277 lines
		
	
	
	
		
			9.2 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			277 lines
		
	
	
	
		
			9.2 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
| -- client.lua
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| local QBCore = exports['qb-core']:GetCoreObject()
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| local activeZones = {}
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| local spawnedProps = {}
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| local processedVehicles = {}
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| local menu = false
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| 
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| -- Debug Funktion
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| function DebugPrint(text)
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|     if Config.Debug then
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|         print('[Traffic Control] ' .. tostring(text))
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|     end
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| end
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| 
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| -- Hotkey Registration
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| RegisterKeyMapping('trafficmenu', 'Öffne Verkehrssteuerung', 'keyboard', Config.Hotkey)
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| 
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| RegisterCommand('trafficmenu', function()
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|     local job = QBCore.Functions.GetPlayerData().job
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|     if Config.AllowedJobs[job.name] then
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|         ToggleMenu()
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|     end
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| end)
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| 
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| function ToggleMenu()
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|     if menu then
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|         CloseMenu()
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|     else
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|         OpenMenu()
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|     end
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| end
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| 
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| function OpenMenu()
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|     if menu then return end
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|     
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|     local job = QBCore.Functions.GetPlayerData().job
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|     if not Config.AllowedJobs[job.name] then 
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|         DebugPrint('Keine Berechtigung für Job: ' .. job.name)
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|         return 
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|     end
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| 
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|     menu = true
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|     SendNUIMessage({
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|         action = "open",
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|         items = Config.Items
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|     })
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|     SetNuiFocus(true, true)
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|     DebugPrint('Menü geöffnet')
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| end
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| 
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| function CloseMenu()
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|     menu = false
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|     SetNuiFocus(false, false)
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|     SendNUIMessage({
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|         action = "close"
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|     })
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|     DebugPrint('Menü geschlossen')
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| end
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| 
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| RegisterNUICallback('closeMenu', function(data, cb)
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|     CloseMenu()
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|     cb('ok')
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| end)
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| 
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| RegisterNUICallback('setPoint', function(data, cb)
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|     local coords = GetEntityCoords(PlayerPedId())
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|     local radius = tonumber(data.radius) or 30.0
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|     
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|     local zone = {
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|         coords = coords,
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|         radius = radius
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|     }
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|     
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|     table.insert(activeZones, zone)
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|     spawnBarrier(coords, data.item)
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|     
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|     CloseMenu()
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|     DebugPrint('Punkt gesetzt bei ' .. vec3(coords.x, coords.y, coords.z))
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|     cb('ok')
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| end)
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| 
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| function spawnBarrier(coords, itemModel)
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|     DebugPrint('Versuche Barriere zu spawnen: ' .. itemModel)
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|     local prop = CreateObject(GetHashKey(itemModel), coords.x, coords.y, coords.z - 1.0, true, false, false)
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|     if prop and DoesEntityExist(prop) then
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|         PlaceObjectOnGroundProperly(prop)
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|         FreezeEntityPosition(prop, true)
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|         table.insert(spawnedProps, prop)
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|         DebugPrint('Barriere erfolgreich gespawnt')
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|     else
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|         DebugPrint('Fehler beim Spawnen der Barriere')
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|     end
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| end
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| 
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| -- NPC Steuerung
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| Citizen.CreateThread(function()
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|     while true do
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|         Citizen.Wait(100)
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| 
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|         if #activeZones == 0 then 
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|             Citizen.Wait(1000)
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|             goto continue 
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|         end
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| 
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|         for _, zone in pairs(activeZones) do
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|             local vehicles = GetGamePool('CVehicle')
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|             
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|             for _, vehicle in pairs(vehicles) do
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|                 if DoesEntityExist(vehicle) then
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|                     local vehicleCoords = GetEntityCoords(vehicle)
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|                     local distance = #(vehicleCoords - zone.coords)
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|                     local detectionRange = zone.radius + 30.0 -- Erkennung 30 Meter vor der Zone
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| 
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|                     if distance <= detectionRange and not processedVehicles[vehicle] then
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|                         local driver = GetPedInVehicleSeat(vehicle, -1)
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|                         
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|                         if DoesEntityExist(driver) and not IsPedAPlayer(driver) then
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|                             processedVehicles[vehicle] = true
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|                             
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|                             -- Bremse das Fahrzeug
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|                             SetVehicleForwardSpeed(vehicle, 0.0)
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|                             TaskVehicleTempAction(driver, vehicle, 27, 1000) -- Bremsaktion
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|                             
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|                             -- Warte kurz
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|                             Citizen.Wait(1000)
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|                             
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|                             -- Hole aktuelle Position und Heading
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|                             local currentHeading = GetEntityHeading(vehicle)
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|                             
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|                             -- Drehe um 180 Grad
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|                             local newHeading = currentHeading + 180.0
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|                             if newHeading > 360.0 then 
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|                                 newHeading = newHeading - 360.0 
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|                             end
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|                             
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|                             -- Führe die Drehung aus
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|                             TaskVehicleTempAction(driver, vehicle, 6, 2000) -- Drehe nach links
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|                             
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|                             -- Warte auf Drehung
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|                             Citizen.Wait(2000)
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|                             
