forked from Simnation/Main
248 lines
9.4 KiB
Lua
248 lines
9.4 KiB
Lua
Utility = Utility or Require("lib/utility/client/utility.lua")
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Ids = Ids or Require("lib/utility/shared/ids.lua")
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Point = Point or Require("lib/points/client/points.lua")
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ClientEntityActions = ClientEntityActions or Require("lib/entities/client/client_entity_actions_ext.lua") -- Added
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local Entities = {} -- Stores entity data received from server
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ClientEntity = {} -- Renamed from BaseEntity
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local function SpawnEntity(entityData)
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entityData = entityData and entityData.args
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if entityData.spawned and DoesEntityExist(entityData.spawned) then return end -- Already spawned
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-- for k, v in pairs(entityData.args) do
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-- print(string.format("SpawnEntity %s: %s", k, v))
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-- end
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local model = entityData.model and type(entityData.model) == 'string' and GetHashKey(entityData.model) or entityData.model
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if model and not Utility.LoadModel(model) then
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print(string.format("[ClientEntity] Failed to load model %s for entity %s", entityData.model, entityData.id))
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return
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end
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local entity = nil
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local coords = entityData.coords
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local rotation = entityData.rotation or vector3(0.0, 0.0, 0.0) -- Default rotation if not provided
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if entityData.entityType == 'object' then
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entity = CreateObject(model, coords.x, coords.y, coords.z, false, false, false)
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SetEntityRotation(entity, rotation.x, rotation.y, rotation.z, 2, true)
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elseif entityData.entityType == 'ped' then
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entity = CreatePed(4, model, coords.x, coords.y, coords.z, type(rotation) == 'number' and rotation or rotation.z, false, false)
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elseif entityData.entityType == 'vehicle' then
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entity = CreateVehicle(model, coords.x, coords.y, coords.z, type(rotation) == 'number' and rotation or rotation.z, false, false)
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else
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print(string.format("[ClientEntity] Unknown entity type '%s' for entity %s", entityData.entityType, entityData.id))
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end
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if entity and model then
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entityData.spawned = entity
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SetModelAsNoLongerNeeded(model)
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SetEntityAsMissionEntity(entity, true, true)
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FreezeEntityPosition(entity, true)
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else
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SetModelAsNoLongerNeeded(model)
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end
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if entityData.OnSpawn then
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entityData.OnSpawn(entityData)
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end
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end
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local function RemoveEntity(entityData)
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entityData = entityData and entityData.args or entityData
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if not entityData then return end
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ClientEntityActions.StopAction(entityData.id)
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if entityData.spawned and DoesEntityExist(entityData.spawned) then
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local entityHandle = entityData.spawned
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entityData.spawned = nil
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SetEntityAsMissionEntity(entityHandle, false, false)
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DeleteEntity(entityHandle)
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end
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if entityData.OnRemove then
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entityData.OnRemove(entityData)
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end
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end
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--- Registers an entity received from the server and sets up proximity spawning.
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-- @param entityData table Data received from the server via 'community_bridge:client:CreateEntity'
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function ClientEntity.Create(entityData)
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entityData.id = entityData.id or Ids.CreateUniqueId(Entities)
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if Entities[entityData.id] then return Entities[entityData.id] end -- Already registered
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Entities[entityData.id] = entityData
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return Point.Register(entityData.id, entityData.coords, entityData.spawnDistance or 50.0, entityData, SpawnEntity, RemoveEntity, function() end)
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end
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--Depricated use ClientEntity.Create instead
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--- Registers an entity and spawns it in the world if not already spawned.
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ClientEntity.Register = ClientEntity.Create
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function ClientEntity.CreateBulk(entities)
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local registeredEntities = {}
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for _, entityData in pairs(entities) do
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local entity = ClientEntity.Create(entityData)
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registeredEntities[entity.id] = entity
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end
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return registeredEntities
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end
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-- Depricated use ClientEntity.CreateBulk instead
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ClientEntity.RegisterBulk = ClientEntity.CreateBulk
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--- Unregisters an entity and removes it from the world if spawned.
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-- @param id string|number The ID of the entity to unregister.
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function ClientEntity.Destroy(id)
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local entityData = Entities[id]
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if not entityData then return end
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Point.Remove(id)
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RemoveEntity(entityData)
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Entities[id] = nil
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end
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ClientEntity.Unregister = ClientEntity.Destroy
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--- Updates the data for a registered entity.
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-- @param id string|number The ID of the entity to update.
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-- @param data table The data fields to update.
