1578 lines
		
	
	
	
		
			59 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			1578 lines
		
	
	
	
		
			59 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
| local QBCore = exports['qb-core']:GetCoreObject()
 | |
| local currentTaxi = nil
 | |
| local currentDriver = nil
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| local taxiBlip = nil
 | |
| local mapBlip = nil
 | |
| local destinationBlip = nil
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| local taxiMeter = {
 | |
|     isRunning = false,
 | |
|     startCoords = nil,
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|     currentFare = 0,
 | |
|     pricePerKm = 0
 | |
| }
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| 
 | |
| print("^2[TAXI DEBUG]^7 Main script loaded")
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| 
 | |
| -- Taxi rufen Command
 | |
| RegisterCommand('taxi', function()
 | |
|     print("^2[TAXI DEBUG]^7 Taxi command executed")
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|     
 | |
|     if currentTaxi and DoesEntityExist(currentTaxi) then
 | |
|         print("^1[TAXI DEBUG]^7 Taxi already exists")
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|         lib.notify({
 | |
|             title = 'Taxi Service',
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|             description = 'Du hast bereits ein Taxi gerufen',
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|             type = 'error'
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|         })
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|         return
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|     end
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|     
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|     CallTaxi()
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| end)
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| 
 | |
| function CallTaxi()
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|     print("^2[TAXI DEBUG]^7 CallTaxi function started")
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|     
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|     lib.notify({
 | |
|         title = 'Taxi Service',
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|         description = 'Taxi wird gerufen...',
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|         type = 'info'
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|     })
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|     
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|     CreateThread(function()
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|         local playerPed = PlayerPedId()
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|         local playerCoords = GetEntityCoords(playerPed)
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|         
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|         print("^2[TAXI DEBUG]^7 Player coords: " .. tostring(playerCoords))
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|         
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|         -- Verbesserte Spawn-Position für Taxi finden
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|         local spawnCoords = GetImprovedTaxiSpawnPosition(playerCoords)
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|         if not spawnCoords then
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|             print("^1[TAXI DEBUG]^7 No spawn position found")
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|             lib.notify({
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|                 title = 'Taxi Service',
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|                 description = 'Kein geeigneter Spawn-Punkt gefunden',
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|                 type = 'error'
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|             })
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|             return
 | |
|         end
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|         
 | |
|         print("^2[TAXI DEBUG]^7 Spawn coords found: " .. tostring(spawnCoords.x) .. ", " .. tostring(spawnCoords.y) .. ", " .. tostring(spawnCoords.z))
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|         
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|         -- Taxi spawnen
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|         local taxi = SpawnTaxi(spawnCoords)
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|         if not taxi then
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|             print("^1[TAXI DEBUG]^7 Failed to spawn taxi")
 | |
|             lib.notify({
 | |
|                 title = 'Taxi Service',
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|                 description = 'Taxi konnte nicht gespawnt werden',
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|                 type = 'error'
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|             })
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|             return
 | |
|         end
 | |
|         
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|         print("^2[TAXI DEBUG]^7 Taxi spawned: " .. taxi)
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|         currentTaxi = taxi
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|         
 | |
|         -- Fahrer spawnen
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|         local driver = SpawnTaxiDriver(taxi)
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|         if driver then
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|             currentDriver = driver
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|             print("^2[TAXI DEBUG]^7 Driver spawned: " .. driver)
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|             
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|             -- Verbesserte Navigation zum Spieler
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|             NavigateToPlayer(driver, taxi, playerCoords)
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|             
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|             -- Blip für Taxi erstellen (Entity-Blip)
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|             CreateTaxiBlips(taxi)
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|             
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|             -- Überwachung der Ankunft
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|             MonitorTaxiArrival(taxi, driver, playerCoords)
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|             
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|             lib.notify({
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|                 title = 'Taxi Service',
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|                 description = 'Taxi ist unterwegs zu dir! Verfolge es auf der Karte.',
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|                 type = 'success'
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|             })
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|         else
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|             print("^1[TAXI DEBUG]^7 Failed to spawn driver")
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|             lib.notify({
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|                 title = 'Taxi Service',
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|                 description = 'Taxi ohne Fahrer gespawnt - Du kannst es selbst fahren',
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|                 type = 'warning'
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|             })
 | |
|         end
 | |
|     end)
 | |
| end
 | |
| 
 | |
| function GetImprovedTaxiSpawnPosition(playerCoords)
 | |
|     print("^2[TAXI DEBUG]^7 Finding improved spawn position...")
 | |
|     
 | |
|     -- Minimale und maximale Entfernung zum Spieler
 | |
|     local minAcceptableDistance = 50.0  -- Mindestens 50 Meter entfernt
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|     local maxAcceptableDistance = 150.0 -- Maximal 150 Meter entfernt
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|     local bestPosition = nil
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|     local bestDistance = 999999.0
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|     
 | |
|     -- Versuche zuerst einen Straßenknotenpunkt zu finden
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|     local roadPosition = nil
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|     local foundNode = false
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|     local nodePos = vector3(0.0, 0.0, 0.0)
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|     
 | |
|     -- Versuche einen Straßenknotenpunkt in optimaler Entfernung zu finden
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|     -- Suche in einem größeren Radius, um mehr Optionen zu haben
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|     foundNode, nodePos = GetClosestVehicleNode(playerCoords.x, playerCoords.y, playerCoords.z, 1, 3.0, 0)
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|     
 | |
|     if foundNode then
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|         local nodeDistance = #(playerCoords - nodePos)
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|         if nodeDistance >= minAcceptableDistance and nodeDistance <= maxAcceptableDistance then
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|             roadPosition = nodePos
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|             print("^2[TAXI DEBUG]^7 Found road node for spawn at distance: " .. nodeDistance)
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|             return {x = roadPosition.x, y = roadPosition.y, z = roadPosition.z, w = 0.0}
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|         else
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|             -- Speichern für später, falls wir nichts Besseres finden
 | |
|             if nodeDistance < bestDistance and nodeDistance >= minAcceptableDistance then
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|                 bestDistance = nodeDistance
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|                 bestPosition = {x = nodePos.x, y = nodePos.y, z = nodePos.z, w = 0.0}
 | |
|             end
 | |
|         end
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|     end
 | |
|     
 | |
|     -- Versuche mehrere Knotenpunkte in verschiedenen Richtungen zu finden
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|     for i = 1, 8 do
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|         local angle = (i - 1) * 45.0 -- 8 Richtungen (0, 45, 90, 135, 180, 225, 270, 315 Grad)
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|         local searchDistance = (minAcceptableDistance + maxAcceptableDistance) / 2
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|         local searchX = playerCoords.x + math.cos(math.rad(angle)) * searchDistance
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|         local searchY = playerCoords.y + math.sin(math.rad(angle)) * searchDistance
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|         
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|         foundNode, nodePos = GetClosestVehicleNodeWithHeading(searchX, searchY, playerCoords.z, 1, 3.0, 0)
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|         
 | |
|         if foundNode then
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|             local nodeDistance = #(playerCoords - nodePos)
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|             if nodeDistance >= minAcceptableDistance and nodeDistance <= maxAcceptableDistance then
 | |
|                 print("^2[TAXI DEBUG]^7 Found directional node for spawn at distance: " .. nodeDistance .. " in direction " .. angle)
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|                 return {x = nodePos.x, y = nodePos.y, z = nodePos.z, w = 0.0}
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|             else
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|                 -- Speichern für später, falls wir nichts Besseres finden
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|                 if nodeDistance < bestDistance and nodeDistance >= minAcceptableDistance then
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|                     bestDistance = nodeDistance
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|                     bestPosition = {x = nodePos.x, y = nodePos.y, z = nodePos.z, w = 0.0}
 | |
|                 end
 | |
|             end
 | |
|         end
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|     end
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|     
 | |
|     -- Versuche einen weiteren Knotenpunkt mit größerem Radius
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|     foundNode, nodePos = GetClosestMajorVehicleNode(playerCoords.x, playerCoords.y, playerCoords.z, 100.0, 0)