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|                             -- Fahre weg
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|                             local escapePoint = vector3(
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|                                 vehicleCoords.x - (math.cos(math.rad(currentHeading)) * 100.0),
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|                                 vehicleCoords.y - (math.sin(math.rad(currentHeading)) * 100.0),
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|                                 vehicleCoords.z
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|                             )
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|                             
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|                             TaskVehicleDriveToCoordLongrange(
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|                                 driver,
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|                                 vehicle,
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|                                 escapePoint.x,
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|                                 escapePoint.y,
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|                                 escapePoint.z,
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|                                 20.0,    -- Geschwindigkeit
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|                                 786603,  -- Driving Style
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|                                 20.0     -- Stopping Range
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|                             )
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|                             
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|                             -- Lösche Fahrzeug nach Entfernung
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|                             Citizen.SetTimeout(8000, function()
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|                                 if DoesEntityExist(vehicle) then
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|                                     local newDist = #(GetEntityCoords(vehicle) - zone.coords)
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|                                     if newDist > detectionRange * 2 then
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|                                         DeleteEntity(vehicle)
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|                                         processedVehicles[vehicle] = nil
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|                                     end
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|                                 end
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|                             end)
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|                         end
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|                     end
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|                 end
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|             end
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|         end
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|         
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|         ::continue::
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|     end
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| end)
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| 
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| -- Cleanup Thread für processedVehicles
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| Citizen.CreateThread(function()
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|     while true do
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|         Citizen.Wait(30000)
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|         for vehicle, _ in pairs(processedVehicles) do
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|             if not DoesEntityExist(vehicle) then
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|                 processedVehicles[vehicle] = nil
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|             end
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|         end
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|     end
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| end)
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| 
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| 
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| -- Zusätzlicher Thread für Fußgänger
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| Citizen.CreateThread(function()
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|     while true do
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|         Citizen.Wait(500)
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| 
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|         if #activeZones == 0 then 
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|             Citizen.Wait(1000)
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|             goto continue 
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|         end
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| 
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|         for _, zone in pairs(activeZones) do
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|             local peds = GetGamePool('CPed')
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|             
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|             for _, ped in pairs(peds) do
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|                 if DoesEntityExist(ped) and not IsPedAPlayer(ped) and not IsPedInAnyVehicle(ped, false) then
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|                     local pedCoords = GetEntityCoords(ped)
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|                     local distance = #(pedCoords - zone.coords)
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| 
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|                     if distance <= (zone.radius + 10.0) then
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|                         -- Berechne Fluchtrichtung
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|                         local awayVector = vector3(
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|                             pedCoords.x - zone.coords.x,
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|                             pedCoords.y - zone.coords.y,
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|                             0.0
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|                         )
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|                         local escapePoint = vector3(
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|                             pedCoords.x + (awayVector.x * 2),
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|                             pedCoords.y + (awayVector.y * 2),
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|                             pedCoords.z
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|                         )
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| 
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|                         -- Lasse Ped weglaufen
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|                         ClearPedTasks(ped)
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|                         TaskGoStraightToCoord(ped, escapePoint.x, escapePoint.y, escapePoint.z, 2.0, -1, 0.0, 0.0)
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|                         
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|                         -- Lösche Ped nach einer Weile
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|                         Citizen.SetTimeout(8000, function()
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|                             if DoesEntityExist(ped) then
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|                                 DeleteEntity(ped)
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|                             end
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|                         end)
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|                     end
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|                 end
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|             end
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|         end
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| 
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|         ::continue::
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|     end
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| end)
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| 
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| -- Cleanup Thread
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| Citizen.CreateThread(function()
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|     while true do
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|         Citizen.Wait(30000)
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|         for vehicle, _ in pairs(processedVehicles) do
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|             if not DoesEntityExist(vehicle) then
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|                 processedVehicles[vehicle] = nil
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|             end
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|         end
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|     end
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| end)
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| 
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| -- Cleanup Command und Event
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| RegisterCommand('trafficclean', function()
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|     local job = QBCore.Functions.GetPlayerData().job
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|     if Config.AllowedJobs[job.name] then
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|         TriggerEvent('traffic:cleanup')
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|         QBCore.Functions.Notify('Verkehrssteuerung zurückgesetzt', 'success')
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|     end
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| end)
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| 
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| RegisterNetEvent('traffic:cleanup')
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| AddEventHandler('traffic:cleanup', function()
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|     for _, prop in pairs(spawnedProps) do
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|         if DoesEntityExist(prop) then
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|             DeleteEntity(prop)
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|         end
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|     end
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|     spawnedProps = {}
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|     activeZones = {}
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|     processedVehicles = {}
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|     DebugPrint('Aufräumen abgeschlossen')
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| end)
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| 
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| 
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