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Main/resources/[tools]/nordi_taxi/client/stations.lua
2025-07-30 07:34:39 +02:00

1254 lines
46 KiB
Lua

local QBCore = exports['qb-core']:GetCoreObject()
local stationVehicles = {}
local stationBlips = {}
print("^2[TAXI STATIONS DEBUG]^7 Stations script loaded")
-- Taxi Stationen initialisieren
CreateThread(function()
Wait(5000) -- Längere Wartezeit, um sicherzustellen, dass alle Ressourcen geladen sind
print("^2[TAXI STATIONS DEBUG]^7 Initializing taxi stations...")
InitializeTaxiStations()
-- Regelmäßige Überprüfung und Wiederherstellung der Stationen
CreateThread(function()
while true do
Wait(60000) -- Alle 60 Sekunden prüfen
CheckAndRestoreStationVehicles()
end
end)
end)
function InitializeTaxiStations()
print("^2[TAXI STATIONS DEBUG]^7 InitializeTaxiStations started")
if not Config.TaxiStations then
print("^1[TAXI STATIONS DEBUG]^7 Config.TaxiStations not found!")
return
end
print("^2[TAXI STATIONS DEBUG]^7 Found " .. #Config.TaxiStations .. " stations")
-- Zuerst alle bestehenden Fahrzeuge und Blips entfernen
CleanupExistingStations()
-- Dann neue erstellen
for stationId, station in pairs(Config.TaxiStations) do
print("^2[TAXI STATIONS DEBUG]^7 Processing station " .. stationId .. ": " .. station.name)
-- Blip für Station erstellen
local blip = AddBlipForCoord(station.blipCoords.x, station.blipCoords.y, station.blipCoords.z)
SetBlipSprite(blip, 198)
SetBlipColour(blip, 5)
SetBlipScale(blip, 0.8)
SetBlipAsShortRange(blip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(station.name)
EndTextCommandSetBlipName(blip)
stationBlips[stationId] = blip
print("^2[TAXI STATIONS DEBUG]^7 Blip created for station " .. stationId)
-- Fahrzeuge an Station spawnen
stationVehicles[stationId] = {}
-- Verzögertes Spawnen der Fahrzeuge, um Ressourcenkonflikte zu vermeiden
CreateThread(function()
for vehicleId, vehicleData in pairs(station.vehicles) do
-- Kleine Verzögerung zwischen jedem Fahrzeug
Wait(500)
print("^2[TAXI STATIONS DEBUG]^7 Spawning vehicle " .. vehicleId .. " (" .. vehicleData.model .. ") at station " .. stationId)
SpawnStationVehicle(stationId, vehicleId, vehicleData)
end
end)
end
print("^2[TAXI STATIONS DEBUG]^7 All stations initialization started")
end
function CleanupExistingStations()
print("^2[TAXI STATIONS DEBUG]^7 Cleaning up existing stations...")
-- Alle bestehenden Fahrzeuge löschen
for stationId, vehicles in pairs(stationVehicles) do
for vehicleId, vehicleInfo in pairs(vehicles) do
if vehicleInfo.entity and DoesEntityExist(vehicleInfo.entity) then
exports['qb-target']:RemoveTargetEntity(vehicleInfo.entity)
DeleteEntity(vehicleInfo.entity)
end
if vehicleInfo.driver and DoesEntityExist(vehicleInfo.driver) then
DeleteEntity(vehicleInfo.driver)
end
end
end
-- Alle Blips entfernen
for _, blip in pairs(stationBlips) do
RemoveBlip(blip)
end
-- Variablen zurücksetzen
stationVehicles = {}
stationBlips = {}
print("^2[TAXI STATIONS DEBUG]^7 Cleanup completed")
end
function SpawnStationVehicle(stationId, vehicleId, vehicleData)
print("^2[TAXI STATIONS DEBUG]^7 SpawnStationVehicle: " .. stationId .. "/" .. vehicleId)
-- Prüfen ob bereits ein Fahrzeug für diese Position existiert
if stationVehicles[stationId] and stationVehicles[stationId][vehicleId] and
stationVehicles[stationId][vehicleId].entity and
DoesEntityExist(stationVehicles[stationId][vehicleId].entity) then
print("^3[TAXI STATIONS DEBUG]^7 Vehicle already exists for this position, removing it first")
exports['qb-target']:RemoveTargetEntity(stationVehicles[stationId][vehicleId].entity)
DeleteEntity(stationVehicles[stationId][vehicleId].entity)
end
-- Prüfen ob die Position frei ist
local clearArea = true
local vehicles = GetGamePool('CVehicle')
for _, vehicle in ipairs(vehicles) do
local vehCoords = GetEntityCoords(vehicle)
if #(vector3(vehicleData.coords.x, vehicleData.coords.y, vehicleData.coords.z) - vehCoords) < 3.0 then
clearArea = false
print("^3[TAXI STATIONS DEBUG]^7 Position blocked by another vehicle, will retry later")
-- Nach 30 Sekunden erneut versuchen
SetTimeout(30000, function()
SpawnStationVehicle(stationId, vehicleId, vehicleData)
end)
return
end
end
CreateThread(function()
local vehicleHash = GetHashKey(vehicleData.model)
print("^2[TAXI STATIONS DEBUG]^7 Vehicle hash: " .. vehicleHash)
RequestModel(vehicleHash)
local timeout = GetGameTimer() + 10000
while not HasModelLoaded(vehicleHash) and GetGameTimer() < timeout do
print("^3[TAXI STATIONS DEBUG]^7 Waiting for model " .. vehicleData.model .. " to load...")
