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Main/resources/[carscripts]/nordi_seats/client/main.lua
2025-07-28 04:10:56 +02:00

587 lines
20 KiB
Lua

local QBCore = exports['qb-core']:GetCoreObject()
local currentVehicle = nil
local anchoredBoats = {} -- Speichert verankerte Boote
-- Boot-Klassen für spezielle Behandlung
local boatClasses = {
[14] = true, -- Boats
}
-- Sitz-Namen für bessere Anzeige
local seatNames = {
[-1] = "Kapitän",
[0] = "Beifahrer",
[1] = "Hinten Links",
[2] = "Hinten Rechts",
[3] = "Hinten Mitte",
[4] = "Deck 1",
[5] = "Deck 2",
[6] = "Deck 3",
[7] = "Deck 4",
[8] = "Deck 5",
[9] = "Deck 6"
}
-- Prüfe ob Fahrzeug ein Boot ist
local function isBoat(vehicle)
local vehicleClass = GetVehicleClass(vehicle)
return boatClasses[vehicleClass] or false
end
-- Anker setzen/entfernen
local function toggleAnchor(vehicle)
if not isBoat(vehicle) then
QBCore.Functions.Notify('Nur Boote können verankert werden!', 'error')
return
end
local vehicleNetId = NetworkGetNetworkIdFromEntity(vehicle)
if anchoredBoats[vehicleNetId] then
-- Anker lichten
FreezeEntityPosition(vehicle, false)
SetEntityInvincible(vehicle, false)
anchoredBoats[vehicleNetId] = nil
QBCore.Functions.Notify('⚓ Anker gelichtet! Das Boot kann wieder bewegt werden.', 'success')
-- Effekt: Kurzes Wackeln beim Anker lichten
CreateThread(function()
local originalCoords = GetEntityCoords(vehicle)
for i = 1, 10 do
local offset = math.random(-10, 10) / 100
SetEntityCoords(vehicle, originalCoords.x + offset, originalCoords.y + offset, originalCoords.z)
Wait(50)
end
SetEntityCoords(vehicle, originalCoords.x, originalCoords.y, originalCoords.z)
end)
else
-- Anker werfen
local coords = GetEntityCoords(vehicle)
local heading = GetEntityHeading(vehicle)
FreezeEntityPosition(vehicle, true)
SetEntityInvincible(vehicle, true)
anchoredBoats[vehicleNetId] = {
coords = coords,
heading = heading,
time = GetGameTimer()
}
QBCore.Functions.Notify('⚓ Anker geworfen! Das Boot ist jetzt verankert.', 'success')
-- Anker-Wurf Effekt
CreateThread(function()
-- Spiele Anker-Sound (falls vorhanden)
PlaySoundFromEntity(-1, "CHECKPOINT_PERFECT", vehicle, "HUD_MINI_GAME_SOUNDSET", 0, 0)
-- Kleine Wellen-Animation
for i = 1, 5 do
local waterHeight = GetWaterHeight(coords.x, coords.y, coords.z)
if waterHeight then
-- Erstelle Wasser-Effekt um das Boot
local effect = "ent_sht_water"
RequestNamedPtfxAsset(effect)
while not HasNamedPtfxAssetLoaded(effect) do
Wait(1)
end
for j = 1, 3 do
local offsetX = math.random(-200, 200) / 100
local offsetY = math.random(-200, 200) / 100
UsePartikelFxAssetNextCall(effect)
StartParticleFxNonLoopedAtCoord("ent_sht_water", coords.x + offsetX, coords.y + offsetY, waterHeight, 0.0, 0.0, 0.0, 0.5, false, false, false)
end
end
Wait(200)
end
end)
end
end
-- Prüfe ob Boot verankert ist
local function isBoatAnchored(vehicle)
local vehicleNetId = NetworkGetNetworkIdFromEntity(vehicle)
return anchoredBoats[vehicleNetId] ~= nil
end
-- Funktion um verfügbare Sitze zu bekommen
local function getAvailableSeats(vehicle)
local seats = {}
local maxSeats = GetVehicleMaxNumberOfPassengers(vehicle)
