489 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			489 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
--[[
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    https://github.com/overextended/ox_lib
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    This file is licensed under LGPL-3.0 or higher <https://www.gnu.org/licenses/lgpl-3.0.en.html>
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    Copyright © 2025 Linden <https://github.com/thelindat>
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]]
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local glm = require 'glm'
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---@class ZoneProperties
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---@field debug? boolean
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---@field debugColour? vector4
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---@field onEnter fun(self: CZone)?
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---@field onExit fun(self: CZone)?
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---@field inside fun(self: CZone)?
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---@field [string] any
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---@class CZone : PolyZone, BoxZone, SphereZone
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---@field id number
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---@field __type 'poly' | 'sphere' | 'box'
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---@field remove fun(self: self)
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---@field setDebug fun(self: CZone, enable?: boolean, colour?: vector)
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---@field contains fun(self: CZone, coords?: vector3, updateDistance?: boolean): boolean
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---@type table<number, CZone>
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local Zones = {}
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_ENV.Zones = Zones
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local function nextFreePoint(points, b, len)
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    for i = 1, len do
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        local n = (i + b) % len
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        n = n ~= 0 and n or len
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        if points[n] then
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            return n
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        end
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    end
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end
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local function unableToSplit(polygon)
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    print('The following polygon is malformed and has failed to be split into triangles for debug')
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    for k, v in pairs(polygon) do
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        print(k, v)
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    end
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end
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local function getTriangles(polygon)
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    local triangles = {}
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    if polygon:isConvex() then
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        for i = 2, #polygon - 1 do
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            triangles[#triangles + 1] = mat(polygon[1], polygon[i], polygon[i + 1])
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        end
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        return triangles
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    end
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    if not polygon:isSimple() then
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        unableToSplit(polygon)
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        return triangles
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    end
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    local points = {}
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    local polygonN = #polygon
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    for i = 1, polygonN do
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        points[i] = polygon[i]
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    end
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    local a, b, c = 1, 2, 3
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    local zValue = polygon[1].z
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    local count = 0
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    while polygonN - #triangles > 2 do
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        local a2d = polygon[a].xy
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        local c2d = polygon[c].xy
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        if polygon:containsSegment(vec3(glm.segment2d.getPoint(a2d, c2d, 0.01), zValue), vec3(glm.segment2d.getPoint(a2d, c2d, 0.99), zValue)) then
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            triangles[#triangles + 1] = mat(polygon[a], polygon[b], polygon[c])
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            points[b] = false
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            b = c
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            c = nextFreePoint(points, b, polygonN)
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        else
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            a = b
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            b = c
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            c = nextFreePoint(points, b, polygonN)
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        end
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        count += 1
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        if count > polygonN and #triangles == 0 then
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            unableToSplit(polygon)
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            return triangles
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        end
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        Wait(0)
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    end
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    return triangles
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end
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local insideZones = lib.context == 'client' and {} --[[@as table<number, CZone>]]
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local exitingZones = lib.context == 'client' and lib.array:new() --[[@as Array<CZone>]]
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local enteringZones = lib.context == 'client' and lib.array:new() --[[@as Array<CZone>]]
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local nearbyZones = lib.array:new() --[[@as Array<CZone>]]
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local glm_polygon_contains = glm.polygon.contains
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local tick
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---@param zone CZone
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local function removeZone(zone)
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    Zones[zone.id] = nil
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    lib.grid.removeEntry(zone)
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    if lib.context == 'server' then return end
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    insideZones[zone.id] = nil
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    table.remove(exitingZones, exitingZones:indexOf(zone))
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    table.remove(enteringZones, enteringZones:indexOf(zone))
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end
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CreateThread(function()
