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Main/resources/[tools]/nordi_taxi/client/main.lua
2025-07-30 06:24:23 +02:00

1319 lines
47 KiB
Lua

local QBCore = exports['qb-core']:GetCoreObject()
local currentTaxi = nil
local currentDriver = nil
local taxiBlip = nil
local mapBlip = nil
local destinationBlip = nil
local taxiMeter = {
isRunning = false,
startCoords = nil,
currentFare = 0,
pricePerKm = 0
}
print("^2[TAXI DEBUG]^7 Main script loaded")
-- Taxi rufen Command
RegisterCommand('taxi', function()
print("^2[TAXI DEBUG]^7 Taxi command executed")
if currentTaxi and DoesEntityExist(currentTaxi) then
print("^1[TAXI DEBUG]^7 Taxi already exists")
lib.notify({
title = 'Taxi Service',
description = 'Du hast bereits ein Taxi gerufen',
type = 'error'
})
return
end
CallTaxi()
end)
function CallTaxi()
print("^2[TAXI DEBUG]^7 CallTaxi function started")
lib.notify({
title = 'Taxi Service',
description = 'Taxi wird gerufen...',
type = 'info'
})
CreateThread(function()
local playerPed = PlayerPedId()
local playerCoords = GetEntityCoords(playerPed)
print("^2[TAXI DEBUG]^7 Player coords: " .. tostring(playerCoords))
-- Verbesserte Spawn-Position für Taxi finden
local spawnCoords = GetImprovedTaxiSpawnPosition(playerCoords)
if not spawnCoords then
print("^1[TAXI DEBUG]^7 No spawn position found")
lib.notify({
title = 'Taxi Service',
description = 'Kein geeigneter Spawn-Punkt gefunden',
type = 'error'
})
return
end
print("^2[TAXI DEBUG]^7 Spawn coords found: " .. tostring(spawnCoords.x) .. ", " .. tostring(spawnCoords.y) .. ", " .. tostring(spawnCoords.z))
-- Taxi spawnen
local taxi = SpawnTaxi(spawnCoords)
if not taxi then
print("^1[TAXI DEBUG]^7 Failed to spawn taxi")
lib.notify({
title = 'Taxi Service',
description = 'Taxi konnte nicht gespawnt werden',
type = 'error'
})
return
end
print("^2[TAXI DEBUG]^7 Taxi spawned: " .. taxi)
currentTaxi = taxi
-- Fahrer spawnen
local driver = SpawnTaxiDriver(taxi)
if driver then
currentDriver = driver
print("^2[TAXI DEBUG]^7 Driver spawned: " .. driver)
-- Verbesserte Navigation zum Spieler
NavigateToPlayer(driver, taxi, playerCoords)
-- Blip für Taxi erstellen (Entity-Blip)
CreateTaxiBlips(taxi)
-- Überwachung des Taxi-Fortschritts
MonitorTaxiProgress(taxi, driver, playerCoords)
-- Überwachung der Ankunft
MonitorTaxiArrival(taxi, driver, playerCoords)
lib.notify({
title = 'Taxi Service',
description = 'Taxi ist unterwegs zu dir! Verfolge es auf der Karte.',
type = 'success'
})
else
print("^1[TAXI DEBUG]^7 Failed to spawn driver")
lib.notify({
title = 'Taxi Service',
description = 'Taxi ohne Fahrer gespawnt - Du kannst es selbst fahren',
type = 'warning'
})
end
end)
end
function GetImprovedTaxiSpawnPosition(playerCoords)
print("^2[TAXI DEBUG]^7 Finding spawn position at least 100m away from player...")
local minDistance = 100.0 -- Mindestabstand in Metern
local maxDistance = 300.0 -- Maximaler Abstand in Metern
local bestPosition = nil
local bestDistance = 999999.0 -- Für die nächste Position, die weit genug weg ist
-- PRIORITÄT 1: Config-Positionen prüfen
if Config.MobileTaxiSpawns and #Config.MobileTaxiSpawns > 0 then
print("^2[TAXI DEBUG]^7 Checking config spawn positions first")
-- Alle Spawn-Positionen nach Entfernung sortieren
local sortedSpawns = {}
for i, spawnPos in ipairs(Config.MobileTaxiSpawns) do
local distance = #(playerCoords - vector3(spawnPos.x, spawnPos.y, spawnPos.z))
-- Nur Positionen berücksichtigen, die mindestens minDistance entfernt sind
if distance >= minDistance then
table.insert(sortedSpawns, {
coords = spawnPos,
distance = distance
})
-- Beste Position merken (für Fallback)
if distance < bestDistance then
bestDistance = distance
bestPosition = spawnPos
end
end
end
-- Nach Entfernung sortieren (nächste zuerst, aber nur die, die weit genug weg sind)
table.sort(sortedSpawns, function(a, b)
return a.distance < b.distance
end)
-- Prüfen ob die Positionen frei sind
for i, spawn in ipairs(sortedSpawns) do
local spawnCoords = spawn.coords
-- Prüfen ob Position frei ist
local clearArea = true
local vehicles = GetGamePool('CVehicle')
-- Prüfen ob andere Fahrzeuge in der Nähe sind
for _, vehicle in ipairs(vehicles) do
local vehCoords = GetEntityCoords(vehicle)
if #(vector3(spawnCoords.x, spawnCoords.y, spawnCoords.z) - vehCoords) < 5.0 then
clearArea = false
break
end
end
-- Wenn Position frei ist, verwenden
if clearArea then
print("^2[TAXI DEBUG]^7 Using spawn position from config: " .. tostring(spawnCoords.x) .. ", " .. tostring(spawnCoords.y) .. ", " .. tostring(spawnCoords.z) .. " (Distance: " .. spawn.distance .. "m)")