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|     
 | |
|     if foundNode then
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|         local nodeDistance = #(playerCoords - nodePos)
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|         if nodeDistance >= minAcceptableDistance and nodeDistance <= maxAcceptableDistance then
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|             roadPosition = nodePos
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|             print("^2[TAXI DEBUG]^7 Found major road node for spawn at distance: " .. nodeDistance)
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|             return {x = roadPosition.x, y = roadPosition.y, z = roadPosition.z, w = 0.0}
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|         else
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|             -- Speichern für später, falls wir nichts Besseres finden
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|             if nodeDistance < bestDistance and nodeDistance >= minAcceptableDistance then
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|                 bestDistance = nodeDistance
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|                 bestPosition = {x = nodePos.x, y = nodePos.y, z = nodePos.z, w = 0.0}
 | |
|             end
 | |
|         end
 | |
|     end
 | |
|     
 | |
|     -- Fallback auf Config-Positionen
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|     if Config.MobileTaxiSpawns and #Config.MobileTaxiSpawns > 0 then
 | |
|         -- Alle Spawn-Positionen nach Entfernung sortieren
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|         local sortedSpawns = {}
 | |
|         for i, spawnPos in ipairs(Config.MobileTaxiSpawns) do
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|             local distance = #(playerCoords - vector3(spawnPos.x, spawnPos.y, spawnPos.z))
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|             if distance >= minAcceptableDistance then
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|                 table.insert(sortedSpawns, {
 | |
|                     coords = spawnPos,
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|                     distance = distance
 | |
|                 })
 | |
|             end
 | |
|         end
 | |
|         
 | |
|         -- Nach Entfernung sortieren (nächste zuerst, aber mindestens minAcceptableDistance entfernt)
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|         table.sort(sortedSpawns, function(a, b)
 | |
|             return a.distance < b.distance
 | |
|         end)
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|         
 | |
|         -- Prüfen ob die nächsten Positionen frei und nah genug sind
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|         for i, spawn in ipairs(sortedSpawns) do
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|             local spawnCoords = spawn.coords
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|             
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|             -- Wenn Position zu weit weg ist, überspringen
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|             if spawn.distance > maxAcceptableDistance then
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|                 -- Speichern für später, falls wir nichts Besseres finden
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|                 if spawn.distance < bestDistance then
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|                     bestDistance = spawn.distance
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|                     bestPosition = spawnCoords
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|                 end
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|                 goto continue
 | |
|             end
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|             
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|             -- Prüfen ob Position frei ist
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|             local clearArea = true
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|             local vehicles = GetGamePool('CVehicle')
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|             
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|             -- Prüfen ob andere Fahrzeuge in der Nähe sind
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|             for _, vehicle in ipairs(vehicles) do
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|                 local vehCoords = GetEntityCoords(vehicle)
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|                 if #(vector3(spawnCoords.x, spawnCoords.y, spawnCoords.z) - vehCoords) < 5.0 then
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|                     clearArea = false
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|                     break
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|                 end
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|             end
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|             
 | |
|             -- Wenn Position frei ist, verwenden
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|             if clearArea then
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|                 print("^2[TAXI DEBUG]^7 Using spawn position from config: " .. tostring(spawnCoords.x) .. ", " .. tostring(spawnCoords.y) .. ", " .. tostring(spawnCoords.z) .. " (Distance: " .. spawn.distance .. "m)")
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|                 return spawnCoords
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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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|     
 | |
|     -- Wenn wir hier sind, haben wir keine ideale Position gefunden
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|     -- Wenn wir eine "beste" Position haben, die den Mindestabstand einhält, verwenden wir diese
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|     if bestPosition and bestDistance >= minAcceptableDistance then
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|         print("^3[TAXI DEBUG]^7 Using best available position at " .. bestDistance .. "m")
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|         return bestPosition
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|     end
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|     
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|     -- Wenn alles fehlschlägt: Generiere eine zufällige Position in der Nähe des Spielers
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|     print("^3[TAXI DEBUG]^7 Generating random position between " .. minAcceptableDistance .. "m and " .. maxAcceptableDistance .. "m of player")
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|     
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|     -- Versuche bis zu 15 Mal, eine gültige Position zu finden
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|     for attempt = 1, 15 do
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|         -- Zufällige Position im Umkreis, aber mindestens minAcceptableDistance entfernt
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|         local angle = math.random() * 2 * math.pi
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|         local distance = math.random(minAcceptableDistance, maxAcceptableDistance)
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|         local x = playerCoords.x + math.cos(angle) * distance
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|         local y = playerCoords.y + math.sin(angle) * distance
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|         local z = playerCoords.z
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|         
 | |
|         -- Versuche eine gültige Z-Koordinate zu bekommen
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|         local success, groundZ = GetGroundZFor_3dCoord(x, y, z, true)
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|         if success then
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|             -- Prüfe ob die Position auf einer Straße ist
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|             local isOnRoad = IsPointOnRoad(x, y, groundZ)
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|             
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|             if isOnRoad then
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|                 print("^2[TAXI DEBUG]^7 Found random position on road at distance: " .. distance)
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|                 return {x = x, y = y, z = groundZ, w = 0.0}
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|             end
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|         end
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|     end
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|     
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|     -- Absolute Notfall-Fallback: Einfach irgendwo in der Nähe, aber mindestens minAcceptableDistance entfernt
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|     local angle = math.random() * 2 * math.pi
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|     local distance = math.random(minAcceptableDistance, maxAcceptableDistance)
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|     local x = playerCoords.x + math.cos(angle) * distance
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|     local y = playerCoords.y + math.sin(angle) * distance
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|     local z = playerCoords.z
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|     
 | |
|     -- Versuche eine gültige Z-Koordinate zu bekommen
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|     local success, groundZ = GetGroundZFor_3dCoord(x, y, z, true)
 | |
|     if success then
 | |
|         z = groundZ
 | |
|     end
 | |
|     
 | |
|     print("^3[TAXI DEBUG]^7 Using emergency random spawn position at distance: " .. distance)
 | |
|     return {x = x, y = y, z = z, w = 0.0}
 | |
| end
 | |
| 
 | |
| 
 | |
| function SpawnTaxi(coords)
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|     print("^2[TAXI DEBUG]^7 Spawning taxi at: " .. tostring(coords.x) .. ", " .. tostring(coords.y) .. ", " .. tostring(coords.z))
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|     
 | |
|     -- Sicherstellen dass wir ein gültiges Taxi-Model haben
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|     local taxiModel = nil
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|     if Config.TaxiVehicles and #Config.TaxiVehicles > 0 then
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|         -- Zufälliges Taxi-Model aus Config wählen
 | |
|         local randomIndex = math.random(1, #Config.TaxiVehicles)
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|         taxiModel = GetHashKey(Config.TaxiVehicles[randomIndex].model)
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|     else
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|         taxiModel = GetHashKey("taxi") -- Fallback
 | |
|     end
 | |
|     
 | |
|     print("^2[TAXI DEBUG]^7 Taxi model hash: " .. taxiModel)
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|     
 | |
|     -- Model laden mit Timeout
 | |
|     RequestModel(taxiModel)
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|     local modelLoaded = false
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|     local timeout = GetGameTimer() + 10000
 | |
|     
 | |
|     while not modelLoaded and GetGameTimer() < timeout do
 | |
|         modelLoaded = HasModelLoaded(taxiModel)
 | |
|         if not modelLoaded then
 | |
|             print("^3[TAXI DEBUG]^7 Waiting for taxi model to load...")
 | |
|             Wait(100)
 | |
|         end
 | |
|     end
 | |
|     
 | |
|     if not modelLoaded then
 | |
|         print("^1[TAXI DEBUG]^7 Failed to load taxi model! Trying default model.")
 | |
|         SetModelAsNoLongerNeeded(taxiModel)
 | |
|         
 | |
|         -- Versuche Standard-Taxi als Fallback
 | |
|         taxiModel = GetHashKey("taxi")
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|         RequestModel(taxiModel)
 | |
|         
 | |
|         timeout = GetGameTimer() + 5000
 | |
|         while not HasModelLoaded(taxiModel) and GetGameTimer() < timeout do
 | |
|             Wait(100)
 | |
|         end
 | |
|         
 | |
|         if not HasModelLoaded(taxiModel) then
 | |
|             print("^1[TAXI DEBUG]^7 Failed to load default taxi model!")
 | |
|             return nil
 | |
|         end
 | |
|     end
 | |
|     
 | |
|     -- Fahrzeug erstellen
 | |
|     local taxi = CreateVehicle(taxiModel, coords.x, coords.y, coords.z, coords.w or 0.0, true, false)
 | |
|     
 | |
|     if not DoesEntityExist(taxi) then
 | |
|         print("^1[TAXI DEBUG]^7 Failed to create taxi vehicle!")