Wait(100)
end
if not HasModelLoaded(vehicleHash) then
print("^1[TAXI STATIONS DEBUG]^7 Failed to load model: " .. vehicleData.model)
-- Nach 30 Sekunden erneut versuchen
SetTimeout(30000, function()
SpawnStationVehicle(stationId, vehicleId, vehicleData)
end)
return
end
local vehicle = CreateVehicle(
vehicleHash,
vehicleData.coords.x,
vehicleData.coords.y,
vehicleData.coords.z,
vehicleData.coords.w,
false,
false
)
if not DoesEntityExist(vehicle) then
print("^1[TAXI STATIONS DEBUG]^7 Failed to create vehicle!")
-- Nach 30 Sekunden erneut versuchen
SetTimeout(30000, function()
SpawnStationVehicle(stationId, vehicleId, vehicleData)
end)
return
end
print("^2[TAXI STATIONS DEBUG]^7 Vehicle created: " .. vehicle)
-- Fahrzeug konfigurieren
SetEntityAsMissionEntity(vehicle, true, true)
SetVehicleOnGroundProperly(vehicle)
SetVehicleDoorsLocked(vehicle, 2) -- Locked
SetVehicleEngineOn(vehicle, false, true, false)
-- Verbesserte Persistenz
SetEntityInvincible(vehicle, true)
SetVehicleCanBeVisiblyDamaged(vehicle, false)
SetEntityProofs(vehicle, true, true, true, true, true, true, true, true)
SetVehicleExplodesOnHighExplosionDamage(vehicle, false)
SetVehicleHasBeenOwnedByPlayer(vehicle, true)
SetVehicleIsConsideredByPlayer(vehicle, true)
-- Fahrzeug-Info speichern
if not stationVehicles[stationId] then
stationVehicles[stationId] = {}
end
stationVehicles[stationId][vehicleId] = {
entity = vehicle,
data = vehicleData,
occupied = false
}
print("^2[TAXI STATIONS DEBUG]^7 Adding qb-target for vehicle " .. vehicle)
-- qb-target für Fahrzeug hinzufügen
exports['qb-target']:AddTargetEntity(vehicle, {
options = {
{
type = "client",
event = "taxi:enterStationVehicle",
icon = "fas fa-taxi",
label = "Taxi nehmen ($" .. vehicleData.pricePerKm .. "/km)",
stationId = stationId,
vehicleId = vehicleId
}
},
distance = 3.0
})
print("^2[TAXI STATIONS DEBUG]^7 qb-target added for vehicle " .. vehicle)
SetModelAsNoLongerNeeded(vehicleHash)
end)
end
function CheckAndRestoreStationVehicles()
print("^2[TAXI STATIONS DEBUG]^7 Checking station vehicles...")
local restoredCount = 0
for stationId, station in pairs(Config.TaxiStations) do
if not stationVehicles[stationId] then
stationVehicles[stationId] = {}
end
for vehicleId, vehicleData in pairs(station.vehicles) do
local shouldSpawn = false
-- Prüfen ob das Fahrzeug existiert
if not stationVehicles[stationId][vehicleId] then
print("^3[TAXI STATIONS DEBUG]^7 Vehicle data missing for station " .. stationId .. ", vehicle " .. vehicleId)
shouldSpawn = true
elseif not stationVehicles[stationId][vehicleId].entity then
print("^3[TAXI STATIONS DEBUG]^7 Vehicle entity missing for station " .. stationId .. ", vehicle " .. vehicleId)
shouldSpawn = true
elseif not DoesEntityExist(stationVehicles[stationId][vehicleId].entity) then
print("^3[TAXI STATIONS DEBUG]^7 Vehicle entity doesn't exist for station " .. stationId .. ", vehicle " .. vehicleId)
shouldSpawn = true
elseif stationVehicles[stationId][vehicleId].occupied then
-- Fahrzeug ist besetzt, nicht neu spawnen
print("^2[TAXI STATIONS DEBUG]^7 Vehicle at station " .. stationId .. ", vehicle " .. vehicleId .. " is occupied")
shouldSpawn = false
end
if shouldSpawn then
print("^2[TAXI STATIONS DEBUG]^7 Respawning vehicle at station " .. stationId .. ", vehicle " .. vehicleId)
SpawnStationVehicle(stationId, vehicleId, vehicleData)
restoredCount = restoredCount + 1
-- Kleine Verzögerung zwischen Spawns
Wait(500)
end
end
end
if restoredCount > 0 then
print("^2[TAXI STATIONS DEBUG]^7 Restored " .. restoredCount .. " station vehicles")
else
print("^2[TAXI STATIONS DEBUG]^7 All station vehicles are present")
end
end
-- Hilfsfunktion um Spieler-Sitz zu ermitteln
function GetPlayerVehicleSeat(ped, vehicle)
if not IsPedInVehicle(ped, vehicle, false) then
return nil
end
-- Alle möglichen Sitze prüfen
for seat = -1, 7 do -- -1 = Fahrer, 0 = Beifahrer, 1+ = Hintersitze
if GetPedInVehicleSeat(vehicle, seat) == ped then
return seat
end
end
return nil
end
-- Event für Einsteigen in Station-Taxi
RegisterNetEvent('taxi:enterStationVehicle', function(data)
print("^2[TAXI STATIONS DEBUG]^7 Player trying to enter station vehicle")
print("^2[TAXI STATIONS DEBUG]^7 Data: " .. json.encode(data))
local stationId = data.stationId
local vehicleId = data.vehicleId
if not stationVehicles[stationId] or not stationVehicles[stationId][vehicleId] then
print("^1[TAXI STATIONS DEBUG]^7 Vehicle not found in data")
lib.notify({
title = 'Taxi Service',
description = 'Dieses Taxi ist nicht verfügbar',
type = 'error'
})
return
end
local vehicleInfo = stationVehicles[stationId][vehicleId]
if vehicleInfo.occupied then
print("^1[TAXI STATIONS DEBUG]^7 Vehicle already occupied")
lib.notify({
title = 'Taxi Service',
description = 'Dieses Taxi ist bereits besetzt',
type = 'error'
})
return
end
print("^2[TAXI STATIONS DEBUG]^7 Entering vehicle...")