return spawnCoords
end
end
-- Wenn wir hier sind, waren alle Config-Positionen belegt
-- Aber wenn wir eine gute Position gefunden haben, die weit genug weg ist, verwenden wir sie trotzdem
if bestPosition then
print("^3[TAXI DEBUG]^7 All config positions occupied, using best one anyway: " .. tostring(bestPosition.x) .. ", " .. tostring(bestPosition.y) .. ", " .. tostring(bestPosition.z) .. " (Distance: " .. bestDistance .. "m)")
return bestPosition
end
end
-- PRIORITÄT 2: Straßenknotenpunkte suchen
print("^2[TAXI DEBUG]^7 No suitable config positions, trying road nodes")
-- Beste Position zurücksetzen für Straßensuche
bestPosition = nil
bestDistance = 999999.0
-- Versuche mehrere Straßenknotenpunkte zu finden
for i = 1, 10 do
local foundNode, nodePos = GetNthClosestVehicleNode(playerCoords.x, playerCoords.y, playerCoords.z, i, 1, 3.0, 0)
if foundNode then
local nodeDistance = #(playerCoords - nodePos)
-- Wenn der Knotenpunkt im gewünschten Bereich liegt
if nodeDistance >= minDistance and nodeDistance <= maxDistance then
print("^2[TAXI DEBUG]^7 Found road node at good distance: " .. nodeDistance .. "m")
-- Prüfe ob Position frei ist
local clearArea = true
local vehicles = GetGamePool('CVehicle')
for _, vehicle in ipairs(vehicles) do
local vehCoords = GetEntityCoords(vehicle)
if #(nodePos - vehCoords) < 5.0 then
clearArea = false
break
end
end
if clearArea then
return {x = nodePos.x, y = nodePos.y, z = nodePos.z, w = 0.0}
else
-- Speichern für später, falls wir nichts Besseres finden
if nodeDistance < bestDistance then
bestDistance = nodeDistance
bestPosition = {x = nodePos.x, y = nodePos.y, z = nodePos.z, w = 0.0}
end
end
elseif nodeDistance >= minDistance and nodeDistance < bestDistance then
-- Speichere den besten Knotenpunkt, auch wenn er nicht im idealen Bereich liegt
bestDistance = nodeDistance
bestPosition = {x = nodePos.x, y = nodePos.y, z = nodePos.z, w = 0.0}
end
end
end
-- Wenn wir einen guten Knotenpunkt gefunden haben, verwende ihn
if bestPosition then
print("^2[TAXI DEBUG]^7 Using best road node found at distance: " .. bestDistance .. "m")
return bestPosition
end
-- PRIORITÄT 3: Zufällige Position generieren
print("^3[TAXI DEBUG]^7 Generating random position between " .. minDistance .. "m and " .. maxDistance .. "m from player")
-- Versuche bis zu 10 Mal, eine gültige Position zu finden
for attempt = 1, 10 do
-- Zufällige Position im gewünschten Abstandsbereich
local angle = math.random() * 2 * math.pi
local distance = math.random(minDistance, maxDistance)
local x = playerCoords.x + math.cos(angle) * distance
local y = playerCoords.y + math.sin(angle) * distance
local z = playerCoords.z
-- Versuche eine gültige Z-Koordinate zu bekommen
local success, groundZ = GetGroundZFor_3dCoord(x, y, z, true)
if success then
-- Prüfe ob die Position auf einer Straße ist
local isOnRoad = IsPointOnRoad(x, y, groundZ)
if isOnRoad then
print("^2[TAXI DEBUG]^7 Found random position on road at distance: " .. distance .. "m")
return {x = x, y = y, z = groundZ, w = 0.0}
end
end
end
-- Absolute Notfall-Fallback: Einfach irgendwo in der gewünschten Entfernung
local angle = math.random() * 2 * math.pi
local distance = math.random(minDistance, maxDistance)
local x = playerCoords.x + math.cos(angle) * distance
local y = playerCoords.y + math.sin(angle) * distance
local z = playerCoords.z
-- Versuche eine gültige Z-Koordinate zu bekommen
local success, groundZ = GetGroundZFor_3dCoord(x, y, z, true)
if success then
z = groundZ
end
print("^3[TAXI DEBUG]^7 Using emergency random spawn position at distance: " .. distance .. "m")
return {x = x, y = y, z = z, w = 0.0}
end
function SpawnTaxi(coords)
print("^2[TAXI DEBUG]^7 Spawning taxi at: " .. tostring(coords.x) .. ", " .. tostring(coords.y) .. ", " .. tostring(coords.z))
-- Sicherstellen dass wir ein gültiges Taxi-Model haben
local taxiModel = nil
if Config.TaxiVehicles and #Config.TaxiVehicles > 0 then
-- Zufälliges Taxi-Model aus Config wählen
local randomIndex = math.random(1, #Config.TaxiVehicles)
taxiModel = GetHashKey(Config.TaxiVehicles[randomIndex].model)
else
taxiModel = GetHashKey("taxi") -- Fallback
end
print("^2[TAXI DEBUG]^7 Taxi model hash: " .. taxiModel)
-- Model laden mit Timeout
RequestModel(taxiModel)
local modelLoaded = false
local timeout = GetGameTimer() + 10000
while not modelLoaded and GetGameTimer() < timeout do
modelLoaded = HasModelLoaded(taxiModel)
if not modelLoaded then
print("^3[TAXI DEBUG]^7 Waiting for taxi model to load...")