 | |
|         return nil
 | |
|     end
 | |
|     
 | |
|     print("^2[TAXI DEBUG]^7 Taxi created successfully: " .. taxi)
 | |
|     
 | |
|     -- Fahrzeug konfigurieren
 | |
|     SetEntityAsMissionEntity(taxi, true, true)
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|     SetVehicleOnGroundProperly(taxi)
 | |
|     SetVehicleEngineOn(taxi, true, true, false)
 | |
|     SetVehicleDoorsLocked(taxi, 2) -- Locked initially
 | |
|     
 | |
|     -- Verbesserte Persistenz
 | |
|     SetEntityInvincible(taxi, true)
 | |
|     SetVehicleCanBeVisiblyDamaged(taxi, false)
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|     SetEntityProofs(taxi, true, true, true, true, true, true, true, true)
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|     SetVehicleExplodesOnHighExplosionDamage(taxi, false)
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|     SetVehicleHasBeenOwnedByPlayer(taxi, true)
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|     SetVehicleIsConsideredByPlayer(taxi, true)
 | |
|     
 | |
|     -- Taxi-Livery setzen falls verfügbar
 | |
|     local liveryCount = GetVehicleLiveryCount(taxi)
 | |
|     if liveryCount > 0 then
 | |
|         SetVehicleLivery(taxi, 0) -- Erste Livery verwenden
 | |
|         print("^2[TAXI DEBUG]^7 Taxi livery set")
 | |
|     end
 | |
|     
 | |
|     -- Fahrzeug-Extras aktivieren falls vorhanden
 | |
|     for i = 1, 14 do
 | |
|         if DoesExtraExist(taxi, i) then
 | |
|             SetVehicleExtra(taxi, i, false) -- Extra aktivieren
 | |
|         end
 | |
|     end
 | |
|     
 | |
|     -- Fahrzeug-Farbe setzen (Gelb für Taxis)
 | |
|     SetVehicleColours(taxi, 88, 88) -- Taxi Yellow
 | |
|     
 | |
|     SetModelAsNoLongerNeeded(taxiModel)
 | |
|     return taxi
 | |
| end
 | |
| 
 | |
| -- Fortgeschrittenes Taxi-Fahrer-Verhaltenssystem
 | |
| function InitializeTaxiDriverAI(driver, vehicle)
 | |
|     if not driver or not DoesEntityExist(driver) then return end
 | |
|     
 | |
|     print("^2[TAXI DEBUG]^7 Initializing advanced taxi driver AI")
 | |
|     
 | |
|     -- Fahrer-Persönlichkeit und Fähigkeiten zufällig festlegen
 | |
|     local driverData = {
 | |
|         personality = {
 | |
|             patience = math.random(7, 10) / 10,           -- 0.7-1.0: Wie geduldig ist der Fahrer
 | |
|             caution = math.random(6, 10) / 10,            -- 0.6-1.0: Wie vorsichtig fährt er
 | |
|             speedPreference = math.random(15, 25),        -- 15-25: Bevorzugte Geschwindigkeit
 | |
|             trafficRuleCompliance = math.random(8, 10)/10 -- 0.8-1.0: Wie genau hält er Verkehrsregeln ein
 | |
|         },
 | |
|         state = {
 | |
|             stuckCounter = 0,
 | |
|             lastStuckRecovery = 0,
 | |
|             lastRouteRecalculation = 0,
 | |
|             currentBehavior = "normal", -- normal, cautious, stuck, recovery
 | |
|             lastSpeedCheck = 0,
 | |
|             speedHistory = {},
 | |
|             lastPositions = {},
 | |
|             trafficLightWaitStart = 0,
 | |
|             isWaitingAtTrafficLight = false
 | |
|         },
 | |
|         settings = {
 | |
|             maxStuckCounter = math.random(15, 25),        -- Wie lange warten bis Befreiungsversuch
 | |
|             stuckThreshold = 0.5,                         -- Bewegungsschwelle für Steckenbleiben
 | |
|             checkInterval = 2000,                         -- Überprüfungsintervall in ms
 | |
|             positionHistorySize = 5,                      -- Anzahl der zu speichernden Positionen
 | |
|             minRecoveryInterval = 25000,                  -- Min. Zeit zwischen Befreiungsversuchen
 | |
|             minRouteRecalcInterval = 30000,               -- Min. Zeit zwischen Routenneuberechnungen
 | |
|             trafficLightMaxWait = 45000                   -- Max. Wartezeit an Ampeln
 | |
|         }
 | |
|     }
 | |
|     
 | |
|     -- Fahrer-Verhalten basierend auf Persönlichkeit einstellen
 | |
|     SetDriverAbility(driver, driverData.personality.caution)
 | |
|     SetDriverAggressiveness(driver, 1.0 - driverData.personality.caution)
 | |
|     
 | |
|     -- Fahrer-Daten im Entity speichern
 | |
|     Entity(vehicle).state.driverData = driverData
 | |
|     
 | |
|     -- Fahrer-Verhalten-Thread starten
 | |
|     CreateThread(function()
 | |
|         local lastPos = GetEntityCoords(vehicle)
 | |
|         local lastCheck = GetGameTimer()
 | |
|         
 | |
|         while DoesEntityExist(vehicle) and DoesEntityExist(driver) do
 | |
|             Wait(driverData.settings.checkInterval)
 | |
|             
 | |
|             local currentTime = GetGameTimer()
 | |
|             local timeDelta = currentTime - lastCheck
 | |
|             lastCheck = currentTime
 | |
|             
 | |
|             -- Aktuelle Position und Geschwindigkeit
 | |
|             local currentPos = GetEntityCoords(vehicle)
 | |
|             local speed = GetEntitySpeed(vehicle)
 | |
|             local distanceMoved = #(lastPos - currentPos)
 | |
|             
 | |
|             -- Position für Historie speichern
 | |
|             table.insert(driverData.state.lastPositions, 1, currentPos)
 | |
|             if #driverData.state.lastPositions > driverData.settings.positionHistorySize then
 | |
|                 table.remove(driverData.state.lastPositions)
 | |
|             end
 | |
|             
 | |
|             -- Geschwindigkeit für Historie speichern
 | |
|             table.insert(driverData.state.speedHistory, 1, speed)
 | |
|             if #driverData.state.speedHistory > 5 then
 | |
|                 table.remove(driverData.state.speedHistory)
 | |
|             end
 | |
|             
 | |
|             -- Durchschnittsgeschwindigkeit berechnen
 | |
|             local avgSpeed = 0
 | |
|             for _, s in ipairs(driverData.state.speedHistory) do
 | |
|                 avgSpeed = avgSpeed + s
 | |
|             end
 | |
|             avgSpeed = avgSpeed / #driverData.state.speedHistory
 | |
|             
 | |
|             -- Ampel-Erkennung
 | |
|             local isAtTrafficLight = IsVehicleStoppedAtTrafficLights(vehicle)
 | |
|             
 | |
|             -- Ampel-Wartezustand aktualisieren
 | |
|             if isAtTrafficLight and not driverData.state.isWaitingAtTrafficLight then
 | |
|                 -- Gerade an Ampel angekommen
 | |
|                 driverData.state.isWaitingAtTrafficLight = true
 | |
|                 driverData.state.trafficLightWaitStart = currentTime
 | |
|                 print("^3[TAXI DEBUG]^7 Taxi waiting at traffic light")
 | |
|             elseif isAtTrafficLight and driverData.state.isWaitingAtTrafficLight then
 | |
|                 -- Immer noch an Ampel
 | |
|                 local waitTime = currentTime - driverData.state.trafficLightWaitStart
 | |
|                 
 | |
|                 -- Wenn zu lange an Ampel, versuche weiterzufahren (Ampel könnte hängen)
 | |
|                 if waitTime > driverData.settings.trafficLightMaxWait then
 | |
|                     print("^3[TAXI DEBUG]^7 Taxi waited too long at traffic light, trying to continue")
 | |
|                     -- Kurz vorwärts fahren um Ampel zu überwinden
 | |
|                     TaskVehicleTempAction(driver, vehicle, 1, 2000) -- Forward
 | |
|                     Wait(2000)
 | |
|                     -- Dann normale Fahrt fortsetzen
 | |
|                     TaxiDriverContinueRoute(driver, vehicle)
 | |
|                     driverData.state.isWaitingAtTrafficLight = false
 | |
|                 end
 | |
|             elseif not isAtTrafficLight and driverData.state.isWaitingAtTrafficLight then
 | |
|                 -- Ampel verlassen
 | |
|                 driverData.state.isWaitingAtTrafficLight = false
 | |
|                 print("^2[TAXI DEBUG]^7 Taxi continued after traffic light")
 | |
|             end
 | |
|             
 | |
|             -- Steckenbleiben-Erkennung (nicht an Ampel und kaum Bewegung)
 | |
|             if not isAtTrafficLight and distanceMoved < driverData.settings.stuckThreshold and speed < 0.5 then
 | |
|                 driverData.state.stuckCounter = driverData.state.stuckCounter + 1
 | |
|                 
 | |
|                 -- Nur alle 5 Zähler-Erhöhungen loggen
 | |
|                 if driverData.state.stuckCounter % 5 == 0 then
 | |
|                     print("^3[TAXI DEBUG]^7 Taxi might be stuck: " .. driverData.state.stuckCounter .. "/" .. driverData.settings.maxStuckCounter)
 | |
|                 end
 | |
|                 
 | |
|                 -- Wenn lange genug steckengeblieben und genug Zeit seit letztem Versuch
 | |
|                 if driverData.state.stuckCounter >= driverData.settings.maxStuckCounter and 
 | |
|                    (currentTime - driverData.state.lastStuckRecovery) > driverData.settings.minRecoveryInterval then
 | |
|                     
 | |
|                     print("^1[TAXI DEBUG]^7 Taxi is stuck, attempting intelligent recovery")
 | |
|                     driverData.state.lastStuckRecovery = currentTime
 | |
|                     driverData.state.currentBehavior = "recovery"
 | |
|                     
 | |
|                     -- Intelligente Befreiung basierend auf Umgebung
 | |
|                     TaxiDriverIntelligentRecovery(driver, vehicle)
 | |
|                     
 | |
|                     -- Steckenbleiben-Zähler teilweise zurücksetzen
 | |
|                     driverData.state.stuckCounter = math.floor(driverData.settings.maxStuckCounter * 0.4)
 | |