-- Spieler ins Fahrzeug setzen
local playerPed = PlayerPedId()
local vehicle = vehicleInfo.entity
-- Türen entsperren
SetVehicleDoorsLocked(vehicle, 1)
-- Info-Text anzeigen während Fahrer geladen wird
print("^2[TAXI STATIONS DEBUG]^7 Showing driver loading text...")
lib.showTextUI('🚕 Warte an der Station - Fahrer wird geladen...', {
position = "top-center",
icon = 'taxi',
style = {
borderRadius = 10,
backgroundColor = '#48BB78',
color = 'white'
}
})
-- Kurz warten damit der Text sichtbar wird
Wait(1000)
-- Verschiedene Fahrer-Models versuchen
local driverModels = {
"A_C_Chimp", -- Taxi Driver (erste Wahl)
"a_m_y_business_01", -- Business Male
"a_m_m_business_01", -- Business Male 2
"mp_m_freemode_01", -- Male Freemode
"a_m_y_downtown_01", -- Downtown Male
"a_m_m_farmer_01", -- Farmer
"a_m_y_hipster_01", -- Hipster
"a_m_y_beach_01" -- Beach Guy
}
local driver = nil
local driverHash = nil
for i, modelName in pairs(driverModels) do
print("^2[TAXI STATIONS DEBUG]^7 Trying driver model " .. i .. ": " .. modelName)
driverHash = GetHashKey(modelName)
-- Text während Model-Loading aktualisieren
lib.showTextUI('🚕 Lade Fahrer-Model (' .. i .. '/' .. #driverModels .. '): ' .. modelName .. '...', {
position = "top-center",
icon = 'taxi',
style = {
borderRadius = 10,
backgroundColor = '#48BB78',
color = 'white'
}
})
RequestModel(driverHash)
local timeout = GetGameTimer() + 8000 -- Längere Wartezeit
local attempts = 0
while not HasModelLoaded(driverHash) and GetGameTimer() < timeout do
attempts = attempts + 1
if attempts % 10 == 0 then
print("^3[TAXI STATIONS DEBUG]^7 Still waiting for model " .. modelName .. " (attempt " .. attempts .. ")")
end
Wait(100)
end
if HasModelLoaded(driverHash) then
print("^2[TAXI STATIONS DEBUG]^7 Driver model " .. modelName .. " loaded successfully")
-- Text aktualisieren
lib.showTextUI('🚕 Erstelle Fahrer...', {
position = "top-center",
icon = 'taxi',
style = {
borderRadius = 10,
backgroundColor = '#48BB78',
color = 'white'
}
})
driver = CreatePedInsideVehicle(vehicle, 26, driverHash, -1, true, false)
if DoesEntityExist(driver) then
print("^2[TAXI STATIONS DEBUG]^7 Driver created successfully: " .. driver)
break
else
print("^1[TAXI STATIONS DEBUG]^7 Failed to create driver with model: " .. modelName)
SetModelAsNoLongerNeeded(driverHash)
end
else
print("^1[TAXI STATIONS DEBUG]^7 Failed to load driver model: " .. modelName)
SetModelAsNoLongerNeeded(driverHash)
end
Wait(500) -- Kurze Pause zwischen Versuchen
end
-- Fallback: Notfall-Fahrer erstellen
if not driver or not DoesEntityExist(driver) then
print("^3[TAXI STATIONS DEBUG]^7 Using emergency fallback driver creation...")
lib.showTextUI('🚕 Erstelle Notfall-Fahrer...', {
position = "top-center",
icon = 'taxi',
style = {
borderRadius = 10,
backgroundColor = '#FFA500',
color = 'white'
}
})
-- Notfall-Fallback mit Hash-Werten
local emergencyModels = {
`mp_m_freemode_01`,
`a_m_y_hipster_01`,
`a_m_m_farmer_01`,
`a_m_y_beach_01`
}
for _, hash in pairs(emergencyModels) do
RequestModel(hash)
local timeout = GetGameTimer() + 5000
while not HasModelLoaded(hash) and GetGameTimer() < timeout do
Wait(50)
end
if HasModelLoaded(hash) then
driver = CreatePedInsideVehicle(vehicle, 26, hash, -1, true, false)
if DoesEntityExist(driver) then
print("^2[TAXI STATIONS DEBUG]^7 Emergency driver created")
driverHash = hash
break
end
SetModelAsNoLongerNeeded(hash)
end
end
Wait(1000)
end
-- Wenn immer noch kein Fahrer, ohne Fahrer fortfahren
if not driver or not DoesEntityExist(driver) then
print("^1[TAXI STATIONS DEBUG]^7 Could not create any driver, continuing without driver")
lib.showTextUI('❌ Kein Fahrer verfügbar - Du kannst selbst fahren', {
position = "top-center",
icon = 'exclamation-triangle',
style = {
borderRadius = 10,
backgroundColor = '#FF6B6B',
color = 'white'
}
})
Wait(3000) -- 3 Sekunden anzeigen
lib.hideTextUI()
driver = nil
lib.notify({
title = 'Taxi Service',
description = 'Kein Fahrer verfügbar - Du kannst das Taxi selbst fahren',
type = 'warning'
})
else
-- Fahrer erfolgreich erstellt
lib.showTextUI('✅ Fahrer bereit - Steige hinten ein!', {
position = "top-center",
icon = 'check-circle',
style = {
borderRadius = 10,
backgroundColor = '#48BB78',
color = 'white'
}
})
Wait(2000) -- 2 Sekunden anzeigen
-- Fahrer konfigurieren
SetEntityAsMissionEntity(driver, true, true)
SetPedFleeAttributes(driver, 0, 0)
SetPedCombatAttributes(driver, 17, 1)
SetPedSeeingRange(driver, 0.0)
SetPedHearingRange(driver, 0.0)
SetPedAlertness(driver, 0)
SetPedKeepTask(driver, true)
SetBlockingOfNonTemporaryEvents(driver, true)
-- Verbesserte Fahrer-Einstellungen
SetDriverAbility(driver, 1.0) -- Maximale Fahrfähigkeit
SetDriverAggressiveness(driver, 0.0) -- Minimale Aggressivität
-- Fahrer-Outfit (nur wenn es ein anpassbarer Ped ist)
if driverHash == GetHashKey("mp_m_freemode_01") or driverHash == GetHashKey("mp_f_freemode_01") then
print("^2[TAXI STATIONS DEBUG]^7 Setting driver outfit...")