Wait(100)
end
end
if not modelLoaded then
print("^1[TAXI DEBUG]^7 Failed to load taxi model! Trying default model.")
SetModelAsNoLongerNeeded(taxiModel)
-- Versuche Standard-Taxi als Fallback
taxiModel = GetHashKey("taxi")
RequestModel(taxiModel)
timeout = GetGameTimer() + 5000
while not HasModelLoaded(taxiModel) and GetGameTimer() < timeout do
Wait(100)
end
if not HasModelLoaded(taxiModel) then
print("^1[TAXI DEBUG]^7 Failed to load default taxi model!")
return nil
end
end
-- Fahrzeug erstellen
local taxi = CreateVehicle(taxiModel, coords.x, coords.y, coords.z, coords.w or 0.0, true, false)
if not DoesEntityExist(taxi) then
print("^1[TAXI DEBUG]^7 Failed to create taxi vehicle!")
return nil
end
print("^2[TAXI DEBUG]^7 Taxi created successfully: " .. taxi)
-- Fahrzeug konfigurieren
SetEntityAsMissionEntity(taxi, true, true)
SetVehicleOnGroundProperly(taxi)
SetVehicleEngineOn(taxi, true, true, false)
SetVehicleDoorsLocked(taxi, 2) -- Locked initially
-- Taxi-Livery setzen falls verfügbar
local liveryCount = GetVehicleLiveryCount(taxi)
if liveryCount > 0 then
SetVehicleLivery(taxi, 0) -- Erste Livery verwenden
print("^2[TAXI DEBUG]^7 Taxi livery set")
end
-- Fahrzeug-Extras aktivieren falls vorhanden
for i = 1, 14 do
if DoesExtraExist(taxi, i) then
SetVehicleExtra(taxi, i, false) -- Extra aktivieren
end
end
-- Fahrzeug-Farbe setzen (Gelb für Taxis)
SetVehicleColours(taxi, 88, 88) -- Taxi Yellow
SetModelAsNoLongerNeeded(taxiModel)
return taxi
end
function SpawnTaxiDriver(vehicle)
print("^2[TAXI DEBUG]^7 Spawning taxi driver...")
-- Bessere Fahrer-Models mit Fallbacks
local driverModels = {
"A_C_Chimp", -- Affe (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
-- Versuche verschiedene Models
for i, modelName in ipairs(driverModels) do
print("^2[TAXI DEBUG]^7 Trying driver model " .. i .. ": " .. modelName)
driverHash = GetHashKey(modelName)
-- Model laden
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 -- Alle 1 Sekunde loggen
print("^3[TAXI DEBUG]^7 Still waiting for model " .. modelName .. " (attempt " .. attempts .. ")")
end
Wait(100)
end
if HasModelLoaded(driverHash) then
print("^2[TAXI DEBUG]^7 Model " .. modelName .. " loaded successfully after " .. attempts .. " attempts")
-- Fahrer erstellen
driver = CreatePedInsideVehicle(vehicle, 26, driverHash, -1, true, false)
if DoesEntityExist(driver) then
print("^2[TAXI DEBUG]^7 Driver created successfully with model: " .. modelName .. " (ID: " .. driver .. ")")
break
else
print("^1[TAXI DEBUG]^7 Failed to create driver with loaded model: " .. modelName)
SetModelAsNoLongerNeeded(driverHash)
end
else
print("^1[TAXI DEBUG]^7 Failed to load driver model: " .. modelName)
SetModelAsNoLongerNeeded(driverHash)
end
end
-- Wenn immer noch kein Fahrer erstellt wurde
if not driver or not DoesEntityExist(driver) then
print("^1[TAXI DEBUG]^7 Could not create any driver! Continuing without driver...")
return nil
end
-- Fahrer konfigurieren
print("^2[TAXI DEBUG]^7 Configuring driver...")
SetEntityAsMissionEntity(driver, true, true)
SetBlockingOfNonTemporaryEvents(driver, true)
SetDriverAbility(driver, 1.0) -- Maximale Fahrfähigkeit
SetDriverAggressiveness(driver, 0.0) -- Minimale Aggressivität
SetPedFleeAttributes(driver, 0, 0)
SetPedCombatAttributes(driver, 17, 1)
SetPedSeeingRange(driver, 0.0)
SetPedHearingRange(driver, 0.0)
SetPedAlertness(driver, 0)
SetPedKeepTask(driver, true)
-- Fahrer-Outfit (nur wenn es ein anpassbarer Ped ist)
if driverHash == GetHashKey("mp_m_freemode_01") then
print("^2[TAXI DEBUG]^7 Setting driver outfit...")