|                 end
 | |
|             else
 | |
|                 -- Wenn sich das Fahrzeug bewegt oder an einer Ampel steht
 | |
|                 if isAtTrafficLight then
 | |
|                     -- An Ampel: Zähler langsamer reduzieren
 | |
|                     driverData.state.stuckCounter = math.max(0, driverData.state.stuckCounter - 0.2)
 | |
|                 else
 | |
|                     -- In Bewegung: Zähler reduzieren
 | |
|                     driverData.state.stuckCounter = math.max(0, driverData.state.stuckCounter - 1)
 | |
|                     
 | |
|                     -- Wenn Fahrzeug sich bewegt, aber sehr langsam über längere Zeit
 | |
|                     if avgSpeed < 2.0 and driverData.state.stuckCounter > driverData.settings.maxStuckCounter * 0.5 and
 | |
|                        (currentTime - driverData.state.lastRouteRecalculation) > driverData.settings.minRouteRecalcInterval then
 | |
|                         
 | |
|                         print("^3[TAXI DEBUG]^7 Taxi moving too slow, recalculating route")
 | |
|                         driverData.state.lastRouteRecalculation = currentTime
 | |
|                         
 | |
|                         -- Route neu berechnen
 | |
|                         TaxiDriverRecalculateRoute(driver, vehicle)
 | |
|                     end
 | |
|                 end
 | |
|             end
 | |
|             
 | |
|             -- Verhalten basierend auf Umgebung anpassen
 | |
|             TaxiDriverAdaptBehavior(driver, vehicle, driverData)
 | |
|             
 | |
|             lastPos = currentPos
 | |
|         end
 | |
|     end)
 | |
|     
 | |
|     return driverData
 | |
| end
 | |
| 
 | |
| -- Intelligente Befreiung bei Steckenbleiben
 | |
| function TaxiDriverIntelligentRecovery(driver, vehicle)
 | |
|     if not DoesEntityExist(vehicle) or not DoesEntityExist(driver) then return end
 | |
|     
 | |
|     -- Aktuelle Position und Umgebung analysieren
 | |
|     local vehicleCoords = GetEntityCoords(vehicle)
 | |
|     local vehicleHeading = GetEntityHeading(vehicle)
 | |
|     local vehicleForwardVector = GetEntityForwardVector(vehicle)
 | |
|     
 | |
|     -- Prüfen ob Hindernisse vorne, hinten, links, rechts
 | |
|     local forwardClear = not IsPositionOccupied(
 | |
|         vehicleCoords.x + vehicleForwardVector.x * 4.0,
 | |
|         vehicleCoords.y + vehicleForwardVector.y * 4.0,
 | |
|         vehicleCoords.z,
 | |
|         1.0, false, true, false, false, false, 0, false
 | |
|     )
 | |
|     
 | |
|     local backwardClear = not IsPositionOccupied(
 | |
|         vehicleCoords.x - vehicleForwardVector.x * 4.0,
 | |
|         vehicleCoords.y - vehicleForwardVector.y * 4.0,
 | |
|         vehicleCoords.z,
 | |
|         1.0, false, true, false, false, false, 0, false
 | |
|     )
 | |
|     
 | |
|     -- Befreiungsstrategie basierend auf Umgebung
 | |
|     ClearPedTasks(driver)
 | |
|     
 | |
|     if backwardClear then
 | |
|         -- Rückwärts fahren wenn hinten frei
 | |
|         print("^3[TAXI DEBUG]^7 Recovery: Backing up")
 | |
|         TaskVehicleTempAction(driver, vehicle, 8, 2000) -- Reverse
 | |
|         Wait(2000)
 | |
|         
 | |
|         if forwardClear then
 | |
|             -- Wenn vorne auch frei, einfach weiterfahren
 | |
|             print("^3[TAXI DEBUG]^7 Recovery: Path clear, continuing")
 | |
|             TaxiDriverContinueRoute(driver, vehicle)
 | |
|         else
 | |
|             -- Sonst versuchen zu wenden
 | |
|             print("^3[TAXI DEBUG]^7 Recovery: Turning around")
 | |
|             TaskVehicleTempAction(driver, vehicle, 7, 2000) -- Turn left
 | |
|             Wait(1000)
 | |
|             TaskVehicleTempAction(driver, vehicle, 8, 1000) -- Reverse
 | |
|             Wait(1000)
 | |
|             TaskVehicleTempAction(driver, vehicle, 6, 2000) -- Turn right
 | |
|             Wait(1000)
 | |
|             TaxiDriverContinueRoute(driver, vehicle)
 | |
|         end
 | |
|     elseif forwardClear then
 | |
|         -- Wenn nur vorne frei, vorwärts fahren
 | |
|         print("^3[TAXI DEBUG]^7 Recovery: Moving forward")
 | |
|         TaskVehicleTempAction(driver, vehicle, 1, 2000) -- Forward
 | |
|         Wait(2000)
 | |
|         TaxiDriverContinueRoute(driver, vehicle)
 | |
|     else
 | |
|         -- Wenn komplett eingeklemmt, versuche zu rütteln
 | |
|         print("^3[TAXI DEBUG]^7 Recovery: Trying to wiggle free")
 | |
|         TaskVehicleTempAction(driver, vehicle, 7, 1000) -- Turn left
 | |
|         Wait(1000)
 | |
|         TaskVehicleTempAction(driver, vehicle, 8, 800) -- Reverse
 | |
|         Wait(800)
 | |
|         TaskVehicleTempAction(driver, vehicle, 6, 1000) -- Turn right
 | |
|         Wait(1000)
 | |
|         TaskVehicleTempAction(driver, vehicle, 1, 800) -- Forward
 | |
|         Wait(800)
 | |
|         TaxiDriverContinueRoute(driver, vehicle)
 | |
|     end
 | |
| end
 | |
| 
 | |
| -- Route neu berechnen
 | |
| function TaxiDriverRecalculateRoute(driver, vehicle)
 | |
|     if not DoesEntityExist(vehicle) or not DoesEntityExist(driver) then return end
 | |
|     
 | |
|     -- Aktuelle Zielposition aus dem Fahrzeug-State ermitteln
 | |
|     local destination = Entity(vehicle).state.currentDestination
 | |
|     
 | |
|     if destination then
 | |
|         -- Versuche einen alternativen Weg zu finden
 | |
|         print("^3[TAXI DEBUG]^7 Recalculating route to destination")
 | |
|         
 | |
|         -- Kurz anhalten
 | |
|         TaskVehicleTempAction(driver, vehicle, 27, 1000) -- Stop
 | |
|         Wait(1000)
 | |
|         
 | |
|         -- Neue Route mit leicht geändertem Fahrstil
 | |
|         local drivingStyle = 786603 -- Normal/Vorsichtig
 | |
|         TaskVehicleDriveToCoordLongrange(driver, vehicle, destination.x, destination.y, destination.z, 20.0, drivingStyle, 10.0)
 | |
|     else
 | |
|         -- Wenn kein Ziel bekannt, einfach weiterfahren
 | |
|         TaxiDriverContinueRoute(driver, vehicle)
 | |
|     end
 | |
| end
 | |
| 
 | |
| -- Normale Fahrt fortsetzen
 | |
| function TaxiDriverContinueRoute(driver, vehicle)
 | |
|     if not DoesEntityExist(vehicle) or not DoesEntityExist(driver) then return end
 | |
|     
 | |
|     -- Ziel aus dem Fahrzeug-State holen
 | |
|     local destination = Entity(vehicle).state.currentDestination
 | |
|     
 | |
|     if destination then
 | |
|         -- Zum Ziel fahren mit angepasster Fahrweise
 | |
|         local drivingStyle = 786603 -- Normal/Vorsichtig
 | |
|         TaskVehicleDriveToCoordLongrange(driver, vehicle, destination.x, destination.y, destination.z, 20.0, drivingStyle, 10.0)
 | |
|     else
 | |
|         -- Wenn kein Ziel bekannt, einfach geradeaus fahren
 | |
|         TaskVehicleDriveWander(driver, vehicle, 15.0, 786603)
 | |
|     end
 | |
| end
 | |
| 
 | |
| -- Fahrverhalten an Umgebung anpassen
 | |
| function TaxiDriverAdaptBehavior(driver, vehicle, driverData)
 | |
|     if not DoesEntityExist(vehicle) or not DoesEntityExist(driver) then return end
 | |
|     
 | |
|     -- Aktuelle Geschwindigkeit und Position
 | |
|     local speed = GetEntitySpeed(vehicle)
 | |
|     local vehicleCoords = GetEntityCoords(vehicle)
 | |
|     
 | |
|     -- Verkehrsdichte in der Umgebung prüfen
 | |
|     local vehiclesNearby = 0
 | |
|     local vehicles = GetGamePool('CVehicle')
 | |
|     for _, otherVehicle in ipairs(vehicles) do
 | |
|         if otherVehicle ~= vehicle then
 | |
|             local otherCoords = GetEntityCoords(otherVehicle)
 | |
|             local distance = #(vehicleCoords - otherCoords)
 | |
|             if distance < 15.0 then
 | |
|                 vehiclesNearby = vehiclesNearby + 1
 | |
|             end
 | |
|         end
 | |
|     end
 | |
|     
 | |
|     -- Verhalten basierend auf Verkehrsdichte anpassen
 | |
|     local targetSpeed = driverData.personality.speedPreference
 | |
|     
 | |
|     if vehiclesNearby > 5 then
 | |
|         -- Viel Verkehr: langsamer und vorsichtiger
 | |
|         targetSpeed = targetSpeed * 0.7
 | |
|         SetDriverAggressiveness(driver, 0.0)
 | |
|     elseif vehiclesNearby > 2 then
 | |
|         -- Moderater Verkehr: etwas langsamer
 | |
|         targetSpeed = targetSpeed * 0.85
 | |
|         SetDriverAggressiveness(driver, 0.1)
 | |
|     else
 | |
|         -- Wenig Verkehr: normale Geschwindigkeit
 | |
|         SetDriverAggressiveness(driver, 0.2)
 | |
|     end
 | |
|     
 | |
|     -- Geschwindigkeit anpassen wenn nötig
 | |
|     if math.abs(speed - targetSpeed) > 5.0 then
 | |
|         if speed < targetSpeed then
 | |
|             -- Beschleunigen
 | |
|             TaskVehicleTempAction(driver, vehicle, 23, 500) -- Gentle forward
 | |
|         else
 | |
|             -- Abbremsen
 | |
|             TaskVehicleTempAction(driver, vehicle, 24, 500) -- Gentle brake
 | |
|         end
 | |
|         
 | |
|         -- Nach der Anpassung normale Fahrt fortsetzen
 | |
|         Wait(500)
 | |
|         TaxiDriverContinueRoute(driver, vehicle)
 | |
|     end
 | |
| end
 | |
| 
 | |
| -- Hilfsfunktion zur Normalisierung eines Vektors
 | |
| function norm(vector)
 | |
|     local length = math.sqrt(vector.x * vector.x + vector.y * vector.y + vector.z * vector.z)
 | |
|     if length == 0 then
 | |
|         return vector3(0.0, 0.0, 0.0)
 | |
|     end
 | |
|     return vector3(vector.x / length, vector.y / length, vector.z / length)
 | |
| end
 | |
| 
 | |
| function SpawnTaxiDriver(vehicle)
 | |
|     print("^2[TAXI DEBUG]^7 Spawning taxi driver...")
