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Main/resources/[carscripts]/community_bridge/lib/points/client/points.lua
2025-08-06 16:37:06 +02:00

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8.9 KiB
Lua

-- Grid-based point system
Point = {}
local ActivePoints = {}
local GridCells = {}
local LoopStarted = false
local insidePoints = {}
local data = {} -- 👈 Move this outside the function
-- Grid configuration
local GRID_SIZE = 500.0 -- Size of each grid cell
local CELL_BUFFER = 1 -- Number of adjacent cells to check
-- Consider adding these optimizations
local ADAPTIVE_WAIT = true -- Adjust wait time based on player speed
---This is an internal function, do not call this externally
function Point.GetCellKey(coords)
local cellX = math.floor(coords.x / GRID_SIZE)
local cellY = math.floor(coords.y / GRID_SIZE)
return cellX .. ":" .. cellY
end
---This is an internal function, do not call this externally
function Point.RegisterInGrid(point)
local cellKey = Point.GetCellKey(point.coords)
-- Initialize cell if it doesn't exist
GridCells[cellKey] = GridCells[cellKey] or {
points = {},
count = 0
}
-- Add point to cell
GridCells[cellKey].points[point.id] = point
GridCells[cellKey].count = GridCells[cellKey].count + 1
-- Store cell reference in point
point.cellKey = cellKey
end
---This is an internal function, do not call this externally
function Point.UpdateInGrid(point, oldCellKey)
-- Remove from old cell if cell key changed
if oldCellKey and oldCellKey ~= point.cellKey then
if GridCells[oldCellKey] and GridCells[oldCellKey].points[point.id] then
GridCells[oldCellKey].points[point.id] = nil
GridCells[oldCellKey].count = GridCells[oldCellKey].count - 1
-- Clean up empty cells
if GridCells[oldCellKey].count <= 0 then
GridCells[oldCellKey] = nil
end
end
-- Add to new cell
Point.RegisterInGrid(point)
end
end
---Gets nearby cells based on the coords
---@param coords table
---@return table
function Point.GetNearbyCells(coords)
local cellX = math.floor(coords.x / GRID_SIZE)
local cellY = math.floor(coords.y / GRID_SIZE)
local nearbyCells = {}
-- Get current and adjacent cells
for x = cellX - CELL_BUFFER, cellX + CELL_BUFFER do
for y = cellY - CELL_BUFFER, cellY + CELL_BUFFER do
local key = x .. ":" .. y
if GridCells[key] then
table.insert(nearbyCells, key)
end
end
end
return nearbyCells
end
---Returns all points in the same cell as the given point
---This will require you to pass the point object
---@param point table
---@return table
function Point.CheckPointsInSameCell(point)
local cellKey = point.cellKey
if not GridCells[cellKey] then return {} end
local nearbyPoints = {}
for id, otherPoint in pairs(GridCells[cellKey].points) do
if id ~= point.id then
local distance = #(point.coords - otherPoint.coords)
if distance < (point.distance + otherPoint.distance) then
nearbyPoints[id] = otherPoint
end
end
end
return nearbyPoints
end
---Internal function that starts the loop. Do not call this function directly.