-- Basis-Outfit für Taxi-Fahrer
SetPedComponentVariation(driver, 0, 0, 0, 0) -- Face
SetPedComponentVariation(driver, 2, 1, 0, 0) -- Hair
SetPedComponentVariation(driver, 8, 15, 0, 0) -- Undershirt
SetPedComponentVariation(driver, 11, 91, 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
-- Model nicht mehr benötigt
if driverHash then
SetModelAsNoLongerNeeded(driverHash)
end
print("^2[TAXI DEBUG]^7 Driver spawn completed successfully")
return driver
end
function CreateTaxiBlips(taxi)
-- Blip für Taxi erstellen (Entity-Blip)
taxiBlip = AddBlipForEntity(taxi)
SetBlipSprite(taxiBlip, 198)
SetBlipColour(taxiBlip, 5)
SetBlipScale(taxiBlip, 0.8)
SetBlipDisplay(taxiBlip, 2) -- Zeigt auf Minimap und großer Karte
SetBlipShowCone(taxiBlip, true) -- Zeigt Sichtkegel
SetBlipAsShortRange(taxiBlip, false) -- Immer sichtbar, egal wie weit entfernt
BeginTextCommandSetBlipName("STRING")
AddTextComponentString("Dein Taxi")
EndTextCommandSetBlipName(taxiBlip)
-- Zusätzlicher Blip auf der Karte für bessere Sichtbarkeit
local taxiCoords = GetEntityCoords(taxi)
mapBlip = AddBlipForCoord(taxiCoords.x, taxiCoords.y, taxiCoords.z)
SetBlipSprite(mapBlip, 198)
SetBlipColour(mapBlip, 5)
SetBlipScale(mapBlip, 1.0)
SetBlipDisplay(mapBlip, 4) -- Nur auf großer Karte
BeginTextCommandSetBlipName("STRING")
AddTextComponentString("Dein Taxi")
EndTextCommandSetBlipName(mapBlip)
-- Blip aktualisieren während Taxi unterwegs ist
CreateThread(function()
while DoesEntityExist(taxi) and mapBlip do
local taxiCoords = GetEntityCoords(taxi)
SetBlipCoords(mapBlip, taxiCoords.x, taxiCoords.y, taxiCoords.z)
Wait(1000)
end
-- Blip entfernen wenn Thread beendet
if mapBlip then
RemoveBlip(mapBlip)
mapBlip = nil
end
end)
end
function NavigateToPlayer(driver, taxi, playerCoords)
print("^2[TAXI DEBUG]^7 Navigating taxi to player...")
-- Versuche einen guten Wegpunkt in der Nähe des Spielers zu finden
local success, nodePos = GetClosestVehicleNodeWithHeading(playerCoords.x, playerCoords.y, playerCoords.z, 1, 3.0, 0)
if success then
print("^2[TAXI DEBUG]^7 Found good vehicle node near player")
-- Zum Wegpunkt fahren
TaskVehicleDriveToCoordLongrange(driver, taxi, nodePos.x, nodePos.y, nodePos.z, 25.0, 786603, 5.0)
else
print("^3[TAXI DEBUG]^7 No good vehicle node found, driving directly to player")
-- Direkt zum Spieler fahren
TaskVehicleDriveToCoordLongrange(driver, taxi, playerCoords.x, playerCoords.y, playerCoords.z, 25.0, 786603, 5.0)
end
-- Fahrer-Verhalten verbessern
SetDriverAggressiveness(driver, 0.0)
SetDriverAbility(driver, 1.0)
end
function MonitorTaxiProgress(taxi, driver, playerCoords)
print("^2[TAXI DEBUG]^7 Monitoring taxi progress...")