 | |
|     
 | |
|     -- Bessere Fahrer-Models mit Fallbacks
 | |
|     local driverModels = {
 | |
|         "A_C_Chimp", -- Taxi Driver (erste Wahl)
 | |
|         "a_m_y_business_01",   -- Business Male
 | |
|         "a_m_m_business_01",   -- Business Male 2
 | |
|         "mp_m_freemode_01",    -- Male Freemode
 | |
|         "a_m_y_downtown_01",   -- Downtown Male
 | |
|         "a_m_m_farmer_01",     -- Farmer
 | |
|         "a_m_y_hipster_01",    -- Hipster
 | |
|         "a_m_y_beach_01"       -- Beach Guy
 | |
|     }
 | |
|     
 | |
|     local driver = nil
 | |
|     local driverHash = nil
 | |
|     
 | |
|     -- Versuche verschiedene Models
 | |
|     for i, modelName in ipairs(driverModels) do
 | |
|         print("^2[TAXI DEBUG]^7 Trying driver model " .. i .. ": " .. modelName)
 | |
|         driverHash = GetHashKey(modelName)
 | |
|         
 | |
|         -- Model laden
 | |
|         RequestModel(driverHash)
 | |
|         local timeout = GetGameTimer() + 8000 -- Längere Wartezeit
 | |
|         local attempts = 0
 | |
|         
 | |
|         while not HasModelLoaded(driverHash) and GetGameTimer() < timeout do
 | |
|             attempts = attempts + 1
 | |
|             if attempts % 10 == 0 then -- Alle 1 Sekunde loggen
 | |
|                 print("^3[TAXI DEBUG]^7 Still waiting for model " .. modelName .. " (attempt " .. attempts .. ")")
 | |
|             end
 | |
|             Wait(100)
 | |
|         end
 | |
|         
 | |
|         if HasModelLoaded(driverHash) then
 | |
|             print("^2[TAXI DEBUG]^7 Model " .. modelName .. " loaded successfully after " .. attempts .. " attempts")
 | |
|             
 | |
|             -- Fahrer erstellen
 | |
|             driver = CreatePedInsideVehicle(vehicle, 26, driverHash, -1, true, false)
 | |
|             
 | |
|             if DoesEntityExist(driver) then
 | |
|                 print("^2[TAXI DEBUG]^7 Driver created successfully with model: " .. modelName .. " (ID: " .. driver .. ")")
 | |
|                 break
 | |
|             else
 | |
|                 print("^1[TAXI DEBUG]^7 Failed to create driver with loaded model: " .. modelName)
 | |
|                 SetModelAsNoLongerNeeded(driverHash)
 | |
|             end
 | |
|         else
 | |
|             print("^1[TAXI DEBUG]^7 Failed to load driver model: " .. modelName)
 | |
|             SetModelAsNoLongerNeeded(driverHash)
 | |
|         end
 | |
|     end
 | |
|     
 | |
|     -- Wenn immer noch kein Fahrer erstellt wurde
 | |
|     if not driver or not DoesEntityExist(driver) then
 | |
|         print("^1[TAXI DEBUG]^7 Could not create any driver! Continuing without driver...")
 | |
|         return nil
 | |
|     end
 | |
|     
 | |
|     -- Fahrer konfigurieren
 | |
|     print("^2[TAXI DEBUG]^7 Configuring driver...")
 | |
|     
 | |
|     SetEntityAsMissionEntity(driver, true, true)
 | |
|     SetBlockingOfNonTemporaryEvents(driver, true)
 | |
|     SetPedFleeAttributes(driver, 0, 0)
 | |
|     SetPedCombatAttributes(driver, 17, 1)
 | |
|     SetPedSeeingRange(driver, 0.0)
 | |
|     SetPedHearingRange(driver, 0.0)
 | |
|     SetPedAlertness(driver, 0)
 | |
|     SetPedKeepTask(driver, true)
 | |
|     
 | |
|     -- Fortgeschrittene KI-ähnliche Fahrer-Logik initialisieren
 | |
|     local driverData = InitializeTaxiDriverAI(driver, vehicle)
 | |
| 
 | |
|     -- Zufälligen Fahrer-Namen generieren
 | |
|     local firstNames = {"Max", "Thomas", "Ali", "Mehmet", "Hans", "Peter", "Klaus", "Michael", "Stefan", "Frank"}
 | |
|     local lastNames = {"Müller", "Schmidt", "Schneider", "Fischer", "Weber", "Meyer", "Wagner", "Becker", "Schulz", "Hoffmann"}
 | |
|     local driverName = firstNames[math.random(#firstNames)] .. " " .. lastNames[math.random(#lastNames)]
 | |
| 
 | |
|     -- Fahrer-Name im Fahrzeug-State speichern
 | |
|     Entity(vehicle).state.driverName = driverName
 | |
|     
 | |
|     -- Fahrer-Outfit (nur wenn es ein anpassbarer Ped ist)
 | |
|     if driverHash == GetHashKey("mp_m_freemode_01") then
 | |
|         print("^2[TAXI DEBUG]^7 Setting driver outfit...")
 | |
|         
 | |
|         -- Basis-Outfit für Taxi-Fahrer
 | |
|         SetPedComponentVariation(driver, 0, 0, 0, 0)    -- Face
 | |
|         SetPedComponentVariation(driver, 2, 1, 0, 0)    -- Hair
 | |
|         SetPedComponentVariation(driver, 8, 15, 0, 0)   -- Undershirt
 | |
|         SetPedComponentVariation(driver, 11, 91, 0, 0)  -- Jacket
 | |
|         SetPedComponentVariation(driver, 4, 10, 0, 0)   -- Pants
 | |
|         SetPedComponentVariation(driver, 6, 10, 0, 0)   -- Shoes
 | |
|         SetPedComponentVariation(driver, 1, 0, 0, 0)    -- Mask
 | |
|         SetPedComponentVariation(driver, 3, 0, 0, 0)    -- Arms
 | |
|         SetPedComponentVariation(driver, 5, 0, 0, 0)    -- Bag
 | |
|         SetPedComponentVariation(driver, 7, 0, 0, 0)    -- Tie
 | |
|         SetPedComponentVariation(driver, 9, 0, 0, 0)    -- Body Armor
 | |
|         SetPedComponentVariation(driver, 10, 0, 0, 0)   -- Decals
 | |
|         
 | |
|         -- Zufällige Gesichtsmerkmale
 | |
|         SetPedHeadBlendData(driver, math.random(0, 20), math.random(0, 20), 0, math.random(0, 20), math.random(0, 20), 0, 0.5, 0.5, 0.0, false)
 | |
|     end
 | |
|     
 | |
|     -- Model nicht mehr benötigt
 | |
|     if driverHash then
 | |
|         SetModelAsNoLongerNeeded(driverHash)
 | |
|     end
 | |
|     
 | |
|     print("^2[TAXI DEBUG]^7 Driver spawn completed successfully")
 | |
|     return driver
 | |
| end
 | |
| 
 | |
| function CreateTaxiBlips(taxi)
 | |
|     -- Blip für Taxi erstellen (Entity-Blip)
 | |
|     taxiBlip = AddBlipForEntity(taxi)
 | |
|     SetBlipSprite(taxiBlip, 198)
 | |
|     SetBlipColour(taxiBlip, 5)
 | |
|     SetBlipScale(taxiBlip, 0.8)
 | |
|     SetBlipDisplay(taxiBlip, 2) -- Zeigt auf Minimap und großer Karte
 | |
|     SetBlipShowCone(taxiBlip, true) -- Zeigt Sichtkegel
 | |
|     SetBlipAsShortRange(taxiBlip, false) -- Immer sichtbar, egal wie weit entfernt
 | |
|     BeginTextCommandSetBlipName("STRING")
 | |
|     AddTextComponentString("Dein Taxi")
 | |
|     EndTextCommandSetBlipName(taxiBlip)
 | |
|     
 | |
|     -- Zusätzlicher Blip auf der Karte für bessere Sichtbarkeit
 | |
|     local taxiCoords = GetEntityCoords(taxi)
 | |
|     mapBlip = AddBlipForCoord(taxiCoords.x, taxiCoords.y, taxiCoords.z)
 | |
|     SetBlipSprite(mapBlip, 198)
 | |
|     SetBlipColour(mapBlip, 5)
 | |
|     SetBlipScale(mapBlip, 1.0)
 | |
|     SetBlipDisplay(mapBlip, 4) -- Nur auf großer Karte
 | |
|     BeginTextCommandSetBlipName("STRING")
 | |
|     AddTextComponentString("Dein Taxi")
 | |
|     EndTextCommandSetBlipName(mapBlip)
 | |
|     
 | |
|     -- Blip aktualisieren während Taxi unterwegs ist
 | |
|     CreateThread(function()
 | |
|         while DoesEntityExist(taxi) and mapBlip do
 | |
|             local taxiCoords = GetEntityCoords(taxi)
 | |
|             SetBlipCoords(mapBlip, taxiCoords.x, taxiCoords.y, taxiCoords.z)
 | |
|             Wait(1000)
 | |
|         end
 | |
|         
 | |
|         -- Blip entfernen wenn Thread beendet
 | |
|         if mapBlip then
 | |
|             RemoveBlip(mapBlip)
 | |
|             mapBlip = nil
 | |
|         end
 | |
|     end)
 | |
| end
 | |
| 
 | |
| function NavigateToPlayer(driver, taxi, playerCoords)
 | |
|     print("^2[TAXI DEBUG]^7 Navigating taxi to player...")