-- Basis-Outfit für Taxi-Fahrer
SetPedComponentVariation(driver, 8, 15, 0, 0) -- Undershirt
SetPedComponentVariation(driver, 11, 28, 0, 0) -- Jacket
SetPedComponentVariation(driver, 4, 10, 0, 0) -- Pants
SetPedComponentVariation(driver, 6, 10, 0, 0) -- Shoes
SetPedComponentVariation(driver, 1, 0, 0, 0) -- Mask
SetPedComponentVariation(driver, 3, 0, 0, 0) -- Arms
SetPedComponentVariation(driver, 5, 0, 0, 0) -- Bag
SetPedComponentVariation(driver, 7, 0, 0, 0) -- Tie
SetPedComponentVariation(driver, 9, 0, 0, 0) -- Body Armor
SetPedComponentVariation(driver, 10, 0, 0, 0) -- Decals
-- Zufällige Gesichtsmerkmale
SetPedHeadBlendData(driver, math.random(0, 20), math.random(0, 20), 0, math.random(0, 20), math.random(0, 20), 0, 0.5, 0.5, 0.0, false)
end
lib.notify({
title = 'Taxi Service',
description = 'Fahrer bereit - Steige hinten ein',
type = 'success'
})
end
-- Spieler HINTEN einsteigen lassen
local seatIndex = 1 -- Hinten links als Standard
-- Prüfen welche Hintersitze verfügbar sind
local availableSeats = {}
for i = 1, 3 do -- Sitze 1, 2, 3 (hinten links, hinten mitte, hinten rechts)
if IsVehicleSeatFree(vehicle, i) then
table.insert(availableSeats, i)
end
end
-- Ersten verfügbaren Hintersitz wählen
if #availableSeats > 0 then
seatIndex = availableSeats[1]
print("^2[TAXI STATIONS DEBUG]^7 Using rear seat: " .. seatIndex)
else
-- Fallback: Beifahrersitz
seatIndex = 0
print("^3[TAXI STATIONS DEBUG]^7 No rear seats available, using passenger seat")
end
-- Spieler in den gewählten Sitz einsteigen lassen
TaskEnterVehicle(playerPed, vehicle, 10000, seatIndex, 1.0, 1, 0)
-- Info-Text während Einsteigen
lib.showTextUI('🚕 Steige ins Taxi ein...', {
position = "top-center",
icon = 'car-side',
style = {
borderRadius = 10,
backgroundColor = '#4299E1',
color = 'white'
}
})
-- Warten bis Spieler eingestiegen ist
CreateThread(function()
local enterTimeout = GetGameTimer() + 15000 -- Längere Zeit für Einsteigen
local hasEntered = false
while GetGameTimer() < enterTimeout and not hasEntered do
if IsPedInVehicle(playerPed, vehicle, false) then
hasEntered = true
vehicleInfo.occupied = true
vehicleInfo.driver = driver
-- Info-Text verstecken
lib.hideTextUI()
print("^2[TAXI STATIONS DEBUG]^7 Player entered successfully")
-- Prüfen ob Spieler wirklich hinten sitzt
local playerSeat = GetPlayerVehicleSeat(playerPed, vehicle)
print("^2[TAXI STATIONS DEBUG]^7 Player is in seat: " .. tostring(playerSeat))
if playerSeat == -1 then -- Fahrersitz
print("^3[TAXI STATIONS DEBUG]^7 Player is in driver seat, moving to passenger area")
if driver and DoesEntityExist(driver) then
-- Spieler zum nächsten verfügbaren Sitz bewegen
Wait(1000)
TaskShuffleToNextVehicleSeat(playerPed, vehicle)
Wait(2000)
end
end
lib.notify({
title = 'Taxi Service',
description = 'Willkommen im Taxi! Wähle dein Ziel.',
type = 'success'
})
-- Ziel-Menu öffnen
Wait(1000) -- Kurz warten damit Einsteigen abgeschlossen ist
OpenStationTaxiMenu(stationId, vehicleId, vehicle, driver, vehicleInfo.data.pricePerKm)
break
end
Wait(100)
end
if not hasEntered then
print("^1[TAXI STATIONS DEBUG]^7 Player failed to enter vehicle")
-- Info-Text verstecken
lib.hideTextUI()
lib.notify({
title = 'Taxi Service',
description = 'Einsteigen fehlgeschlagen',
type = 'error'
})
-- Cleanup
if driver and DoesEntityExist(driver) then
DeleteEntity(driver)
end
SetVehicleDoorsLocked(vehicle, 2)
vehicleInfo.occupied = false
end
end)
end)
function OpenStationTaxiMenu(stationId, vehicleId, vehicle, driver, pricePerKm)
print("^2[TAXI STATIONS DEBUG]^7 Opening station taxi menu")
local options = {}
-- Bekannte Ziele hinzufügen
for _, destination in pairs(Config.KnownDestinations) do
local customPrice = math.max(Config.MinFare, math.ceil((CalculateDistanceToCoords(destination.coords) / 1000) * pricePerKm))
table.insert(options, {
