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Nordi98 2025-08-06 16:37:06 +02:00
parent 510e3ffcf2
commit f43cf424cf
305 changed files with 34683 additions and 0 deletions

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--[[This module is incomplete]]--
local promises = {}
local activeDialogue = nil
local pendingCameraDestroy = false
Dialogue = {}
local cam = nil
local npc = nil
function Dialogue.Close(name)
-- Instead of destroying immediately, wait to see if new dialogue opens
pendingCameraDestroy = true
activeDialogue = nil
SetNuiFocus(false, false)
SendNUIMessage({
type = "close",
name = name
})
-- Wait brief moment to see if new dialogue opens
CreateThread(function()
Wait(50) -- Small delay to allow new dialogue to open
if pendingCameraDestroy and not activeDialogue then
-- No new dialogue opened, safe to destroy camera
RenderScriptCams(false, 1, 1000, 1, 0)
SetCamActive(cam, false)
DestroyCam(cam, false)
cam = nil
end
end)
promises[name] = nil
end
--- Open a dialogue with the player
---@param name string
---@param dialogue string
---@param options table example = {{ id = string, label = string}}
function Dialogue.Open( name, dialogue, characterOptions, dialogueOptions, onSelected)
assert(name, "Name is required")
assert(dialogue, "Dialogue is required")
assert(dialogueOptions, "Dialogue options are required")
assert(characterOptions, "CharacterOptions must be a number or table containing an entity")
local isCharacterATable = type(characterOptions) == "table"
local entity = isCharacterATable and characterOptions.entity or tonumber(characterOptions)
local offset = isCharacterATable and characterOptions.offset or vector3(0, 0, 0)
local rotationOffset = isCharacterATable and characterOptions.rotationOffset or vector3(0, 0, 0)
-- Cancel any pending camera destroy
pendingCameraDestroy = false
activeDialogue = name
-- camera magic!
if entity then
Wait(500)
local endLocation = GetOffsetFromEntityInWorldCoords(entity, offset.x, offset.y + 2.0, offset.z + 0.5)
local pedHeading = GetEntityHeading(entity)
-- Get position in front of ped based on their heading
if not cam then cam = CreateCam("DEFAULT_SCRIPTED_CAMERA", 1) end
local camAngle = (pedHeading + 180.0) % 360.0
SetCamRot(cam, rotationOffset.x, rotationOffset.y, camAngle + rotationOffset.z, 2)
SetCamCoord(cam, endLocation.x, endLocation.y, endLocation.z)
RenderScriptCams(true, true, 1000, true, false)
SetCamActive(cam, true)
end
SendNUIMessage({
type = "open",
text = dialogue,
name = name,
options = dialogueOptions
})
SetNuiFocus(true, true)
local prom = promise.new()
local wrappedFunction = function(selected)
SetNuiFocus(false, false)
Dialogue.Close(name)
if onSelected then onSelected(selected) end
prom:resolve(selected)
end
promises[name] = wrappedFunction
return Citizen.Await(prom)
end
RegisterNuiCallback("dialogue:SelectOption", function(data)
local promis = promises[data.name]
if not promis then return end
promis(data.id)
end)
-- Debug command
if BridgeSharedConfig.DebugLevel >= 1 then
-- RegisterCommand("dialogue", function()
-- local pos = GetOffsetFromEntityInWorldCoords(PlayerPedId(), 0, 2.0, 0)
-- local timeout = 500
-- local model = `a_f_y_hipster_01`
-- RequestModel(model)
-- while not HasModelLoaded(model) do
-- Wait(0)
-- timeout = timeout - 1
-- if timeout == 0 then
-- print("Failed to load model")
-- return
-- end
-- end
-- local ped = CreatePed(0, model, pos.x, pos.y, pos.z, 0.0, false, false)
-- local characterData = {
-- entity = ped,
-- offset = vector3(0, 0, 0),
-- rotationOffset = vector3(0, 0, 0)
-- }
-- Wait(750)
-- Dialogue.Open("Akmed", "Hello how are you doing my friend?", characterData, {
-- {
-- label = "Trade with me",
-- id = 'something',
-- },
-- {
-- label = "Goodbye",
-- id = 'someotherthing',
-- },
-- },
-- function(selectedId)
-- if selectedId == 'something' then
-- Dialogue.Open( "Akmed" , "Thank you for wanting to purchase me lucky charms", characterData, {
-- {
-- label = "Fuck off",
-- id = 'something',
-- },
-- {
-- label = "Goodbye",
-- id = 'someotherthing',
-- },
-- },
-- function(selectedId)
-- DeleteEntity(ped)
-- if selectedId == "something" then
-- print("You hate lucky charms")
-- else
-- print("Thanks for keeping it civil")
-- end
-- end)
-- else
-- DeleteEntity(ped)
-- end
-- end)
-- end)
end
return Dialogue