-- Fahrersitz (-1)
if IsVehicleSeatFree(vehicle, -1) then
local seatName = isBoat(vehicle) and seatNames[-1] or "Fahrer"
table.insert(seats, {
index = -1,
name = seatName,
icon = isBoat(vehicle) and "fas fa-anchor" or "fas fa-steering-wheel"
})
end
-- Passagiersitze (0 bis maxSeats-1)
for i = 0, maxSeats - 1 do
if IsVehicleSeatFree(vehicle, i) then
table.insert(seats, {
index = i,
name = seatNames[i] or "Sitz " .. (i + 1),
icon = "fas fa-user"
})
end
end
return seats
end
-- Funktion um belegte Sitze zu bekommen
local function getOccupiedSeats(vehicle)
local occupiedSeats = {}
local maxSeats = GetVehicleMaxNumberOfPassengers(vehicle)
-- Fahrersitz prüfen
if not IsVehicleSeatFree(vehicle, -1) then
local ped = GetPedInVehicleSeat(vehicle, -1)
local playerName = "Unbekannt"
if IsPedAPlayer(ped) then
local playerId = NetworkGetPlayerIndexFromPed(ped)
if playerId ~= -1 then
playerName = GetPlayerName(playerId)
end
else
playerName = "NPC"
end
local seatName = isBoat(vehicle) and seatNames[-1] or "Fahrer"
table.insert(occupiedSeats, {
index = -1,
name = seatName,
occupant = playerName,
icon = isBoat(vehicle) and "fas fa-anchor" or "fas fa-steering-wheel"
})
end
-- Passagiersitze prüfen
for i = 0, maxSeats - 1 do
if not IsVehicleSeatFree(vehicle, i) then
local ped = GetPedInVehicleSeat(vehicle, i)
local playerName = "Unbekannt"
if IsPedAPlayer(ped) then
local playerId = NetworkGetPlayerIndexFromPed(ped)
if playerId ~= -1 then
playerName = GetPlayerName(playerId)
end
else
playerName = "NPC"
end
table.insert(occupiedSeats, {
index = i,
name = seatNames[i] or "Sitz " .. (i + 1),
occupant = playerName,
icon = "fas fa-user"
})
end
end
return occupiedSeats
end
-- Funktion zum direkten Einsteigen (für Boote)
local function teleportToSeat(vehicle, seatIndex)
local playerPed = PlayerPedId()
if IsPedInAnyVehicle(playerPed, false) then
QBCore.Functions.Notify('Du bist bereits in einem Fahrzeug!', 'error')
return
end
if not IsVehicleSeatFree(vehicle, seatIndex) then
QBCore.Functions.Notify('Dieser Sitz ist bereits belegt!', 'error')
return
end
-- Prüfe ob Fahrzeug abgeschlossen ist
if GetVehicleDoorLockStatus(vehicle) == 2 then
QBCore.Functions.Notify('Das Fahrzeug ist abgeschlossen!', 'error')
return
end
-- Direkte Teleportation ohne Animation
SetPedIntoVehicle(playerPed, vehicle, seatIndex)
currentVehicle = vehicle
local seatName = seatNames[seatIndex] or "Sitz " .. (seatIndex + 1)
if isBoat(vehicle) then
QBCore.Functions.Notify('Willkommen an Bord! (' .. seatName .. ')', 'success')
-- Zeige Anker-Status wenn Kapitän
if seatIndex == -1 and isBoatAnchored(vehicle) then
QBCore.Functions.Notify('⚓ Das Boot ist verankert. Nutze das Menü um den Anker zu lichten.', 'primary')
end
else
QBCore.Functions.Notify('Du bist eingestiegen (' .. seatName .. ')', 'success')
end
end
-- Funktion zum normalen Einsteigen (für Autos)
local function enterVehicleSeat(vehicle, seatIndex)
local playerPed = PlayerPedId()
if IsPedInAnyVehicle(playerPed, false) then
QBCore.Functions.Notify('Du bist bereits in einem Fahrzeug!', 'error')
return
end
if not IsVehicleSeatFree(vehicle, seatIndex) then