title = destination.name,
description = 'Preis: $' .. customPrice .. ' | Entfernung: ' .. math.ceil(CalculateDistanceToCoords(destination.coords) / 1000 * 100) / 100 .. 'km',
icon = 'map-marker',
onSelect = function()
StartStationTaxiRide(stationId, vehicleId, vehicle, driver, destination.coords, customPrice)
end
})
end
-- Andere Taxi-Stationen als Ziele
table.insert(options, {
title = '📍 Andere Taxi-Stationen',
description = 'Fahre zu einer anderen Taxi-Station',
icon = 'taxi',
onSelect = function()
OpenStationSelectionMenu(stationId, vehicleId, vehicle, driver, pricePerKm)
end
})
-- Waypoint Option
table.insert(options, {
title = 'Zu meinem Waypoint',
description = 'Fahre zu deinem gesetzten Waypoint',
icon = 'location-dot',
onSelect = function()
local waypoint = GetFirstBlipInfoId(8)
if DoesBlipExist(waypoint) then
local coords = GetBlipInfoIdCoord(waypoint)
local distance = CalculateDistanceToCoords(coords) / 1000
local price = math.max(Config.MinFare, math.ceil(distance * pricePerKm))
StartStationTaxiRide(stationId, vehicleId, vehicle, driver, coords, price)
else
lib.notify({
title = 'Taxi Service',
description = 'Du hast keinen Waypoint gesetzt',
type = 'error'
})
OpenStationTaxiMenu(stationId, vehicleId, vehicle, driver, pricePerKm)
end
end
})
-- Selbst fahren Option (wenn kein Fahrer)
if not driver or not DoesEntityExist(driver) then
table.insert(options, {
title = '🚗 Selbst fahren',
description = 'Du fährst das Taxi selbst (kostenlos)',
icon = 'car',
onSelect = function()
SelfDriveStationTaxi(stationId, vehicleId, vehicle)
end
})
end
-- Aussteigen Option
table.insert(options, {
title = 'Aussteigen',
description = 'Das Taxi verlassen',
icon = 'door-open',
onSelect = function()
ExitStationTaxi(stationId, vehicleId, vehicle, driver)
end
})
lib.registerContext({
id = 'station_taxi_menu',
title = 'Taxi - Ziel wählen (' .. Config.TaxiStations[stationId].name .. ')',
options = options
})
lib.showContext('station_taxi_menu')
end
function SelfDriveStationTaxi(stationId, vehicleId, vehicle)
print("^2[TAXI STATIONS DEBUG]^7 Player driving taxi themselves")
local playerPed = PlayerPedId()
function SelfDriveStationTaxi(stationId, vehicleId, vehicle)
print("^2[TAXI STATIONS DEBUG]^7 Player driving taxi themselves")
local playerPed = PlayerPedId()
-- Spieler zum Fahrersitz bewegen
TaskShuffleToNextVehicleSeat(playerPed, vehicle)
lib.notify({
title = 'Taxi Service',
description = 'Du fährst das Taxi jetzt selbst. Bringe es zur Station zurück wenn du fertig bist.',
type = 'info'
})
-- Überwachung für Rückgabe
CreateThread(function()
while DoesEntityExist(vehicle) do
local playerPed = PlayerPedId()
-- Prüfen ob Spieler noch im Fahrzeug ist
if not IsPedInVehicle(playerPed, vehicle, false) then
print("^2[TAXI STATIONS DEBUG]^7 Player left self-drive taxi")
-- Nach 30 Sekunden Taxi zurück zur Station
SetTimeout(30000, function()
ReturnTaxiToStation(stationId, vehicleId, vehicle, nil)
end)
break
end
Wait(5000)
end
end)
end
function OpenStationSelectionMenu(stationId, vehicleId, vehicle, driver, pricePerKm)
print("^2[TAXI STATIONS DEBUG]^7 Opening station selection menu")
local options = {}
for otherStationId, station in pairs(Config.TaxiStations) do
if otherStationId ~= stationId then
local distance = CalculateDistanceToCoords(station.blipCoords) / 1000
local price = math.max(Config.MinFare, math.ceil(distance * pricePerKm))
table.insert(options, {
title = station.name,
description = 'Preis: $' .. price .. ' | Entfernung: ' .. math.ceil(distance * 100) / 100 .. 'km',
icon = 'building',
onSelect = function()
StartStationTaxiRide(stationId, vehicleId, vehicle, driver, station.blipCoords, price)
end
})
end
end
-- Zurück Option
table.insert(options, {
title = '← Zurück',
description = 'Zurück zum Hauptmenü',
icon = 'arrow-left',