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    if lib.context == 'server' then return end
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    while true do
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        local coords = GetEntityCoords(cache.ped)
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        local zones = lib.grid.getNearbyEntries(coords, function(entry) return entry.remove == removeZone end) --[[@as Array<CZone>]]
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        local cellX, cellY = lib.grid.getCellPosition(coords)
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        cache.coords = coords
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        if cellX ~= cache.lastCellX or cellY ~= cache.lastCellY then
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            for i = 1, #nearbyZones do
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                local zone = nearbyZones[i]
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                if zone.insideZone then
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                    local contains = zone:contains(coords, true)
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                    if not contains then
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                        zone.insideZone = false
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                        insideZones[zone.id] = nil
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                        if zone.onExit then
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                            exitingZones:push(zone)
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                        end
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                    end
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                end
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            end
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            cache.lastCellX = cellX
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            cache.lastCellY = cellY
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        end
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        nearbyZones = zones
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        for i = 1, #zones do
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            local zone = zones[i]
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            local contains = zone:contains(coords, true)
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            if contains then
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                if not zone.insideZone then
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                    zone.insideZone = true
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                    if zone.onEnter then
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                        enteringZones:push(zone)
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                    end
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                    if zone.inside or zone.debug then
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                        insideZones[zone.id] = zone
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                    end
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                end
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            else
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                if zone.insideZone then
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                    zone.insideZone = false
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                    insideZones[zone.id] = nil
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                    if zone.onExit then
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                        exitingZones:push(zone)
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                    end
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                end
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                if zone.debug then
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                    insideZones[zone.id] = zone
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                end
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            end
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        end
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        local exitingSize = #exitingZones
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        local enteringSize = #enteringZones
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        if exitingSize > 0 then
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            table.sort(exitingZones, function(a, b)
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                return a.distance < b.distance
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            end)
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            for i = exitingSize, 1, -1 do
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                exitingZones[i]:onExit()
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            end
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            table.wipe(exitingZones)
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        end
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        if enteringSize > 0 then
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            table.sort(enteringZones, function(a, b)
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                return a.distance < b.distance
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            end)
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            for i = 1, enteringSize do
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                enteringZones[i]:onEnter()
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            end
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            table.wipe(enteringZones)
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        end
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        if not tick then
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            if next(insideZones) then
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                tick = SetInterval(function()
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                    for _, zone in pairs(insideZones) do
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                        if zone.debug then
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                            zone:debug()
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                            if zone.inside and zone.insideZone then
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                                zone:inside()
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                            end
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                        else
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                            zone:inside()
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                        end
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                    end
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                end)
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            end
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        elseif not next(insideZones) then
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            tick = ClearInterval(tick)
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        end
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        Wait(300)
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    end
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end)
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local DrawLine = DrawLine
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local DrawPoly = DrawPoly
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local function debugPoly(self)