local lastPos = GetEntityCoords(taxi)
local stuckCounter = 0
local maxStuckCount = 5
local totalStuckEvents = 0
local maxTotalStuckEvents = 3
CreateThread(function()
while DoesEntityExist(taxi) and DoesEntityExist(driver) do
Wait(3000)
if not DoesEntityExist(taxi) then
print("^1[TAXI DEBUG]^7 Taxi no longer exists! Taxi ID: " .. tostring(taxi))
if currentTaxi == taxi then
print("^1[TAXI DEBUG]^7 This was the current active taxi")
else
print("^1[TAXI DEBUG]^7 This was NOT the current active taxi. Current taxi: " .. tostring(currentTaxi))
end
return
end
if not DoesEntityExist(driver) then
print("^1[TAXI DEBUG]^7 Driver no longer exists! Driver ID: " .. tostring(driver))
if currentDriver == driver then
print("^1[TAXI DEBUG]^7 This was the current active driver")
else
print("^1[TAXI DEBUG]^7 This was NOT the current active driver. Current driver: " .. tostring(currentDriver))
end
return
end
local currentPos = GetEntityCoords(taxi)
local distanceMoved = #(lastPos - currentPos)
local currentPlayerCoords = GetEntityCoords(PlayerPedId())
local distanceToPlayer = #(currentPos - currentPlayerCoords)
-- If taxi is close to player, we're done monitoring progress
if distanceToPlayer < 15.0 then
print("^2[TAXI DEBUG]^7 Taxi arrived near player, stopping progress monitoring")
return
end
-- Check if taxi is stuck (not moving much)
if distanceMoved < 1.0 then
stuckCounter = stuckCounter + 1
print("^3[TAXI DEBUG]^7 Taxi might be stuck: " .. stuckCounter .. "/" .. maxStuckCount)
-- If stuck for too long, try recovery
if stuckCounter >= maxStuckCount then
totalStuckEvents = totalStuckEvents + 1
print("^1[TAXI DEBUG]^7 Taxi is stuck, attempting recovery #" .. totalStuckEvents)
if totalStuckEvents >= maxTotalStuckEvents then
print("^1[TAXI DEBUG]^7 Too many stuck events, respawning taxi")
lib.notify({
title = 'Taxi Service',
description = 'Dein Taxi steckt fest. Ein neues wird gerufen!',
type = 'warning'
})
-- Despawn current taxi and call a new one
DespawnTaxi()
Wait(1000)
CallTaxi()
return
else
-- Try to recover
RecoverStuckTaxi(taxi, driver, currentPlayerCoords)
stuckCounter = 0
end
end
else
stuckCounter = math.max(0, stuckCounter - 1) -- Gradually reduce counter if moving
end
lastPos = currentPos
end
end)
end
function RecoverStuckTaxi(taxi, driver, playerCoords)
print("^2[TAXI DEBUG]^7 Attempting to recover stuck taxi")
-- Clear current task
ClearPedTasks(driver)
-- Try to back up a bit first
TaskVehicleTempAction(driver, taxi, 8, 2000) -- Reverse
Wait(2000)
-- Try to turn around
TaskVehicleTempAction(driver, taxi, 7, 2000) -- Turn left
Wait(1000)
TaskVehicleTempAction(driver, taxi, 8, 1000) -- Reverse
Wait(1000)
TaskVehicleTempAction(driver, taxi, 6, 2000) -- Turn right
Wait(1000)
-- Try to find a new path
local found, nodePos = GetClosestVehicleNode(playerCoords.x, playerCoords.y, playerCoords.z, 1, 3.0, 0)
if found then
print("^2[TAXI DEBUG]^7 Found new path for recovery")
TaskVehicleDriveToCoordLongrange(driver, taxi, nodePos.x, nodePos.y, nodePos.z, 25.0, 786603, 5.0)
else
-- Direct approach as fallback
print("^3[TAXI DEBUG]^7 Using direct approach for recovery")
TaskVehicleDriveToCoordLongrange(driver, taxi, playerCoords.x, playerCoords.y, playerCoords.z, 25.0, 786603, 5.0)
end
end
function MonitorTaxiArrival(taxi, driver, playerCoords)
print("^2[TAXI DEBUG]^7 Monitoring taxi arrival...")
local arrivalTimeout = GetGameTimer() + (120 * 1000) -- 2 minute timeout
CreateThread(function()
while DoesEntityExist(taxi) and (not driver or DoesEntityExist(driver)) do
local taxiCoords = GetEntityCoords(taxi)
local currentPlayerCoords = GetEntityCoords(PlayerPedId())
local distance = #(currentPlayerCoords - taxiCoords)
-- Check if taxi is close to player
if distance < 15.0 then
print("^2[TAXI DEBUG]^7 Taxi arrived!")
-- Taxi stoppen
if driver and DoesEntityExist(driver) then
TaskVehicleTempAction(driver, taxi, 27, 3000) -- Brake
Wait(2000)
SetVehicleDoorsLocked(taxi, 1) -- Unlock doors
end
lib.notify({
title = 'Taxi Service',
description = 'Dein Taxi ist angekommen! Steige ein.',
type = 'success'
})
-- qb-target für Einsteigen hinzufügen
exports['qb-target']:AddTargetEntity(taxi, {
options = {
{
type = "client",
event = "taxi:enterTaxi",
icon = "fas fa-car-side",
label = "Ins Taxi einsteigen"
}
},
distance = 3.0
})
break
end
-- Check for timeout
if GetGameTimer() > arrivalTimeout then
print("^1[TAXI DEBUG]^7 Taxi arrival timed out!")