onSelect = function()
OpenStationTaxiMenu(stationId, vehicleId, vehicle, driver, pricePerKm)
end
})
lib.registerContext({
id = 'station_selection_menu',
title = 'Taxi-Stationen',
options = options
})
lib.showContext('station_selection_menu')
end
function StartStationTaxiRide(stationId, vehicleId, vehicle, driver, destination, price)
print("^2[TAXI STATIONS DEBUG]^7 Starting station taxi ride to: " .. tostring(destination.x) .. ", " .. tostring(destination.y) .. ", " .. tostring(destination.z))
-- Wenn kein Fahrer, Spieler selbst fahren lassen
if not driver or not DoesEntityExist(driver) then
lib.notify({
title = 'Taxi Service',
description = 'Kein Fahrer verfügbar. Fahre selbst zum Ziel! (Kostenlos)',
type = 'info'
})
-- Destination Blip erstellen
local destinationBlip = AddBlipForCoord(destination.x, destination.y, destination.z)
SetBlipSprite(destinationBlip, 1)
SetBlipColour(destinationBlip, 2)
SetBlipScale(destinationBlip, 0.8)
SetBlipRoute(destinationBlip, true) -- Route zum Ziel anzeigen
BeginTextCommandSetBlipName("STRING")
AddTextComponentString("Taxi Ziel")
EndTextCommandSetBlipName(destinationBlip)
-- Route setzen
SetNewWaypoint(destination.x, destination.y)
return
end
lib.notify({
title = 'Taxi Service',
description = 'Fahrt gestartet - Preis: $' .. price,
type = 'success'
})
-- Destination Blip erstellen
local destinationBlip = AddBlipForCoord(destination.x, destination.y, destination.z)
SetBlipSprite(destinationBlip, 1)
SetBlipColour(destinationBlip, 2)
SetBlipScale(destinationBlip, 0.8)
SetBlipRoute(destinationBlip, true) -- Route zum Ziel anzeigen
BeginTextCommandSetBlipName("STRING")
AddTextComponentString("Taxi Ziel")
EndTextCommandSetBlipName(destinationBlip)
-- Zum Ziel fahren mit verbesserter Navigation
TaskVehicleDriveToCoordLongrange(driver, vehicle, destination.x, destination.y, destination.z, 25.0, 786603, 5.0)
-- Fahrt überwachen
CreateThread(function()
local lastPos = GetEntityCoords(vehicle)
local stuckCounter = 0
local maxStuckCount = 5
local rideTimeout = GetGameTimer() + (5 * 60 * 1000) -- 5 Minuten Timeout
while DoesEntityExist(vehicle) and DoesEntityExist(driver) do
local vehicleCoords = GetEntityCoords(vehicle)
local distance = #(vector3(destination.x, destination.y, destination.z) - vehicleCoords)
local distanceMoved = #(lastPos - vehicleCoords)
-- Überprüfen ob wir angekommen sind
if distance < 10.0 then
-- Angekommen
TaskVehicleTempAction(driver, vehicle, 27, 3000)
print("^2[TAXI STATIONS DEBUG]^7 Arrived at destination")
lib.notify({
title = 'Taxi Service',
description = 'Du bist angekommen! Preis: $' .. price,
type = 'success'
})
-- Bezahlung
TriggerServerEvent('taxi:payFare', price)
-- Blip entfernen
RemoveBlip(destinationBlip)
-- Nach 10 Sekunden Taxi zurück zur Station
SetTimeout(10000, function()
ReturnTaxiToStation(stationId, vehicleId, vehicle, driver)
end)
break
end
-- Überprüfen ob das Taxi stecken geblieben ist
if distanceMoved < 1.0 then
stuckCounter = stuckCounter + 1
if stuckCounter >= maxStuckCount then
print("^1[TAXI STATIONS DEBUG]^7 Taxi stuck during ride, attempting recovery")
-- Versuche, das Taxi zu befreien
ClearPedTasks(driver)
-- Rückwärts fahren
TaskVehicleTempAction(driver, vehicle, 8, 2000) -- Reverse
Wait(2000)
-- Drehen
TaskVehicleTempAction(driver, vehicle, 7, 2000) -- Turn left
Wait(1000)
TaskVehicleTempAction(driver, vehicle, 8, 1000) -- Reverse
Wait(1000)
TaskVehicleTempAction(driver, vehicle, 6, 2000) -- Turn right
Wait(1000)
-- Neue Route zum Ziel
TaskVehicleDriveToCoordLongrange(driver, vehicle, destination.x, destination.y, destination.z, 25.0, 786603, 5.0)
stuckCounter = 0
end
else
stuckCounter = math.max(0, stuckCounter - 1)
end
-- Überprüfen ob die Fahrt zu lange dauert
if GetGameTimer() > rideTimeout then
print("^1[TAXI STATIONS DEBUG]^7 Taxi ride timed out!")