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    for i = 1, #self.triangles do
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        local triangle = self.triangles[i]
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        DrawPoly(triangle[1].x, triangle[1].y, triangle[1].z, triangle[2].x, triangle[2].y, triangle[2].z, triangle[3].x, triangle[3].y, triangle[3].z,
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            self.debugColour.r, self.debugColour.g, self.debugColour.b, self.debugColour.a)
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        DrawPoly(triangle[2].x, triangle[2].y, triangle[2].z, triangle[1].x, triangle[1].y, triangle[1].z, triangle[3].x, triangle[3].y, triangle[3].z,
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            self.debugColour.r, self.debugColour.g, self.debugColour.b, self.debugColour.a)
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    end
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    for i = 1, #self.polygon do
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        local thickness = vec(0, 0, self.thickness / 2)
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        local a = self.polygon[i] + thickness
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        local b = self.polygon[i] - thickness
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        local c = (self.polygon[i + 1] or self.polygon[1]) + thickness
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        local d = (self.polygon[i + 1] or self.polygon[1]) - thickness
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        DrawLine(a.x, a.y, a.z, b.x, b.y, b.z, self.debugColour.r, self.debugColour.g, self.debugColour.b, 225)
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        DrawLine(a.x, a.y, a.z, c.x, c.y, c.z, self.debugColour.r, self.debugColour.g, self.debugColour.b, 225)
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        DrawLine(b.x, b.y, b.z, d.x, d.y, d.z, self.debugColour.r, self.debugColour.g, self.debugColour.b, 225)
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        DrawPoly(a.x, a.y, a.z, b.x, b.y, b.z, c.x, c.y, c.z, self.debugColour.r, self.debugColour.g, self.debugColour.b, self.debugColour.a)
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        DrawPoly(c.x, c.y, c.z, b.x, b.y, b.z, a.x, a.y, a.z, self.debugColour.r, self.debugColour.g, self.debugColour.b, self.debugColour.a)
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        DrawPoly(b.x, b.y, b.z, c.x, c.y, c.z, d.x, d.y, d.z, self.debugColour.r, self.debugColour.g, self.debugColour.b, self.debugColour.a)
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        DrawPoly(d.x, d.y, d.z, c.x, c.y, c.z, b.x, b.y, b.z, self.debugColour.r, self.debugColour.g, self.debugColour.b, self.debugColour.a)
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    end
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end
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local function debugSphere(self)
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    DrawMarker(28, self.coords.x, self.coords.y, self.coords.z, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, self.radius, self.radius, self.radius, self.debugColour.r,
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        ---@diagnostic disable-next-line: param-type-mismatch
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        self.debugColour.g, self.debugColour.b, self.debugColour.a, false, false, 0, false, false, false, false)
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end
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local function contains(self, coords, updateDistance)
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    if updateDistance then self.distance = #(self.coords - coords) end
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    return glm_polygon_contains(self.polygon, coords, self.thickness / 4)
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end
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local function insideSphere(self, coords, updateDistance)
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    local distance = #(self.coords - coords)
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    if updateDistance then self.distance = distance end
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    return distance < self.radius
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end
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local function convertToVector(coords)
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    local _type = type(coords)
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    if _type ~= 'vector3' then
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        if _type == 'table' or _type == 'vector4' then
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            return vec3(coords[1] or coords.x, coords[2] or coords.y, coords[3] or coords.z)
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        end
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        error(("expected type 'vector3' or 'table' (received %s)"):format(_type))
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    end
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    return coords
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end
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local function setDebug(self, bool, colour)
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    if not bool and insideZones[self.id] then
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        insideZones[self.id] = nil
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    end
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    self.debugColour = bool and
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        {
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            r = glm.tointeger(colour?.r or self.debugColour?.r or 255),
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            g = glm.tointeger(colour?.g or self.debugColour?.g or 42),
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            b = glm.tointeger(colour?.b or
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                self.debugColour?.b or 24),
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            a = glm.tointeger(colour?.a or self.debugColour?.a or 100)
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        } or nil
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    if not bool and self.debug then
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        self.triangles = nil
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        self.debug = nil
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        return
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    end
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    if bool and self.debug and self.debug ~= true then return end
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    self.triangles = self.__type == 'poly' and getTriangles(self.polygon) or
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        self.__type == 'box' and { mat(self.polygon[1], self.polygon[2], self.polygon[3]), mat(self.polygon[1], self.polygon[3], self.polygon[4]) } or nil
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    self.debug = self.__type == 'sphere' and debugSphere or debugPoly or nil
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end
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---@param data ZoneProperties
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---@return CZone
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local function setZone(data)
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    ---@cast data CZone
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    data.remove = removeZone
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    data.contains = data.contains or contains
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    if lib.context == 'client' then
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        data.setDebug = setDebug
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        if data.debug then
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            data.debug = nil