QBCore.Functions.Notify('Dieser Sitz ist bereits belegt!', 'error')
return
end
-- Prüfe ob Fahrzeug abgeschlossen ist
if GetVehicleDoorLockStatus(vehicle) == 2 then
QBCore.Functions.Notify('Das Fahrzeug ist abgeschlossen!', 'error')
return
end
TaskEnterVehicle(playerPed, vehicle, 10000, seatIndex, 1.0, 1, 0)
currentVehicle = vehicle
local seatName = seatNames[seatIndex] or "Sitz " .. (seatIndex + 1)
QBCore.Functions.Notify('Steige in das Fahrzeug ein (' .. seatName .. ')...', 'primary')
end
-- Funktion zum Sitzwechsel
local function switchSeat(vehicle, newSeatIndex)
local playerPed = PlayerPedId()
if not IsPedInVehicle(playerPed, vehicle, false) then
QBCore.Functions.Notify('Du bist nicht in diesem Fahrzeug!', 'error')
return
end
if not IsVehicleSeatFree(vehicle, newSeatIndex) then
QBCore.Functions.Notify('Dieser Sitz ist bereits belegt!', 'error')
return
end
-- Für Boote: Direkte Teleportation
if isBoat(vehicle) then
SetPedIntoVehicle(playerPed, vehicle, newSeatIndex)
else
-- Für Autos: Normale Animation
TaskShuffleToNextVehicleSeat(playerPed, vehicle)
Wait(100)
SetPedIntoVehicle(playerPed, vehicle, newSeatIndex)
end
local seatName = seatNames[newSeatIndex] or "Sitz " .. (newSeatIndex + 1)
QBCore.Functions.Notify('Gewechselt zu: ' .. seatName, 'success')
-- Zeige Anker-Status wenn zum Kapitän gewechselt
if isBoat(vehicle) and newSeatIndex == -1 and isBoatAnchored(vehicle) then
QBCore.Functions.Notify('⚓ Das Boot ist verankert. Nutze das Menü um den Anker zu lichten.', 'primary')
end
end
-- Hauptmenü für Sitzauswahl
local function showSeatMenu(vehicle)
local playerPed = PlayerPedId()
local isInVehicle = IsPedInVehicle(playerPed, vehicle, false)
local availableSeats = getAvailableSeats(vehicle)
local occupiedSeats = getOccupiedSeats(vehicle)
local isVehicleBoat = isBoat(vehicle)
local isAnchored = isBoatAnchored(vehicle)
local options = {}
-- Header
local vehicleName = GetDisplayNameFromVehicleModel(GetEntityModel(vehicle))
local vehicleLabel = GetLabelText(vehicleName)
if vehicleLabel == "NULL" then
vehicleLabel = vehicleName
end
-- Boot-spezifische Anzeige mit Anker-Status
if isVehicleBoat then
vehicleLabel = (isAnchored and "" or "") .. vehicleLabel
else
vehicleLabel = "🚗 " .. vehicleLabel
end
-- Anker-Kontrolle (nur für Boote und nur wenn im Boot)
if isVehicleBoat and isInVehicle then
local currentSeat = GetPedVehicleSeat(playerPed)
-- Nur Kapitän kann Anker bedienen
if currentSeat == -1 then
table.insert(options, {
title = isAnchored and '⚓ Anker lichten' or '⚓ Anker werfen',
description = isAnchored and 'Boot wieder beweglich machen' or 'Boot an aktueller Position verankern',
icon = 'fas fa-anchor',
onSelect = function()
toggleAnchor(vehicle)
end
})
-- Trennlinie
table.insert(options, {
title = '─────────────────',
disabled = true
})
end
end
-- Verfügbare Sitze
if #availableSeats > 0 then
local headerText = isVehicleBoat and '🟢 Verfügbare Plätze' or '🟢 Verfügbare Sitze'
table.insert(options, {
title = headerText,
description = isVehicleBoat and 'Freie Plätze an Bord' or 'Freie Sitzplätze',
disabled = true
})
for _, seat in pairs(availableSeats) do