lib.notify({
title = 'Taxi Service',
description = 'Die Fahrt dauert zu lange. Wir sind fast da!',
type = 'warning'
})
-- Teleportiere Taxi in die Nähe des Ziels
local offset = vector3(
math.random(-20, 20),
math.random(-20, 20),
0
)
local nearDestination = vector3(destination.x, destination.y, destination.z) + offset
-- Finde gültige Z-Koordinate
local success, groundZ = GetGroundZFor_3dCoord(nearDestination.x, nearDestination.y, nearDestination.z, true)
if success then
nearDestination = vector3(nearDestination.x, nearDestination.y, groundZ)
end
-- Teleportiere Taxi
SetEntityCoords(vehicle, nearDestination.x, nearDestination.y, nearDestination.z, false, false, false, false)
-- Neues Timeout setzen (1 Minute)
rideTimeout = GetGameTimer() + (60 * 1000)
end
lastPos = vehicleCoords
Wait(2000)
end
end)
end
function ExitStationTaxi(stationId, vehicleId, vehicle, driver)
print("^2[TAXI STATIONS DEBUG]^7 Player exiting station taxi")
local playerPed = PlayerPedId()
TaskLeaveVehicle(playerPed, vehicle, 0)
lib.notify({
title = 'Taxi Service',
description = 'Du bist ausgestiegen',
type = 'info'
})
-- Taxi zurück zur Station nach 5 Sekunden
SetTimeout(5000, function()
ReturnTaxiToStation(stationId, vehicleId, vehicle, driver)
end)
end
function ReturnTaxiToStation(stationId, vehicleId, vehicle, driver)
print("^2[TAXI STATIONS DEBUG]^7 Returning taxi to station: " .. stationId .. "/" .. vehicleId)
if not stationVehicles[stationId] or not stationVehicles[stationId][vehicleId] then
print("^1[TAXI STATIONS DEBUG]^7 Station vehicle data not found for return")
return
end
if not DoesEntityExist(vehicle) then
print("^1[TAXI STATIONS DEBUG]^7 Vehicle doesn't exist anymore")
-- Fahrzeug als nicht besetzt markieren
stationVehicles[stationId][vehicleId].occupied = false
stationVehicles[stationId][vehicleId].driver = nil
stationVehicles[stationId][vehicleId].entity = nil
-- Nach Respawn-Zeit neues Fahrzeug spawnen
print("^2[TAXI STATIONS DEBUG]^7 Scheduling respawn in " .. Config.StationTaxiRespawnTime .. " seconds")
SetTimeout(Config.StationTaxiRespawnTime * 1000, function()
if stationVehicles[stationId] and stationVehicles[stationId][vehicleId] then
local vehicleData = stationVehicles[stationId][vehicleId].data
print("^2[TAXI STATIONS DEBUG]^7 Respawning vehicle at station")
SpawnStationVehicle(stationId, vehicleId, vehicleData)
end
end)
return
end
-- Wenn Fahrer existiert, Taxi zur Station zurückfahren lassen
if driver and DoesEntityExist(driver) then
print("^2[TAXI STATIONS DEBUG]^7 Making taxi drive back to station")
-- Zufällige Position in der Nähe der Station finden
local stationCoords = Config.TaxiStations[stationId].coords
-- Taxi zur Station zurückfahren lassen
TaskVehicleDriveToCoordLongrange(driver, vehicle, stationCoords.x, stationCoords.y, stationCoords.z, 25.0, 786603, 5.0)
-- qb-target entfernen während der Fahrt
exports['qb-target']:RemoveTargetEntity(vehicle)
-- Nach 10 Sekunden tatsächlich löschen
SetTimeout(10000, function()
-- Fahrer löschen
if driver and DoesEntityExist(driver) then
DeleteEntity(driver)
print("^2[TAXI STATIONS DEBUG]^7 Driver deleted")
end
-- Fahrzeug löschen
if DoesEntityExist(vehicle) then
DeleteEntity(vehicle)
print("^2[TAXI STATIONS DEBUG]^7 Vehicle deleted")
end
-- Fahrzeug als nicht besetzt markieren
stationVehicles[stationId][vehicleId].occupied = false
stationVehicles[stationId][vehicleId].driver = nil
stationVehicles[stationId][vehicleId].entity = nil
-- Nach Respawn-Zeit neues Fahrzeug spawnen
print("^2[TAXI STATIONS DEBUG]^7 Scheduling respawn in " .. Config.StationTaxiRespawnTime .. " seconds")
SetTimeout(Config.StationTaxiRespawnTime * 1000, function()
if stationVehicles[stationId] and stationVehicles[stationId][vehicleId] then
local vehicleData = stationVehicles[stationId][vehicleId].data
print("^2[TAXI STATIONS DEBUG]^7 Respawning vehicle at station")
SpawnStationVehicle(stationId, vehicleId, vehicleData)
end
end)
end)
else
-- Sofort löschen wenn kein Fahrer da ist
-- qb-target entfernen
if DoesEntityExist(vehicle) then
exports['qb-target']:RemoveTargetEntity(vehicle)
DeleteEntity(vehicle)
print("^2[TAXI STATIONS DEBUG]^7 Vehicle deleted")
end
-- Fahrzeug als nicht besetzt markieren
stationVehicles[stationId][vehicleId].occupied = false
stationVehicles[stationId][vehicleId].driver = nil
stationVehicles[stationId][vehicleId].entity = nil
-- Nach Respawn-Zeit neues Fahrzeug spawnen
print("^2[TAXI STATIONS DEBUG]^7 Scheduling respawn in " .. Config.StationTaxiRespawnTime .. " seconds")
SetTimeout(Config.StationTaxiRespawnTime * 1000, function()
if stationVehicles[stationId] and stationVehicles[stationId][vehicleId] then
local vehicleData = stationVehicles[stationId][vehicleId].data
print("^2[TAXI STATIONS DEBUG]^7 Respawning vehicle at station")
SpawnStationVehicle(stationId, vehicleId, vehicleData)
end
end)
end
end
function CalculateDistanceToCoords(coords)
local playerCoords = GetEntityCoords(PlayerPedId())
return #(playerCoords - coords)
end
-- Command um nächste Taxi-Station zu finden
RegisterCommand('nearesttaxi', function()
local playerCoords = GetEntityCoords(PlayerPedId())
local nearestStation = nil
local nearestDistance = math.huge
for stationId, station in pairs(Config.TaxiStations) do
local distance = #(playerCoords - station.blipCoords)
if distance < nearestDistance then
nearestDistance = distance
nearestStation = {id = stationId, data = station, distance = distance}
end
end
if nearestStation then
lib.notify({
title = 'Taxi Service',
description = 'Nächste Station: ' .. nearestStation.data.name .. ' (' .. math.ceil(nearestDistance) .. 'm)',
type = 'info'
})
-- Waypoint zur nächsten Station setzen
SetNewWaypoint(nearestStation.data.blipCoords.x, nearestStation.data.blipCoords.y)
else
lib.notify({
title = 'Taxi Service',
description = 'Keine Taxi-Station gefunden',
type = 'error'
})
end
end)
-- Event für Admin Respawn
RegisterNetEvent('taxi:respawnAllStations', function()
print("^2[TAXI STATIONS DEBUG]^7 Respawning all stations...")
