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Nordi98 2025-07-28 04:10:56 +02:00
parent 0b8ab3c19a
commit b846de7b20

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@ -1,11 +1,10 @@
local QBCore = exports['qb-core']:GetCoreObject()
local currentVehicle = nil
local anchoredBoats = {} -- Speichert verankerte Boote
-- Boot-Klassen für spezielle Behandlung
local boatClasses = {
[14] = true, -- Boats
[15] = true, -- Helicopters (falls gewünscht)
[16] = true -- Planes (falls gewünscht)
}
-- Sitz-Namen für bessere Anzeige
@ -29,6 +28,84 @@ local function isBoat(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 = {}
@ -140,6 +217,11 @@ local function teleportToSeat(vehicle, seatIndex)
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
@ -198,6 +280,11 @@ local function switchSeat(vehicle, newSeatIndex)
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
@ -207,6 +294,7 @@ local function showSeatMenu(vehicle)
local availableSeats = getAvailableSeats(vehicle)
local occupiedSeats = getOccupiedSeats(vehicle)
local isVehicleBoat = isBoat(vehicle)
local isAnchored = isBoatAnchored(vehicle)
local options = {}
-- Header
@ -216,13 +304,35 @@ local function showSeatMenu(vehicle)
vehicleLabel = vehicleName
end
-- Boot-spezifische Anzeige
-- Boot-spezifische Anzeige mit Anker-Status
if isVehicleBoat then
vehicleLabel = "" .. vehicleLabel
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'
@ -325,6 +435,7 @@ function showVehicleInfo(vehicle)
local engineHealth = math.floor(GetVehicleEngineHealth(vehicle) / 10)
local bodyHealth = math.floor(GetVehicleBodyHealth(vehicle) / 10)
local isVehicleBoat = isBoat(vehicle)
local isAnchored = isBoatAnchored(vehicle)
local options = {
{
@ -338,22 +449,34 @@ function showVehicleInfo(vehicle)
description = 'Maximale Anzahl Personen',
icon = 'fas fa-users',
disabled = true
},
{
title = (isVehicleBoat and 'Motor: ' or 'Motor: ') .. engineHealth .. '%',
description = 'Zustand des Motors',
icon = 'fas fa-cog',
disabled = true
},
{
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 (Boote haben oft keinen Kraftstoff-Wert)
-- 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, {
@ -407,14 +530,23 @@ RegisterNetEvent('vehicle:openSeatMenu', function(data)
end
end)
-- Cleanup
-- 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 (Optional)
-- Keybind für schnellen Zugriff
RegisterCommand('seats', function()
local playerPed = PlayerPedId()
local vehicle = GetVehiclePedIsIn(playerPed, false)
@ -422,7 +554,6 @@ RegisterCommand('seats', function()
if vehicle ~= 0 then
showSeatMenu(vehicle)
else
-- Suche nach nahegelegenem Fahrzeug
local coords = GetEntityCoords(playerPed)
local closestVehicle = GetClosestVehicle(coords.x, coords.y, coords.z, 5.0, 0, 71)
@ -434,5 +565,23 @@ RegisterCommand('seats', function()
end
end, false)
-- Keybind registrieren
-- 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')