId, gameId) local game = activeGames[gameId] if not game then debugPrint("Spielbeitritt fehlgeschlagen - Spiel nicht gefunden: " .. gameId) return end -- Team mit weniger Spielern wählen local team = #game.team1 <= #game.team2 and 'team1' or 'team2' table.insert(game[team], playerId) -- Spieler-Stats initialisieren if not game.playerStats then game.playerStats = {} end game.playerStats[playerId] = {hits = 0, deaths = 0} -- Spiel starten wenn mindestens 2 Spieler if #game.team1 + #game.team2 >= 2 and game.status == 'waiting' then game.status = 'active' game.startTime = os.time() debugPrint("Spiel " .. gameId .. " gestartet - Mindestens 2 Spieler erreicht") -- Game Timer starten startGameTimer(gameId) end TriggerClientEvent('tdm:joinGame', playerId, gameId, team, game.fieldId) updateScoreForGame(gameId) updateGamesListForAll() debugPrint("Spieler " .. playerId .. " ist Spiel " .. gameId .. " beigetreten (Team: " .. team .. ")") end function removePlayerFromGame(playerId, gameId) local game = activeGames[gameId] if not game then return end -- Spieler aus Teams entfernen local removed = false for i, id in ipairs(game.team1) do if id == playerId then table.remove(game.team1, i) debugPrint("Spieler " .. playerId .. " aus Team 1 entfernt") removed = true break end end if not removed then for i, id in ipairs(game.team2) do if id == playerId then table.remove(game.team2, i) debugPrint("Spieler " .. playerId .. " aus Team 2 entfernt") removed = true break end end end if not removed then debugPrint("Spieler " .. playerId .. " nicht in Spiel " .. gameId .. " gefunden") return end -- Wenn Admin das Spiel verlässt, Spiel beenden if game.admin == playerId then debugPrint("Admin hat das Spiel verlassen - Beende Spiel " .. gameId) endGame(gameId, nil, 'Admin hat das Spiel verlassen') return end checkGameEnd(gameId) updateGamesListForAll() end function endGame(gameId, winnerTeam, reason) local game = activeGames[gameId] if not game then debugPrint("Spielende fehlgeschlagen - Spiel nicht gefunden: " .. gameId) return end game.status = 'finished' local allPlayers = {} for _, playerId in ipairs(game.team1) do table.insert(allPlayers, playerId) end for _, playerId in ipairs(game.team2) do table.insert(allPlayers, playerId) end -- Game End Event an alle Spieler for _, playerId in ipairs(allPlayers) do debugPrint("Sende Spielende-Event an Spieler " .. playerId) TriggerClientEvent('tdm:gameEnded', playerId, winnerTeam, game.score.team1, game.score.team2) end -- Spiel nach 10 Sekunden löschen SetTimeout(10000, function() activeGames[gameId] = nil updateGamesListForAll() debugPrint("Spiel " .. gameId .. " aus der Liste entfernt") end) if reason then debugPrint("Spiel " .. gameId .. " beendet: " .. reason) else debugPrint("Spiel " .. gameId .. " beendet. Gewinner: " .. (winnerTeam or "Unentschieden")) end end function startGameTimer(gameId) CreateThread(function() local game = activeGames[gameId] if not game then return end local maxTime = game.maxTime local startTime = os.time() debugPrint("Timer für Spiel " .. gameId .. " gestartet. Maximale Zeit: " .. maxTime .. " Sekunden") while game and game.status == 'active' and (os.time() - startTime) < maxTime do Wait(1000) game = activeGames[gameId] -- Refresh game data -- Alle 30 Sekunden Debug-Info if (os.time() - startTime) % 30 == 0 then debugPrint("Spiel " .. gameId .. " läuft seit " .. (os.time() - startTime) .. " Sekunden") end end -- Zeit abgelaufen if game and game.status == 'active' then local winnerTeam = game.score.team1 > game.score.team2 and 'team1' or game.score.team2 > game.score.team1 and 'team2' or nil debugPrint("Spielzeit abgelaufen - Beende Spiel " .. gameId) endGame(gameId, winnerTeam, 'Zeit abgelaufen') end end) end function checkGameEnd(gameId) local game = activeGames[gameId] if not game then return end local totalPlayers = #game.team1 + #game.team2 if totalPlayers < 2 and game.status == 'active' then debugPrint("Zu wenig Spieler - Beende Spiel " .. gameId) endGame(gameId, nil, 'Zu wenig Spieler') elseif totalPlayers == 0 then activeGames[gameId] = nil