function Point.StartLoop()
if LoopStarted then return false end
LoopStarted = true
-- Remove the "local data = {}" line from here
CreateThread(function()
while LoopStarted do
local playerPed = PlayerPedId()
while playerPed == -1 do
Wait(100)
playerPed = PlayerPedId()
end
local playerCoords = GetEntityCoords(playerPed)
local targetsExist = false
local playerCellKey = Point.GetCellKey(playerCoords)
local nearbyCells = Point.GetNearbyCells(playerCoords)
local playerSpeed = GetEntitySpeed(playerPed)
local maxWeight = 1000
local waitTime = ADAPTIVE_WAIT and math.max(maxWeight/10, maxWeight - playerSpeed * maxWeight/10) or maxWeight
-- Process only points in nearby cells
for _, cellKey in ipairs(nearbyCells) do
if GridCells[cellKey] then
for id, point in pairs(GridCells[cellKey].points) do
targetsExist = true
-- Update entity position if needed
local oldCellKey = point.cellKey
if point.isEntity then
point.coords = GetEntityCoords(point.target)
point.cellKey = Point.GetCellKey(point.coords)
Point.UpdateInGrid(point, oldCellKey)
end
local coords = point.coords and vector3(point.coords.x, point.coords.y, point.coords.z) or vector3(0, 0, 0)
local distance = #(playerCoords - coords)
--local distance = #(playerCoords - point.coords)
-- Check if player entered/exited the point
if distance < point.distance then
if not point.inside then
point.inside = true
data[point.id] = data[point.id] or point.args or {}
data[point.id] = point.onEnter(point, data[point.id])
insidePoints[point.id] = point
end
-- Modified main loop exit handler
elseif point.inside then
point.inside = false
data[point.id] = data[point.id] or point.args or {}
local result = point.onExit(point, data[point.id])
data[point.id] = result ~= nil and result or data[point.id] -- ← Use consistent fallback
point.args = data[point.id] -- ← Update point.args to match data[point.id]
insidePoints[point.id] = nil
end
if point.onNearby then
point.onNearby(GridCells[cellKey]?.points, waitTime)
end
end
end
end
for id, insidepoint in pairs(insidePoints) do
local pos = insidepoint.coords and vector3(insidepoint.coords.x, insidepoint.coords.y, insidepoint.coords.z) or vector3(0, 0, 0)
local dist = #(playerCoords - pos)
if dist > insidepoint.distance then
insidepoint.inside = false
data[insidepoint.id] = data[insidepoint.id] or insidepoint.args or {}
local result = insidepoint.onExit(insidepoint, data[insidepoint.id])
data[insidepoint.id] = result ~= nil and result or data[insidepoint.id]
insidepoint.args = data[insidepoint.id] -- ← Keep data in sync
insidePoints[insidepoint.id] = nil
end
end
Wait(waitTime) -- Faster updates when moving quickly
end
end)
return true
end
---Create a point based on a vector or entityID
---@param id string
---@param target number || vector3
---@param distance number
---@param _onEnter function
---@param _onExit function
---@param _onNearby function
---@param data self
---@return table
function Point.Register(id, target, distance, args, _onEnter, _onExit, _onNearby)
local isEntity = type(target) == "number"
local coords = isEntity and GetEntityCoords(target) or target
local self = {}
self.id = id
self.target = target -- Store entity ID or Vector3
self.isEntity = isEntity
self.coords = coords
self.distance = distance
self.onEnter = _onEnter or function() end
self.onExit = _onExit or function() end
self.onNearby = _onNearby or function() end
self.inside = false -- Track if player is inside
self.args = args or {}
ActivePoints[id] = self
Point.RegisterInGrid(self)
Point.StartLoop()
return self
end
---Remove an exsisting point by its id
---@param id string
function Point.Remove(id)
local point = ActivePoints[id]
if point then
local cellKey = point.cellKey
if GridCells[cellKey] and GridCells[cellKey].points[id] then
GridCells[cellKey].points[id] = nil
GridCells[cellKey].count = GridCells[cellKey].count - 1
if GridCells[cellKey].count <= 0 then
GridCells[cellKey] = nil
end
end
ActivePoints[id] = nil
end
end
---Returnes a point by its id
---@param id string
---@return table
function Point.Get(id)
return ActivePoints[id]
end
function Point.UpdateCoords(id, coords)
local point = ActivePoints[id]
if point then
point.coords = coords
local oldCellKey = point.cellKey
point.cellKey = Point.GetCellKey(coords)
Point.UpdateInGrid(point, oldCellKey)
end
end
---Returns all points
---@return table
function Point.GetAll()
return ActivePoints
end
return Point