-- Alle bestehenden Fahrzeuge löschen
for stationId, vehicles in pairs(stationVehicles) do
for vehicleId, vehicleInfo in pairs(vehicles) do
if vehicleInfo.entity and DoesEntityExist(vehicleInfo.entity) then
exports['qb-target']:RemoveTargetEntity(vehicleInfo.entity)
DeleteEntity(vehicleInfo.entity)
end
if vehicleInfo.driver and DoesEntityExist(vehicleInfo.driver) then
DeleteEntity(vehicleInfo.driver)
end
end
end
-- Alle Blips entfernen
for _, blip in pairs(stationBlips) do
RemoveBlip(blip)
end
-- Variablen zurücksetzen
stationVehicles = {}
stationBlips = {}
-- Stationen neu initialisieren
Wait(1000)
InitializeTaxiStations()
lib.notify({
title = 'Taxi Service',
description = 'Alle Taxi-Stationen wurden neu gespawnt',
type = 'success'
})
end)
-- Thread zum Überwachen der Tasten im Stations-Taxi
CreateThread(function()
while true do
Wait(0)
local playerPed = PlayerPedId()
local inStationTaxi = false
local currentStationTaxi = nil
local currentStationId = nil
local currentVehicleId = nil
local currentDriver = nil
local pricePerKm = 0
-- Prüfen ob Spieler in einem Stations-Taxi sitzt
for stationId, vehicles in pairs(stationVehicles) do
for vehicleId, vehicleInfo in pairs(vehicles) do
if vehicleInfo.entity and DoesEntityExist(vehicleInfo.entity) and vehicleInfo.occupied then
if IsPedInVehicle(playerPed, vehicleInfo.entity, false) then
inStationTaxi = true
currentStationTaxi = vehicleInfo.entity
currentStationId = stationId
currentVehicleId = vehicleId
currentDriver = vehicleInfo.driver
pricePerKm = vehicleInfo.data.pricePerKm
break
end
end
end
if inStationTaxi then break end
end
if inStationTaxi and currentStationTaxi then
-- Zeige Hinweise an
local helpText = '[E] - Ziel wählen [F] - Fahrt beenden'
lib.showTextUI(helpText, {
position = "top-center",
icon = 'taxi',
style = {
borderRadius = 10,
backgroundColor = '#48BB78',
color = 'white'
}
})
-- Wenn E gedrückt wird, öffne Menü
if IsControlJustReleased(0, 38) then -- E Taste
OpenStationTaxiMenu(currentStationId, currentVehicleId, currentStationTaxi, currentDriver, pricePerKm)
end
-- Wenn F gedrückt wird, beende Fahrt
if IsControlJustReleased(0, 23) then -- F Taste
lib.hideTextUI()
EndStationTaxiRide(currentStationId, currentVehicleId, currentStationTaxi, currentDriver)
end
else
-- Nicht in einem Stations-Taxi
lib.hideTextUI()
Wait(1000)
end
end
end)
-- Funktion zum Beenden der Stations-Taxi Fahrt
function EndStationTaxiRide(stationId, vehicleId, vehicle, driver)
print("^2[TAXI STATIONS DEBUG]^7 Ending station taxi ride")
if not vehicle or not DoesEntityExist(vehicle) then
return
end
local playerPed = PlayerPedId()
-- Fahrt beenden Benachrichtigung
lib.notify({
title = 'Taxi Service',
description = 'Fahrt beendet. Du steigst aus.',
type = 'info'
})
-- Spieler aussteigen lassen
TaskLeaveVehicle(playerPed, vehicle, 0)
-- Warten bis ausgestiegen
CreateThread(function()
local timeout = GetGameTimer() + 5000
while GetGameTimer() < timeout do
if not IsPedInVehicle(playerPed, vehicle, false) then
-- Spieler ist ausgestiegen
break
end
Wait(100)
end
-- Taxi nach 5 Sekunden zurück zur Station
SetTimeout(5000, function()
ReturnTaxiToStation(stationId, vehicleId, vehicle, driver)
end)
end)
end
-- Cleanup beim Resource Stop
AddEventHandler('onResourceStop', function(resourceName)
if GetCurrentResourceName() == resourceName then
print("^2[TAXI STATIONS DEBUG]^7 Cleaning up stations...")
-- TextUI verstecken falls noch angezeigt
lib.hideTextUI()
-- Alle Station-Fahrzeuge löschen
for stationId, vehicles in pairs(stationVehicles) do
for vehicleId, vehicleInfo in pairs(vehicles) do
if vehicleInfo.entity and DoesEntityExist(vehicleInfo.entity) then
exports['qb-target']:RemoveTargetEntity(vehicleInfo.entity)
DeleteEntity(vehicleInfo.entity)
end
if vehicleInfo.driver and DoesEntityExist(vehicleInfo.driver) then
DeleteEntity(vehicleInfo.driver)
end
end
end
-- Alle Blips entfernen
for _, blip in pairs(stationBlips) do
RemoveBlip(blip)
end
print("^2[TAXI STATIONS DEBUG]^7 Cleanup completed")
end
end)