local actionText = isInVehicle and 'Zu diesem Platz wechseln' or (isVehicleBoat and 'An Bord gehen' or 'In das Fahrzeug einsteigen')
table.insert(options, {
title = seat.name,
description = actionText,
icon = seat.icon,
onSelect = function()
if isInVehicle then
switchSeat(vehicle, seat.index)
else
if isVehicleBoat then
teleportToSeat(vehicle, seat.index)
else
enterVehicleSeat(vehicle, seat.index)
end
end
end
})
end
end
-- Belegte Sitze anzeigen
if #occupiedSeats > 0 then
local headerText = isVehicleBoat and '🔴 Belegte Plätze' or '🔴 Belegte Sitze'
table.insert(options, {
title = headerText,
description = isVehicleBoat and 'Bereits besetzte Plätze' or 'Bereits besetzte Sitzplätze',
disabled = true
})
for _, seat in pairs(occupiedSeats) do
table.insert(options, {
title = seat.name,
description = 'Besetzt von: ' .. seat.occupant,
icon = seat.icon,
disabled = true
})
end
end
-- Aussteigen Option (nur wenn im Fahrzeug)
if isInVehicle then
local exitText = isVehicleBoat and '🚪 Von Bord gehen' or '🚪 Aussteigen'
local exitDesc = isVehicleBoat and 'Das Boot verlassen' or 'Das Fahrzeug verlassen'
table.insert(options, {
title = exitText,
description = exitDesc,
icon = 'fas fa-door-open',
onSelect = function()
TaskLeaveVehicle(playerPed, vehicle, 0)
local exitMsg = isVehicleBoat and 'Du gehst von Bord...' or 'Du steigst aus dem Fahrzeug aus...'
QBCore.Functions.Notify(exitMsg, 'primary')
end
})
end
-- Fahrzeuginfo
table.insert(options, {
title = '📋 Fahrzeuginfo',
description = 'Informationen über das Fahrzeug',
icon = 'fas fa-info-circle',
onSelect = function()
showVehicleInfo(vehicle)
end
})
if #options == 0 then
QBCore.Functions.Notify('Keine verfügbaren Aktionen!', 'error')
return
end
lib.registerContext({
id = 'vehicle_seat_menu',
title = vehicleLabel,
options = options
})
lib.showContext('vehicle_seat_menu')
end
-- Fahrzeuginfo anzeigen
function showVehicleInfo(vehicle)
local vehicleProps = QBCore.Functions.GetVehicleProperties(vehicle)
local vehicleName = GetDisplayNameFromVehicleModel(GetEntityModel(vehicle))
local vehicleLabel = GetLabelText(vehicleName)
if vehicleLabel == "NULL" then
vehicleLabel = vehicleName
end
local maxSeats = GetVehicleMaxNumberOfPassengers(vehicle) + 1 -- +1 für Fahrer
local engineHealth = math.floor(GetVehicleEngineHealth(vehicle) / 10)
local bodyHealth = math.floor(GetVehicleBodyHealth(vehicle) / 10)
local isVehicleBoat = isBoat(vehicle)
local isAnchored = isBoatAnchored(vehicle)
local options = {
{
title = (isVehicleBoat and 'Boot: ' or 'Fahrzeug: ') .. vehicleLabel,
description = 'Kennzeichen: ' .. (vehicleProps.plate or 'Unbekannt'),
icon = isVehicleBoat and 'fas fa-ship' or 'fas fa-car',
disabled = true
},
{
title = (isVehicleBoat and 'Plätze: ' or 'Sitzplätze: ') .. maxSeats,
description = 'Maximale Anzahl Personen',
icon = 'fas fa-users',
disabled = true
}
}
-- Anker-Status für Boote
if isVehicleBoat then
table.insert(options, {
title = 'Anker-Status: ' .. (isAnchored and 'Verankert ⚓' or 'Gelichtet ⛵'),
description = isAnchored and 'Das Boot ist an der aktuellen Position verankert' or 'Das Boot kann frei bewegt werden',
icon = 'fas fa-anchor',