updateGamesListForAll() debugPrint("Spiel " .. gameId .. " gelöscht (keine Spieler)") end end function updateScoreForGame(gameId) local game = activeGames[gameId] if not game then debugPrint("Score-Update fehlgeschlagen - Spiel nicht gefunden: " .. gameId) return end debugPrint("Score Update für Spiel " .. gameId .. ": Team1=" .. game.score.team1 .. ", Team2=" .. game.score.team2) for _, playerId in ipairs(game.team1) do local playerStats = game.playerStats[playerId] or {hits = 0, deaths = 0} TriggerClientEvent('tdm:updateScore', playerId, game.score.team1, game.score.team2, { hits = playerStats.hits or 0, deaths = playerStats.deaths or 0 }) end for _, playerId in ipairs(game.team2) do local playerStats = game.playerStats[playerId] or {hits = 0, deaths = 0} TriggerClientEvent('tdm:updateScore', playerId, game.score.team1, game.score.team2, { hits = playerStats.hits or 0, deaths = playerStats.deaths or 0 }) end end function updateGamesListForAll() local players = QBCore.Functions.GetPlayers() for _, playerId in pairs(players) do TriggerClientEvent('tdm:updateGamesList', playerId, activeGames) end end -- Player Disconnect Handler AddEventHandler('playerDropped', function() local src = source for gameId, game in pairs(activeGames) do removePlayerFromGame(src, gameId) end debugPrint("Spieler " .. src .. " hat den Server verlassen - aus allen Spielen entfernt") end) -- Server Start - Games Liste leeren AddEventHandler('onResourceStart', function(resourceName) if GetCurrentResourceName() == resourceName then activeGames = {} gameIdCounter = 1 debugPrint("TeamDeathmatch System gestartet!") end end) AddEventHandler('onResourceStop', function(resourceName) if GetCurrentResourceName() == resourceName then -- Alle Spieler aus TDM entfernen for gameId, game in pairs(activeGames) do local allPlayers = {} for _, playerId in ipairs(game.team1) do table.insert(allPlayers, playerId) end for _, playerId in ipairs(game.team2) do table.insert(allPlayers, playerId) end for _, playerId in ipairs(allPlayers) do TriggerClientEvent('tdm:leaveGame', playerId) end end activeGames = {} debugPrint("TeamDeathmatch System gestoppt!") end end) -- Admin-Befehle RegisterCommand('tdmreset', function(source, args) local src = source if src > 0 then -- Spieler local Player = QBCore.Functions.GetPlayer(src) if not Player or not Player.PlayerData.job or Player.PlayerData.job.name ~= 'admin' then TriggerClientEvent('QBCore:Notify', src, 'Du hast keine Berechtigung!', 'error') return end end -- Alle Spieler aus TDM entfernen for gameId, game in pairs(activeGames) do local allPlayers = {} for _, playerId in ipairs(game.team1) do table.insert(allPlayers, playerId) end for _, playerId in ipairs(game.team2) do table.insert(allPlayers, playerId) end for _, playerId in ipairs(allPlayers) do TriggerClientEvent('tdm:leaveGame', playerId) end end activeGames = {} gameIdCounter = 1 debugPrint("TeamDeathmatch System zurückgesetzt!") if src > 0 then TriggerClientEvent('QBCore:Notify', src, 'TDM System zurückgesetzt!', 'success') end end, true) -- Debug-Befehl für Server-Status RegisterCommand('tdmstatus', function(source, args) local src = source if src > 0 then -- Spieler local Player = QBCore.Functions.GetPlayer(src) if not Player or not Player.PlayerData.job or Player.PlayerData.job.name ~= 'admin' then TriggerClientEvent('QBCore:Notify', src, 'Du hast keine Berechtigung!', 'error') return end end debugPrint("=== TDM STATUS ===") debugPrint("Aktive Spiele: " .. table.count(activeGames)) for gameId, game in pairs(activeGames) do debugPrint("Spiel: " .. gameId .. " - " .. game.name) debugPrint(" Status: " .. game.status) debugPrint(" Feld: " .. game.fieldId) debugPrint(" Team 1: " .. #game.team1 .. " Spieler, Score: " .. game.score.team1) debugPrint(" Team 2: " .. #game.team2 .. " Spieler, Score: " .. game.score.team2) end if src > 0 then TriggerClientEvent('QBCore:Notify', src, 'TDM Status in Server-Konsole', 'info') end end, true) -- Hilfsfunktion für table.count table.count = function(tbl) local count = 0 for _, _ in pairs(tbl) do count = count + 1 end return count end