lib.notify({
title = 'Taxi Service',
description = 'Dein Taxi steckt fest. Ein neues wird gerufen!',
type = 'warning'
})
-- Despawn current taxi and call a new one
DespawnTaxi()
Wait(1000)
CallTaxi()
break
end
Wait(2000)
end
end)
end
-- Event für Einsteigen ins Taxi
RegisterNetEvent('taxi:enterTaxi', function()
print("^2[TAXI DEBUG]^7 Player entering taxi")
if not currentTaxi or not DoesEntityExist(currentTaxi) then
print("^1[TAXI DEBUG]^7 No taxi exists")
return
end
local playerPed = PlayerPedId()
-- Spieler hinten einsteigen lassen
local seatIndex = 1 -- Hinten links
if not IsVehicleSeatFree(currentTaxi, 1) then
seatIndex = 2 -- Hinten rechts
end
if not IsVehicleSeatFree(currentTaxi, seatIndex) then
seatIndex = 0 -- Beifahrer als Fallback
end
TaskEnterVehicle(playerPed, currentTaxi, 10000, seatIndex, 1.0, 1, 0)
-- Warten bis eingestiegen
CreateThread(function()
local timeout = GetGameTimer() + 10000
local entered = false
while GetGameTimer() < timeout and not entered do
if IsPedInVehicle(playerPed, currentTaxi, false) then
entered = true
print("^2[TAXI DEBUG]^7 Player entered taxi successfully")
-- qb-target entfernen
exports['qb-target']:RemoveTargetEntity(currentTaxi)
lib.notify({
title = 'Taxi Service',
description = 'Willkommen im Taxi! Wähle dein Ziel.',
type = 'success'
})
-- Ziel-Menu öffnen
Wait(1000)
OpenDestinationMenu()
end
Wait(100)
end
if not entered then
print("^1[TAXI DEBUG]^7 Player failed to enter taxi")
lib.notify({
title = 'Taxi Service',
description = 'Einsteigen fehlgeschlagen',
type = 'error'
})
end
end)
end)
function OpenDestinationMenu()
print("^2[TAXI DEBUG]^7 Opening destination menu")
local options = {}
-- Bekannte Ziele hinzufügen
for _, destination in pairs(Config.KnownDestinations) do
local distance = CalculateDistanceToCoords(destination.coords) / 1000 -- in km
local price = math.max(Config.MinFare, math.ceil(distance * Config.PricePerKm))
table.insert(options, {
title = destination.name,
description = 'Preis: $' .. price .. ' | Entfernung: ' .. math.ceil(distance * 100) / 100 .. 'km',
icon = 'map-marker',
onSelect = function()
StartTaxiRide(destination.coords, price)
end
})
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 * Config.PricePerKm))
StartTaxiRide(coords, price)
else
lib.notify({
title = 'Taxi Service',
description = 'Du hast keinen Waypoint gesetzt',
type = 'error'
})
OpenDestinationMenu()
end
end
})
-- Selbst fahren Option (wenn kein Fahrer)
if not currentDriver or not DoesEntityExist(currentDriver) then
table.insert(options, {
title = '🚗 Selbst fahren',
description = 'Du fährst das Taxi selbst',
icon = 'car',
onSelect = function()
SelfDriveTaxi()
end
})
end
-- Aussteigen Option
table.insert(options, {
title = 'Aussteigen',
description = 'Das Taxi verlassen',
icon = 'door-open',
onSelect = function()
ExitTaxi()
end
})
lib.registerContext({
id = 'taxi_destination_menu',
title = 'Taxi - Ziel wählen',
options = options
})
lib.showContext('taxi_destination_menu')
end
function StartTaxiRide(destination, price)
print("^2[TAXI DEBUG]^7 Starting taxi ride to: " .. tostring(destination.x) .. ", " .. tostring(destination.y) .. ", " .. tostring(destination.z))
if not currentTaxi or not DoesEntityExist(currentTaxi) then
print("^1[TAXI DEBUG]^7 No taxi exists for ride")
return
end
-- Wenn kein Fahrer, Spieler selbst fahren lassen
if not currentDriver or not DoesEntityExist(currentDriver) then
lib.notify({
title = 'Taxi Service',
description = 'Kein Fahrer verfügbar. Du musst selbst fahren!',
type = 'warning'
})
return
end
lib.notify({
title = 'Taxi Service',
description = 'Fahrt gestartet - Preis: $' .. price,
type = 'success'
})
-- Destination Blip erstellen
if destinationBlip then
RemoveBlip(destinationBlip)
end
destinationBlip = AddBlipForCoord(destination.x, destination.y, destination.z)
SetBlipSprite(destinationBlip, 1)
SetBlipColour(destinationBlip, 2)
SetBlipScale(destinationBlip, 0.8)
SetBlipRoute(destinationBlip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString("Taxi Ziel")
EndTextCommandSetBlipName(destinationBlip)
-- Taximeter starten
taxiMeter.isRunning = true
taxiMeter.startCoords = GetEntityCoords(currentTaxi)
taxiMeter.currentFare = 0
taxiMeter.pricePerKm = Config.PricePerKm
-- Zum Ziel fahren mit verbesserter Navigation
NavigateToDestination(currentDriver, currentTaxi, destination)
-- Fahrt überwachen
MonitorTaxiRide(destination, price)
end
function NavigateToDestination(driver, taxi, destination)
print("^2[TAXI DEBUG]^7 Navigating to destination...")