 | |
|     
 | |
|     -- Ziel im Fahrzeug-State speichern für die KI-Logik
 | |
|     Entity(taxi).state.currentDestination = playerCoords
 | |
|     
 | |
|     -- Versuche einen guten Wegpunkt in der Nähe des Spielers zu finden
 | |
|     local success, nodePos = GetClosestVehicleNodeWithHeading(playerCoords.x, playerCoords.y, playerCoords.z, 1, 3.0, 0)
 | |
|     
 | |
|     if success then
 | |
|         print("^2[TAXI DEBUG]^7 Found good vehicle node near player")
 | |
|         -- Zum Wegpunkt fahren
 | |
|         TaskVehicleDriveToCoordLongrange(driver, taxi, nodePos.x, nodePos.y, nodePos.z, 20.0, 786603, 10.0)
 | |
|     else
 | |
|         print("^3[TAXI DEBUG]^7 No good vehicle node found, driving directly to player")
 | |
|         -- Direkt zum Spieler fahren
 | |
|         TaskVehicleDriveToCoordLongrange(driver, taxi, playerCoords.x, playerCoords.y, playerCoords.z, 20.0, 786603, 10.0)
 | |
|     end
 | |
| end
 | |
| 
 | |
| function MonitorTaxiArrival(taxi, driver, playerCoords)
 | |
|     print("^2[TAXI DEBUG]^7 Monitoring taxi arrival...")
 | |
|     
 | |
|     local arrivalTimeout = GetGameTimer() + (120 * 1000) -- 2 minute timeout
 | |
|     
 | |
|     CreateThread(function()
 | |
|         while DoesEntityExist(taxi) and (not driver or DoesEntityExist(driver)) do
 | |
|             local taxiCoords = GetEntityCoords(taxi)
 | |
|             local currentPlayerCoords = GetEntityCoords(PlayerPedId())
 | |
|             local distance = #(currentPlayerCoords - taxiCoords)
 | |
|             
 | |
|             -- Check if taxi is close to player
 | |
|             if distance < 15.0 then
 | |
|                 print("^2[TAXI DEBUG]^7 Taxi arrived!")
 | |
|                 
 | |
|                 -- Taxi stoppen
 | |
|                 if driver and DoesEntityExist(driver) then
 | |
|                     TaskVehicleTempAction(driver, taxi, 27, 3000) -- Brake
 | |
|                     Wait(2000)
 | |
|                     SetVehicleDoorsLocked(taxi, 1) -- Unlock doors
 | |
|                 end
 | |
|                 
 | |
|                 lib.notify({
 | |
|                     title = 'Taxi Service',
 | |
|                     description = 'Dein Taxi ist angekommen! Steige ein.',
 | |
|                     type = 'success'
 | |
|                 })
 | |
|                 
 | |
|                 -- qb-target für Einsteigen hinzufügen
 | |
|                 exports['qb-target']:AddTargetEntity(taxi, {
 | |
|                     options = {
 | |
|                         {
 | |
|                             type = "client",
 | |
|                             event = "taxi:enterTaxi",
 | |
|                             icon = "fas fa-car-side",
 | |
|                             label = "Ins Taxi einsteigen"
 | |
|                         }
 | |
|                     },
 | |
|                     distance = 3.0
 | |
|                 })
 | |
|                 
 | |
|                 break
 | |
|             end
 | |
|             
 | |
|             -- Check for timeout
 | |
|             if GetGameTimer() > arrivalTimeout then
 | |
|                 print("^1[TAXI DEBUG]^7 Taxi arrival timed out!")
 | |
|                 lib.notify({
 | |
|                     title = 'Taxi Service',
 | |
|                     description = 'Dein Taxi steckt fest. Ein neues wird gerufen!',
 | |
|                     type = 'warning'
 | |
|                 })
 | |
|                 
 | |
|                 -- Despawn current taxi and call a new one
 | |
|                 DespawnTaxi()
 | |
|                 Wait(1000)
 | |
|                 CallTaxi()
 | |
|                 break
 | |
|             end
 | |
|             
 | |
|             Wait(2000)
 | |
|         end
 | |
|     end)
 | |
| end
 | |
| 
 | |
| -- Event für Einsteigen ins Taxi
 | |
| RegisterNetEvent('taxi:enterTaxi', function()
 | |
|     print("^2[TAXI DEBUG]^7 Player entering taxi")
 | |
|     
 | |
|     if not currentTaxi or not DoesEntityExist(currentTaxi) then
 | |
|         print("^1[TAXI DEBUG]^7 No taxi exists")
 | |
|         return
 | |
|     end
 | |
|     
 | |
|     local playerPed = PlayerPedId()
 | |
|     
 | |
|     -- Spieler hinten einsteigen lassen
 | |
|     local seatIndex = 1 -- Hinten links
 | |
|     if not IsVehicleSeatFree(currentTaxi, 1) then
 | |
|         seatIndex = 2 -- Hinten rechts
 | |
|     end
 | |
|     if not IsVehicleSeatFree(currentTaxi, seatIndex) then
 | |
|         seatIndex = 0 -- Beifahrer als Fallback
 | |
|     end
 | |
|     
 | |
|     TaskEnterVehicle(playerPed, currentTaxi, 10000, seatIndex, 1.0, 1, 0)
 | |
|     
 | |
|     -- Warten bis eingestiegen
 | |
|     CreateThread(function()
 | |
|         local timeout = GetGameTimer() + 10000
 | |
|         local entered = false
 | |
|         
 | |
|         while GetGameTimer() < timeout and not entered do
 | |
|             if IsPedInVehicle(playerPed, currentTaxi, false) then
 | |
|                 entered = true
 | |
|                 print("^2[TAXI DEBUG]^7 Player entered taxi successfully")
 | |
|                 
 | |
|                 -- qb-target entfernen
 | |
|                 exports['qb-target']:RemoveTargetEntity(currentTaxi)
 | |
|                 
 | |
|                 lib.notify({
 | |
|                     title = 'Taxi Service',
 | |
|                     description = 'Willkommen im Taxi! Wähle dein Ziel.',
 | |
|                     type = 'success'
 | |
|                 })
 | |
|                 
 | |
|                 -- Ziel-Menu öffnen
 | |
|                 Wait(1000)
 | |
|                 OpenDestinationMenu()
 | |
|             end
 | |
|             Wait(100)
 | |
|         end
 | |
|         
 | |
|         if not entered then
 | |
|             print("^1[TAXI DEBUG]^7 Player failed to enter taxi")
 | |
|             lib.notify({
 | |
|                 title = 'Taxi Service',
 | |
|                 description = 'Einsteigen fehlgeschlagen',
 | |
|                 type = 'error'
 | |
|             })
 | |
|         end
 | |
|     end)
 | |
| end)
 | |
| 
 | |
| function OpenDestinationMenu()
 | |
|     print("^2[TAXI DEBUG]^7 Opening destination menu")
 | |
|     
 | |
|     local options = {}
 | |
|     
 | |
|     -- Bekannte Ziele hinzufügen
 | |
|     for _, destination in pairs(Config.KnownDestinations) do
 | |
|         local distance = CalculateDistanceToCoords(destination.coords) / 1000 -- in km
 | |
|         local price = math.max(Config.MinFare, math.ceil(distance * Config.PricePerKm))
 | |
|         
 | |
|         table.insert(options, {
 | |
|             title = destination.name,
 | |
|             description = 'Preis: $' .. price .. ' | Entfernung: ' .. math.ceil(distance * 100) / 100 .. 'km',
 | |
|             icon = 'map-marker',
 | |
|             onSelect = function()
 | |
|                 StartTaxiRide(destination.coords, price)
 | |
|             end
 | |
|         })
 | |
|     end
 | |
|     
 | |
|     -- Waypoint Option
 | |
|     table.insert(options, {
 | |
|         title = 'Zu meinem Waypoint',
 | |
|         description = 'Fahre zu deinem gesetzten Waypoint',
 | |
|         icon = 'location-dot',
 | |
|         onSelect = function()
 | |
|             local waypoint = GetFirstBlipInfoId(8)
 | |
|             if DoesBlipExist(waypoint) then
 | |
|                 local coords = GetBlipInfoIdCoord(waypoint)
 | |
|                 local distance = CalculateDistanceToCoords(coords) / 1000
 | |
|                 local price = math.max(Config.MinFare, math.ceil(distance * Config.PricePerKm))