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            data:setDebug(true, data.debugColour)
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        end
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    else
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        data.debug = nil
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    end
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    Zones[data.id] = data
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    lib.grid.addEntry(data)
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    return data
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end
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lib.zones = {}
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---@class PolyZone : ZoneProperties
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---@field points vector3[]
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---@field thickness? number
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---@param data PolyZone
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---@return CZone
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function lib.zones.poly(data)
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    data.id = #Zones + 1
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    data.thickness = data.thickness or 4
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    local pointN = #data.points
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    local points = table.create(pointN, 0)
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    for i = 1, pointN do
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        points[i] = convertToVector(data.points[i])
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    end
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    data.polygon = glm.polygon.new(points)
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    if not data.polygon:isPlanar() then
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        local zCoords = {}
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        for i = 1, pointN do
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            local zCoord = points[i].z
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            if zCoords[zCoord] then
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                zCoords[zCoord] += 1
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            else
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                zCoords[zCoord] = 1
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            end
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        end
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        local coordsArray = {}
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        for coord, count in pairs(zCoords) do
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            coordsArray[#coordsArray + 1] = {
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                coord = coord,
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                count = count
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            }
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        end
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        table.sort(coordsArray, function(a, b)
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            return a.count > b.count
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        end)
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        local zCoord = coordsArray[1].coord
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        local averageTo = 1
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        for i = 1, #coordsArray do
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            if coordsArray[i].count < coordsArray[1].count then
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                averageTo = i - 1
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                break
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            end
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        end
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        if averageTo > 1 then
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            for i = 2, averageTo do
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                zCoord += coordsArray[i].coord
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            end
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            zCoord /= averageTo
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        end
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        for i = 1, pointN do
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            ---@diagnostic disable-next-line: param-type-mismatch
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            points[i] = vec3(data.points[i].xy, zCoord)
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        end
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        data.polygon = glm.polygon.new(points)
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    end
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    data.coords = data.polygon:centroid()
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    data.__type = 'poly'
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    data.radius = lib.array.reduce(data.polygon, function(acc, point)
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        local distance = #(point - data.coords)
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        return distance > acc and distance or acc
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    end, 0)
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    return setZone(data)
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end
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---@class BoxZone : ZoneProperties
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---@field coords vector3
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---@field size? vector3
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---@field rotation? number | vector3 | vector4 | matrix
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---@param data BoxZone
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---@return CZone
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function lib.zones.box(data)
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    data.id = #Zones + 1
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    data.coords = convertToVector(data.coords)
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						|
    data.size = data.size and convertToVector(data.size) / 2 or vec3(2)
 | 
						|
    data.thickness = data.size.z * 2
 | 
						|
    data.rotation = quat(data.rotation or 0, vec3(0, 0, 1))
 | 
						|
    data.__type = 'box'
 | 
						|
    data.width = data.size.x * 2
 | 
						|
    data.length = data.size.y * 2
 | 
						|
    data.polygon = (data.rotation * glm.polygon.new({
 | 
						|
        vec3(data.size.x, data.size.y, 0),
 | 
						|
        vec3(-data.size.x, data.size.y, 0),
 | 
						|
        vec3(-data.size.x, -data.size.y, 0),
 | 
						|
        vec3(data.size.x, -data.size.y, 0),
 | 
						|
    }) + data.coords)
 | 
						|
 | 
						|
    return setZone(data)
 | 
						|
end
 | 
						|
 | 
						|
---@class SphereZone : ZoneProperties
 | 
						|
---@field coords vector3
 | 
						|
---@field radius? number
 | 
						|
 | 
						|
---@param data SphereZone
 | 
						|
---@return CZone
 | 
						|
function lib.zones.sphere(data)
 | 
						|
    data.id = #Zones + 1
 | 
						|
    data.coords = convertToVector(data.coords)
 | 
						|
    data.radius = (data.radius or 2) + 0.0
 | 
						|
    data.__type = 'sphere'
 | 
						|
    data.contains = insideSphere
 | 
						|
 | 
						|
    return setZone(data)
 | 
						|
end
 | 
						|
 | 
						|
function lib.zones.getAllZones() return Zones end
 | 
						|
 | 
						|
function lib.zones.getCurrentZones() return insideZones end
 | 
						|
 | 
						|
function lib.zones.getNearbyZones() return nearbyZones end
 | 
						|
 | 
						|
return lib.zones
 |