-- Versuche einen guten Wegpunkt in der Nähe des Ziels zu finden
local success, nodePos = GetClosestVehicleNodeWithHeading(destination.x, destination.y, destination.z, 1, 3.0, 0)
if success then
print("^2[TAXI DEBUG]^7 Found good vehicle node near destination")
-- Zum Wegpunkt fahren mit verbesserter Fahrweise
TaskVehicleDriveToCoordLongrange(driver, taxi, nodePos.x, nodePos.y, nodePos.z, 25.0, 786603, 5.0)
else
print("^3[TAXI DEBUG]^7 No good vehicle node found, driving directly to destination")
-- Direkt zum Ziel fahren
TaskVehicleDriveToCoordLongrange(driver, taxi, destination.x, destination.y, destination.z, 25.0, 786603, 5.0)
end
-- Fahrer-Verhalten verbessern
SetDriverAggressiveness(driver, 0.0)
SetDriverAbility(driver, 1.0)
end
function MonitorTaxiRide(destination, price)
print("^2[TAXI DEBUG]^7 Monitoring taxi ride...")
local lastPos = GetEntityCoords(currentTaxi)
local stuckCounter = 0
local maxStuckCount = 5
local rideTimeout = GetGameTimer() + (5 * 60 * 1000) -- 5 Minuten Timeout
CreateThread(function()
while DoesEntityExist(currentTaxi) and DoesEntityExist(currentDriver) do
local taxiCoords = GetEntityCoords(currentTaxi)
local distance = #(vector3(destination.x, destination.y, destination.z) - taxiCoords)
local distanceMoved = #(lastPos - taxiCoords)
-- Überprüfen ob wir angekommen sind
if distance < 10.0 then
-- Angekommen
TaskVehicleTempAction(currentDriver, currentTaxi, 27, 3000)
print("^2[TAXI DEBUG]^7 Arrived at destination")
lib.notify({
title = 'Taxi Service',
description = 'Du bist angekommen! Preis: $' .. price,
type = 'success'
})
-- Bezahlung
TriggerServerEvent('taxi:payFare', price)
-- Blips entfernen
if destinationBlip then
RemoveBlip(destinationBlip)
destinationBlip = nil
end
-- Nach 10 Sekunden Taxi despawnen
SetTimeout(10000, function()
DespawnTaxi()
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 DEBUG]^7 Taxi stuck during ride, attempting recovery")
RecoverStuckTaxi(currentTaxi, currentDriver, vector3(destination.x, destination.y, destination.z))
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 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(currentTaxi, nearDestination.x, nearDestination.y, nearDestination.z, false, false, false, false)
-- Neues Timeout setzen (1 Minute)
rideTimeout = GetGameTimer() + (60 * 1000)
end
lastPos = taxiCoords
Wait(2000)
end
end)
end
function SelfDriveTaxi()
print("^2[TAXI DEBUG]^7 Player driving taxi themselves")
if not currentTaxi or not DoesEntityExist(currentTaxi) then
return
end
local playerPed = PlayerPedId()
-- Fahrer entfernen falls vorhanden
if currentDriver and DoesEntityExist(currentDriver) then
DeleteEntity(currentDriver)
currentDriver = nil
end
-- Spieler zum Fahrersitz bewegen
TaskShuffleToNextVehicleSeat(playerPed, currentTaxi)
lib.notify({
title = 'Taxi Service',
description = 'Du fährst das Taxi jetzt selbst. Nutze /stoptaxi um es zu beenden.',
type = 'info'
})
end
function ExitTaxi()
print("^2[TAXI DEBUG]^7 Player exiting taxi")
if not currentTaxi or not DoesEntityExist(currentTaxi) then
return
end
local playerPed = PlayerPedId()
TaskLeaveVehicle(playerPed, currentTaxi, 0)
lib.notify({
title = 'Taxi Service',
description = 'Du bist ausgestiegen',
type = 'info'
})
-- Taxi nach 5 Sekunden despawnen
SetTimeout(5000, function()
DespawnTaxi()
end)
end
function DespawnTaxi()
print("^2[TAXI DEBUG]^7 Despawning taxi")
if not currentTaxi or not DoesEntityExist(currentTaxi) then
return
end
-- Taxi wegfahren lassen, wenn ein Fahrer existiert
if currentDriver and DoesEntityExist(currentDriver) then
print("^2[TAXI DEBUG]^7 Making taxi drive away before despawn")
-- Zufällige Position in der Nähe finden
local taxiCoords = GetEntityCoords(currentTaxi)
local angle = math.random() * 2 * math.pi
local distance = 150.0
local driveToX = taxiCoords.x + math.cos(angle) * distance
local driveToY = taxiCoords.y + math.sin(angle) * distance
-- Taxi wegfahren lassen
TaskVehicleDriveToCoordLongrange(currentDriver, currentTaxi, driveToX, driveToY, taxiCoords.z, 25.0, 786603, 5.0)
-- Blips entfernen
if taxiBlip then
RemoveBlip(taxiBlip)
taxiBlip = nil
end
if mapBlip then
RemoveBlip(mapBlip)
mapBlip = nil
end
if destinationBlip then
RemoveBlip(destinationBlip)
destinationBlip = nil
end
-- Nach 10 Sekunden tatsächlich löschen