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function ClientEntity.Update(id, data)
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local entityData = Entities[id]
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-- print(string.format("[ClientEntity] Updating entity %s", id))
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if not entityData then return end
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local needsPointUpdate = false
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for key, value in pairs(data) do
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if key == 'coords' and #(entityData.coords - value) > 0.1 then
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needsPointUpdate = true
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end
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if key == 'spawnDistance' and entityData.spawnDistance ~= value then
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needsPointUpdate = true
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end
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entityData[key] = value
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end
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-- If entity is currently spawned, apply updates
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if entityData.spawned and DoesEntityExist(entityData.spawned) then
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if data.coords then
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SetEntityCoords(entityData.spawned, entityData.coords.x, entityData.coords.y, entityData.coords.z, false, false, false, true)
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end
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if data.rotation then
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if entityData.entityType == 'object' then
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SetEntityRotation(entityData.spawned, entityData.rotation.x, entityData.rotation.y, entityData.rotation.z, 2, true)
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else -- Ped/Vehicle heading
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SetEntityHeading(entityData.spawned, type(entityData.rotation) == 'number' and entityData.rotation or entityData.rotation.z)
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end
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end
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if data.freeze ~= nil then
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FreezeEntityPosition(entityData.spawned, data.freeze)
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end
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-- Add other updatable properties as needed
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end
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-- Update Point registration if coords or distance changed
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if needsPointUpdate then
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Point.Remove(id)
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Point.Register(
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entityData.id,
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entityData.coords,
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entityData.spawnDistance or 50.0,
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SpawnEntity,
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RemoveEntity,
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nil,
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entityData
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)
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end
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if entityData.OnUpdate and type(entityData.OnUpdate) == 'function' then
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entityData.OnUpdate(entityData, data)
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end
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end
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function ClientEntity.Get(id)
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return Entities[id]
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end
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function ClientEntity.GetAll()
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return Entities
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end
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function ClientEntity.RegisterAction(name, func)
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ClientEntityActions.RegisterAction(name, func)
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end
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function ClientEntity.OnCreate(_type, func)
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ClientEntity.OnCreates = ClientEntity.OnCreates or {}
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if not ClientEntity.OnCreates[_type] then
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ClientEntity.OnCreates[_type] = {}
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end
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table.insert(ClientEntity.OnCreates[_type], func)
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end
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-- Network Event Handlers
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RegisterNetEvent("community_bridge:client:CreateEntity", function(entityData)
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ClientEntity.Create(entityData)
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end)
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RegisterNetEvent("community_bridge:client:CreateEntities", function(entities)
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ClientEntity.CreateBulk(entities)
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end)
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RegisterNetEvent("community_bridge:client:DeleteEntity", function(id)
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ClientEntity.Unregister(id)
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end)
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RegisterNetEvent("community_bridge:client:UpdateEntity", function(id, data)
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ClientEntity.Update(id, data)
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end)
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-- New handler for entity actions
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RegisterNetEvent("community_bridge:client:TriggerEntityAction", function(entityId, actionName, ...)
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local entityData = Entities[entityId]
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-- Check if entity exists locally (it doesn't need to be spawned to queue actions)
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if entityData then
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if actionName == "Stop" then
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ClientEntityActions.StopAction(entityId)
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elseif actionName == "Skip" then
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ClientEntityActions.SkipAction(entityId)
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else
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print(string.format("[ClientEntity] Triggering action '%s' for entity %s", actionName, entityId))
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local currentAction = ClientEntityActions.ActionQueue[entityId] and ClientEntityActions.ActionQueue[entityId][1]
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ClientEntityActions.QueueAction(entityData, actionName, ...)
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end
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-- else
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-- Optional: Log if action received but entity doesn't exist locally at all
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-- print(string.format("[ClientEntity] Received action '%s' for non-existent entity %s.", actionName, entityId))
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end
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end)
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RegisterNetEvent("community_bridge:client:TriggerEntityActions", function(entityId, actions, endPosition)
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local entityData = Entities[entityId]
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if entityData then
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for _, actionData in pairs(actions) do
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local actionName = actionData.name
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local actionParams = actionData.params
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if actionName == "Stop" then
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ClientEntityActions.StopAction(entityId)
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elseif actionName == "Skip" then
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ClientEntityActions.SkipAction(entityId)
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else
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local currentAction = ClientEntityActions.ActionQueue[entityId] and ClientEntityActions.ActionQueue[entityId][1]
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ClientEntityActions.QueueAction(entityData, actionName, table.unpack(actionParams))
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end
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end
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else
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print(string.format("[ClientEntity] Received actions for non-existent entity %s.", entityId))
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end
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end)
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-- Resource Stop Cleanup
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AddEventHandler('onResourceStop', function(resourceName)
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if resourceName == GetCurrentResourceName() then
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for id, entityData in pairs(Entities) do
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Point.Remove(id) -- Clean up point registration
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RemoveEntity(entityData) -- Clean up spawned game entity
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end
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Entities = {} -- Clear local cache
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end
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end)
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return ClientEntity
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