 | |
|                 StartTaxiRide(coords, price)
 | |
|             else
 | |
|                 lib.notify({
 | |
|                     title = 'Taxi Service',
 | |
|                     description = 'Du hast keinen Waypoint gesetzt',
 | |
|                     type = 'error'
 | |
|                 })
 | |
|                 OpenDestinationMenu()
 | |
|             end
 | |
|         end
 | |
|     })
 | |
|     
 | |
|     -- Selbst fahren Option (wenn kein Fahrer)
 | |
|     if not currentDriver or not DoesEntityExist(currentDriver) then
 | |
|         table.insert(options, {
 | |
|             title = '🚗 Selbst fahren',
 | |
|             description = 'Du fährst das Taxi selbst',
 | |
|             icon = 'car',
 | |
|             onSelect = function()
 | |
|                 SelfDriveTaxi()
 | |
|             end
 | |
|         })
 | |
|     end
 | |
|     
 | |
|     -- Aussteigen Option
 | |
|     table.insert(options, {
 | |
|         title = 'Aussteigen',
 | |
|         description = 'Das Taxi verlassen',
 | |
|         icon = 'door-open',
 | |
|         onSelect = function()
 | |
|             ExitTaxi()
 | |
|         end
 | |
|     })
 | |
| 
 | |
|     lib.registerContext({
 | |
|         id = 'taxi_destination_menu',
 | |
|         title = 'Taxi - Ziel wählen',
 | |
|         options = options
 | |
|     })
 | |
| 
 | |
|     lib.showContext('taxi_destination_menu')
 | |
| end
 | |
| 
 | |
| function StartTaxiRide(destination, price)
 | |
|     print("^2[TAXI DEBUG]^7 Starting taxi ride to: " .. tostring(destination.x) .. ", " .. tostring(destination.y) .. ", " .. tostring(destination.z))
 | |
|     
 | |
|     if not currentTaxi or not DoesEntityExist(currentTaxi) then
 | |
|         print("^1[TAXI DEBUG]^7 No taxi exists for ride")
 | |
|         return
 | |
|     end
 | |
|     
 | |
|     -- Wenn kein Fahrer, Spieler selbst fahren lassen
 | |
|     if not currentDriver or not DoesEntityExist(currentDriver) then
 | |
|         lib.notify({
 | |
|             title = 'Taxi Service',
 | |
|             description = 'Kein Fahrer verfügbar. Du musst selbst fahren!',
 | |
|             type = 'warning'
 | |
|         })
 | |
|         return
 | |
|     end
 | |
|     
 | |
|     lib.notify({
 | |
|         title = 'Taxi Service',
 | |
|         description = 'Fahrt gestartet - Preis: $' .. price,
 | |
|         type = 'success'
 | |
|     })
 | |
|     
 | |
|     -- Destination Blip erstellen
 | |
|     if destinationBlip then
 | |
|         RemoveBlip(destinationBlip)
 | |
|     end
 | |
|     
 | |
|     destinationBlip = AddBlipForCoord(destination.x, destination.y, destination.z)
 | |
|     SetBlipSprite(destinationBlip, 1)
 | |
|     SetBlipColour(destinationBlip, 2)
 | |
|     SetBlipScale(destinationBlip, 0.8)
 | |
|     SetBlipRoute(destinationBlip, true)
 | |
|     BeginTextCommandSetBlipName("STRING")
 | |
|     AddTextComponentString("Taxi Ziel")
 | |
|     EndTextCommandSetBlipName(destinationBlip)
 | |
|     
 | |
|     -- Taximeter starten
 | |
|     taxiMeter.isRunning = true
 | |
|     taxiMeter.startCoords = GetEntityCoords(currentTaxi)
 | |
|     taxiMeter.currentFare = 0
 | |
|     taxiMeter.pricePerKm = Config.PricePerKm
 | |
|     
 | |
|     -- Ziel im Fahrzeug-State speichern für die KI-Logik
 | |
|     Entity(currentTaxi).state.currentDestination = destination
 | |
| 
 | |
|     -- Zum Ziel fahren mit verbesserter Navigation
 | |
|     local drivingStyle = 786603 -- Normal/Vorsichtig
 | |
|     TaskVehicleDriveToCoordLongrange(currentDriver, currentTaxi, destination.x, destination.y, destination.z, 20.0, drivingStyle, 10.0)
 | |
| 
 | |
|     -- Fahrer-Dialog anzeigen
 | |
|     local driverName = Entity(currentTaxi).state.driverName or "Taxi-Fahrer"
 | |
|     local dialogOptions = {
 | |
|         "Ich bringe dich sicher ans Ziel.",
 | |
|         "Schönes Wetter heute, oder?",
 | |
|         "Ich kenne eine Abkürzung.",
 | |
|         "Bist du aus der Gegend?",
 | |
|         "Ich fahre schon seit 15 Jahren Taxi.",
 | |
|         "Entspann dich und genieße die Fahrt."
 | |
|     }
 | |
| 
 | |
|     -- Zufälligen Dialog auswählen und anzeigen
 | |
|     Wait(3000) -- Kurz warten bevor der Fahrer spricht
 | |
|     lib.notify({
 | |
|         title = driverName,
 | |
|         description = dialogOptions[math.random(#dialogOptions)],
 | |
|         type = 'info',
 | |
|         icon = 'comment',
 | |
|         position = 'top-center',
 | |
|         duration = 5000
 | |
|     })
 | |
|     
 | |
|     -- Fahrt überwachen
 | |
|     MonitorTaxiRide(destination, price)
 | |
| end
 | |
| 
 | |
| function MonitorTaxiRide(destination, price)
 | |
|     print("^2[TAXI DEBUG]^7 Monitoring taxi ride...")
 | |
|     
 | |
|     local rideTimeout = GetGameTimer() + (10 * 60 * 1000) -- 10 Minuten Timeout
 | |
|     
 | |
|     CreateThread(function()
 | |
|         while DoesEntityExist(currentTaxi) and DoesEntityExist(currentDriver) do
 | |
|             local taxiCoords = GetEntityCoords(currentTaxi)
 | |
|             local distance = #(vector3(destination.x, destination.y, destination.z) - taxiCoords)
 | |
|             
 | |
|             -- Überprüfen ob wir angekommen sind
 | |
|             if distance < 10.0 then
 | |
|                 -- Angekommen
 | |
|                 TaskVehicleTempAction(currentDriver, currentTaxi, 27, 3000)
 | |
|                 
 | |
|                 print("^2[TAXI DEBUG]^7 Arrived at destination")
 | |
|                 lib.notify({
 | |
|                     title = 'Taxi Service',
 | |
|                     description = 'Du bist angekommen! Preis: $' .. price,
 | |
|                     type = 'success'
 | |
|                 })
 | |
|                 
 | |
|                 -- Bezahlung
 | |
|                 TriggerServerEvent('taxi:payFare', price)
 | |
|                 
 | |
|                 -- Blips entfernen
 | |
|                 if destinationBlip then
 | |
|                     RemoveBlip(destinationBlip)
 | |
|                     destinationBlip = nil
 | |
|                 end
 | |
|                 
 | |
|                 -- Fahrer-Dialog anzeigen
 | |
|                 local driverName = Entity(currentTaxi).state.driverName or "Taxi-Fahrer"
 | |
|                 local arrivalDialogs = {
 | |
|                     "Wir sind da! Das macht dann $" .. price .. ".",
 | |
|                     "Angekommen! $" .. price .. " bitte.",
 | |
|                     "Hier sind wir. $" .. price .. ", bargeldlos ist auch möglich.",
 | |
|                     "Ziel erreicht! Das macht $" .. price .. "."
 | |
|                 }
 | |
|                 
 | |
|                 lib.notify({
 | |
|                     title = driverName,
 | |
|                     description = arrivalDialogs[math.random(#arrivalDialogs)],
 | |
|                     type = 'info',
 | |
|                     icon = 'comment',
 | |
|                     position = 'top-center',
 | |
|                     duration = 5000
 | |
|                 })
 | |
|                 
 | |
|                 -- Nach 10 Sekunden Taxi despawnen
 | |
|                 SetTimeout(10000, function()
 | |
|                     DespawnTaxi()
 | |
|                 end)
 | |
|                 
 | |
|                 break
 | |
|             end
 | |
|             
 | |
|             -- Überprüfen ob die Fahrt zu lange dauert
 | |
|             if GetGameTimer() > rideTimeout then
 | |
|                 print("^1[TAXI DEBUG]^7 Taxi ride timed out!")