SetTimeout(10000, function()
-- Fahrer löschen
if currentDriver and DoesEntityExist(currentDriver) then
DeleteEntity(currentDriver)
currentDriver = nil
print("^2[TAXI DEBUG]^7 Driver deleted")
end
-- Taxi löschen
if currentTaxi and DoesEntityExist(currentTaxi) then
exports['qb-target']:RemoveTargetEntity(currentTaxi)
DeleteEntity(currentTaxi)
currentTaxi = nil
print("^2[TAXI DEBUG]^7 Taxi deleted")
end
print("^2[TAXI DEBUG]^7 Taxi despawn completed")
end)
else
-- Sofort löschen wenn kein Fahrer da ist
if taxiBlip then
RemoveBlip(taxiBlip)
taxiBlip = nil
end
if mapBlip then
RemoveBlip(mapBlip)
mapBlip = nil
end
if destinationBlip then
RemoveBlip(destinationBlip)
destinationBlip = nil
end
-- Taxi löschen
if currentTaxi and DoesEntityExist(currentTaxi) then
exports['qb-target']:RemoveTargetEntity(currentTaxi)
DeleteEntity(currentTaxi)
currentTaxi = nil
print("^2[TAXI DEBUG]^7 Taxi deleted")
end
print("^2[TAXI DEBUG]^7 Taxi despawn completed (no driver)")
end
end
function CalculateDistanceToCoords(coords)
local playerCoords = GetEntityCoords(PlayerPedId())
return #(playerCoords - coords)
end
-- Command um Taxi zu stoppen
RegisterCommand('stoptaxi', function()
if currentTaxi and DoesEntityExist(currentTaxi) then
DespawnTaxi()
lib.notify({
title = 'Taxi Service',
description = 'Taxi-Service beendet',
type = 'info'
})
else
lib.notify({
title = 'Taxi Service',
description = 'Du hast kein aktives Taxi',
type = 'error'
})
end
end)
-- Thread zum Überwachen der Tasten im Taxi
CreateThread(function()
while true do
Wait(0)
if currentTaxi and DoesEntityExist(currentTaxi) then
local playerPed = PlayerPedId()
if IsPedInVehicle(playerPed, currentTaxi, false) 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
OpenDestinationMenu()
end
-- Wenn F gedrückt wird, beende Fahrt
if IsControlJustReleased(0, 23) then -- F Taste
lib.hideTextUI()
EndTaxiRide()
end
else
lib.hideTextUI()
end
else
lib.hideTextUI()
Wait(1000) -- Längere Wartezeit wenn kein Taxi existiert
end
end
end)
-- Funktion zum Beenden der Fahrt
function EndTaxiRide()
print("^2[TAXI DEBUG]^7 Ending taxi ride")
if not currentTaxi or not DoesEntityExist(currentTaxi) 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, currentTaxi, 0)
-- Warten bis ausgestiegen
CreateThread(function()
local timeout = GetGameTimer() + 5000
while GetGameTimer() < timeout do
if not IsPedInVehicle(playerPed, currentTaxi, false) then
-- Spieler ist ausgestiegen
break
end
Wait(100)
end
-- Taxi nach 5 Sekunden despawnen
SetTimeout(5000, function()
DespawnTaxi()
end)
end)
end
-- Thread zum Überwachen des Einsteigens ins Taxi (ohne qb-target)
CreateThread(function()
while true do
Wait(1000)
if currentTaxi and DoesEntityExist(currentTaxi) and not IsPedInVehicle(PlayerPedId(), currentTaxi, false) then
-- Spieler ist nicht im Taxi, aber Taxi existiert
local playerPed = PlayerPedId()
local playerCoords = GetEntityCoords(playerPed)
local taxiCoords = GetEntityCoords(currentTaxi)
if #(playerCoords - taxiCoords) < 5.0 then
-- Spieler ist in der Nähe des Taxis
lib.showTextUI('[E] - Ins Taxi einsteigen', {
position = "top-center",
icon = 'car-side',
style = {
borderRadius = 10,
backgroundColor = '#4299E1',
color = 'white'
}
})
-- Prüfen ob E gedrückt wird
if IsControlJustReleased(0, 38) then -- E Taste
-- Spieler will einsteigen
lib.hideTextUI()
-- Spieler hinten einsteigen lassen
local seatIndex = 1 -- Hinten links
if not IsVehicleSeatFree(currentTaxi, 1) then
seatIndex = 2 -- Hinten rechts
end
if not IsVehicleSeatFree(currentTaxi, seatIndex) then
seatIndex = 0 -- Beifahrer als Fallback
end
TaskEnterVehicle(playerPed, currentTaxi, 10000, seatIndex, 1.0, 1, 0)
-- Warten bis eingestiegen
local entryTimeout = GetGameTimer() + 10000
CreateThread(function()
while GetGameTimer() < entryTimeout do
if IsPedInVehicle(playerPed, currentTaxi, false) then
-- Spieler ist eingestiegen
Wait(1000)
OpenDestinationMenu()
break
end
Wait(100)
end
end)
end
else
lib.hideTextUI()
end
end
end
end)
-- Cleanup beim Resource Stop
AddEventHandler('onResourceStop', function(resourceName)
if GetCurrentResourceName() == resourceName then
print("^2[TAXI DEBUG]^7 Cleaning up main script...")
-- UI ausblenden
lib.hideTextUI()
-- Taxi despawnen
DespawnTaxi()
print("^2[TAXI DEBUG]^7 Main cleanup completed")
end
end)