disabled = true
})
end
table.insert(options, {
title = (isVehicleBoat and 'Motor: ' or 'Motor: ') .. engineHealth .. '%',
description = 'Zustand des Motors',
icon = 'fas fa-cog',
disabled = true
})
table.insert(options, {
title = (isVehicleBoat and 'Rumpf: ' or 'Karosserie: ') .. bodyHealth .. '%',
description = isVehicleBoat and 'Zustand des Rumpfes' or 'Zustand der Karosserie',
icon = isVehicleBoat and 'fas fa-ship' or 'fas fa-car-crash',
disabled = true
})
-- Kraftstoff nur für Nicht-Boote
if not isVehicleBoat then
local fuelLevel = math.floor(GetVehicleFuelLevel(vehicle))
table.insert(options, {
title = 'Kraftstoff: ' .. fuelLevel .. '%',
description = 'Aktueller Tankstand',
icon = 'fas fa-gas-pump',
disabled = true
})
end
table.insert(options, {
title = '← Zurück',
description = 'Zurück zum Sitzmenü',
icon = 'fas fa-arrow-left',
onSelect = function()
showSeatMenu(vehicle)
end
})
lib.registerContext({
id = 'vehicle_info_menu',
title = '📋 Fahrzeuginfo',
options = options
})
lib.showContext('vehicle_info_menu')
end
-- QB-Target Setup
CreateThread(function()
exports['qb-target']:AddGlobalVehicle({
options = {
{
type = "client",
event = "vehicle:openSeatMenu",
icon = "fas fa-car",
label = "Sitzplatz wählen",
}
},
distance = 3.0
})
end)
-- Event Handler
RegisterNetEvent('vehicle:openSeatMenu', function(data)
local vehicle = data.entity
if DoesEntityExist(vehicle) and IsEntityAVehicle(vehicle) then
showSeatMenu(vehicle)
else
QBCore.Functions.Notify('Kein gültiges Fahrzeug gefunden!', 'error')
end
end)
-- Cleanup verankerte Boote bei Resource Stop
AddEventHandler('onResourceStop', function(resourceName)
if GetCurrentResourceName() == resourceName then
-- Alle verankerten Boote wieder freigeben
for vehicleNetId, _ in pairs(anchoredBoats) do
local vehicle = NetworkGetEntityFromNetworkId(vehicleNetId)
if DoesEntityExist(vehicle) then
FreezeEntityPosition(vehicle, false)
SetEntityInvincible(vehicle, false)
end
end
anchoredBoats = {}
currentVehicle = nil
end
end)
-- Keybind für schnellen Zugriff
RegisterCommand('seats', function()
local playerPed = PlayerPedId()
local vehicle = GetVehiclePedIsIn(playerPed, false)
if vehicle ~= 0 then
showSeatMenu(vehicle)
else
local coords = GetEntityCoords(playerPed)
local closestVehicle = GetClosestVehicle(coords.x, coords.y, coords.z, 5.0, 0, 71)
if DoesEntityExist(closestVehicle) then
showSeatMenu(closestVehicle)
else
QBCore.Functions.Notify('Kein Fahrzeug in der Nähe!', 'error')
end
end
end, false)
-- Schneller Anker-Befehl für Kapitäne
RegisterCommand('anchor', function()
local playerPed = PlayerPedId()
local vehicle = GetVehiclePedIsIn(playerPed, false)
if vehicle ~= 0 and isBoat(vehicle) then
local seat = GetPedVehicleSeat(playerPed)
if seat == -1 then -- Nur Kapitän
toggleAnchor(vehicle)
else
QBCore.Functions.Notify('Nur der Kapitän kann den Anker bedienen!', 'error')
end
else
QBCore.Functions.Notify('Du musst Kapitän eines Bootes sein!', 'error')
end
end, false)
-- Keybinds registrieren
RegisterKeyMapping('seats', 'Sitzplatz Menü öffnen', 'keyboard', 'F6')
RegisterKeyMapping('anchor', 'Anker werfen/lichten', 'keyboard', 'H')