 | |
|                 
 | |
|                 -- Berechne verbleibende Distanz
 | |
|                 local taxiCoords = GetEntityCoords(currentTaxi)
 | |
|                 local remainingDistance = #(vector3(destination.x, destination.y, destination.z) - taxiCoords)
 | |
|                 
 | |
|                 lib.notify({
 | |
|                     title = 'Taxi Service',
 | |
|                     description = 'Die Fahrt dauert zu lange. Noch ' .. math.ceil(remainingDistance) .. 'm bis zum Ziel!',
 | |
|                     type = 'warning'
 | |
|                 })
 | |
|                 
 | |
|                 -- Teleportiere Taxi näher ans Ziel (75% des Weges)
 | |
|                 local direction = vector3(
 | |
|                     destination.x - taxiCoords.x,
 | |
|                     destination.y - taxiCoords.y,
 | |
|                     destination.z - taxiCoords.z
 | |
|                 )
 | |
|                 local normalizedDir = norm(direction)
 | |
|                 local teleportDistance = remainingDistance * 0.75
 | |
|                 
 | |
|                 local newPos = vector3(
 | |
|                     taxiCoords.x + normalizedDir.x * teleportDistance,
 | |
|                     taxiCoords.y + normalizedDir.y * teleportDistance,
 | |
|                     taxiCoords.z
 | |
|                 )
 | |
|                 
 | |
|                 -- Finde gültige Z-Koordinate
 | |
|                 local success, groundZ = GetGroundZFor_3dCoord(newPos.x, newPos.y, newPos.z, true)
 | |
|                 if success then
 | |
|                     newPos = vector3(newPos.x, newPos.y, groundZ)
 | |
|                 end
 | |
|                 
 | |
|                 -- Teleportiere Taxi
 | |
|                 SetEntityCoords(currentTaxi, newPos.x, newPos.y, newPos.z, false, false, false, false)
 | |
|                 
 | |
|                 -- Neues Timeout setzen (2 Minuten)
 | |
|                 rideTimeout = GetGameTimer() + (2 * 60 * 1000)
 | |
|             end
 | |
|             
 | |
|             Wait(2000)
 | |
|         end
 | |
|     end)
 | |
| end
 | |
| 
 | |
| function SelfDriveTaxi()
 | |
|     print("^2[TAXI DEBUG]^7 Player driving taxi themselves")
 | |
|     
 | |
|     if not currentTaxi or not DoesEntityExist(currentTaxi) then
 | |
|         return
 | |
|     end
 | |
|     
 | |
|     local playerPed = PlayerPedId()
 | |
|     
 | |
|     -- Fahrer entfernen falls vorhanden
 | |
|     if currentDriver and DoesEntityExist(currentDriver) then
 | |
|         DeleteEntity(currentDriver)
 | |
|         currentDriver = nil
 | |
|     end
 | |
|     
 | |
|     -- Spieler zum Fahrersitz bewegen
 | |
|     TaskShuffleToNextVehicleSeat(playerPed, currentTaxi)
 | |
|     
 | |
|     lib.notify({
 | |
|         title = 'Taxi Service',
 | |
|         description = 'Du fährst das Taxi jetzt selbst. Nutze /stoptaxi um es zu beenden.',
 | |
|         type = 'info'
 | |
|     })
 | |
| end
 | |
| 
 | |
| function ExitTaxi()
 | |
|     print("^2[TAXI DEBUG]^7 Player exiting taxi")
 | |
|     
 | |
|     if not currentTaxi or not DoesEntityExist(currentTaxi) then
 | |
|         return
 | |
|     end
 | |
|     
 | |
|     local playerPed = PlayerPedId()
 | |
|     TaskLeaveVehicle(playerPed, currentTaxi, 0)
 | |
|     
 | |
|     lib.notify({
 | |
|         title = 'Taxi Service',
 | |
|         description = 'Du bist ausgestiegen',
 | |
|         type = 'info'
 | |
|     })
 | |
|     
 | |
|     -- Taxi nach 5 Sekunden despawnen
 | |
|     SetTimeout(5000, function()
 | |
|         DespawnTaxi()
 | |
|     end)
 | |
| end
 | |
| 
 | |
| function DespawnTaxi()
 | |
|     print("^2[TAXI DEBUG]^7 Despawning taxi")
 | |
|     
 | |
|     if not currentTaxi or not DoesEntityExist(currentTaxi) then
 | |
|         return
 | |
|     end
 | |
|     
 | |
|     -- Taxi wegfahren lassen, wenn ein Fahrer existiert
 | |
|     if currentDriver and DoesEntityExist(currentDriver) then
 | |
|         print("^2[TAXI DEBUG]^7 Making taxi drive away before despawn")
 | |
|         
 | |
|         -- Zufällige Position in der Nähe finden
 | |
|         local taxiCoords = GetEntityCoords(currentTaxi)
 | |
|         local angle = math.random() * 2 * math.pi
 | |
|         local distance = 150.0
 | |
|         local driveToX = taxiCoords.x + math.cos(angle) * distance
 | |
|         local driveToY = taxiCoords.y + math.sin(angle) * distance
 | |
|         
 | |
|         -- Taxi wegfahren lassen
 | |
|         TaskVehicleDriveToCoordLongrange(currentDriver, currentTaxi, driveToX, driveToY, taxiCoords.z, 25.0, 786603, 5.0)
 | |
|         
 | |
|         -- Blips entfernen
 | |
|         if taxiBlip then
 | |
|             RemoveBlip(taxiBlip)
 | |
|             taxiBlip = nil
 | |
|         end
 | |
|         
 | |
|         if mapBlip then
 | |
|             RemoveBlip(mapBlip)
 | |
|             mapBlip = nil
 | |
|         end
 | |
|         
 | |
|         if destinationBlip then
 | |
|             RemoveBlip(destinationBlip)
 | |
|             destinationBlip = nil
 | |
|         end
 | |
|         
 | |
|         -- Nach 10 Sekunden tatsächlich löschen
 | |
|         SetTimeout(10000, function()
 | |
|             -- Fahrer löschen
 | |
|             if currentDriver and DoesEntityExist(currentDriver) then
 | |
|                 DeleteEntity(currentDriver)
 | |
|                 currentDriver = nil
 | |
|                 print("^2[TAXI DEBUG]^7 Driver deleted")
 | |
|             end
 | |
|             
 | |
|             -- Taxi löschen
 | |
|             if currentTaxi and DoesEntityExist(currentTaxi) then
 | |
|                 exports['qb-target']:RemoveTargetEntity(currentTaxi)
 | |
|                 DeleteEntity(currentTaxi)
 | |
|                 currentTaxi = nil
 | |
|                 print("^2[TAXI DEBUG]^7 Taxi deleted")
 | |
|             end
 | |
|             print("^2[TAXI DEBUG]^7 Taxi despawn completed")
 | |
|         end)
 | |
|     else
 | |
|         -- Sofort löschen wenn kein Fahrer da ist
 | |
|         if taxiBlip then
 | |
|             RemoveBlip(taxiBlip)
 | |
|             taxiBlip = nil
 | |
|         end
 | |
|         
 | |
|         if mapBlip then
 | |
|             RemoveBlip(mapBlip)
 | |
|             mapBlip = nil
 | |
|         end
 | |
|         
 | |
|         if destinationBlip then
 | |
|             RemoveBlip(destinationBlip)
 | |
|             destinationBlip = nil
 | |
|         end
 | |
|         
 | |
|         -- Taxi löschen
 | |
|         if currentTaxi and DoesEntityExist(currentTaxi) then
 | |
|             exports['qb-target']:RemoveTargetEntity(currentTaxi)
 | |
|             DeleteEntity(currentTaxi)
 | |
|             currentTaxi = nil
 | |
|             print("^2[TAXI DEBUG]^7 Taxi deleted")
 | |
|         end
 | |
|         
 | |
|         print("^2[TAXI DEBUG]^7 Taxi despawn completed (no driver)")
 | |
|     end
 | |
| end
 | |
| 
 | |
| function CalculateDistanceToCoords(coords)
 | |
|     local playerCoords = GetEntityCoords(PlayerPedId())
 | |
|     return #(playerCoords - coords)
 | |
| end
 | |
| 
 | |
| -- Command um Taxi zu stoppen
 | |
| RegisterCommand('stoptaxi', function()
 | |
|     if currentTaxi and DoesEntityExist(currentTaxi) then
 | |
|         DespawnTaxi()
 | |
|         lib.notify({
 | |
|             title = 'Taxi Service',
 | |
|             description = 'Taxi-Service beendet',
 | |
|             type = 'info'
 | |
|         })
 | |
|     else
 | |
|         lib.notify({
 | |
|             title = 'Taxi Service',
 | |
|             description = 'Du hast kein aktives Taxi',
 | |
|             type = 'error'
 | |
|         })
 | |
|     end
 | |
| end)
 | |
| 
 | |
| -- Thread zum Überwachen der Tasten im Taxi
 | |
| CreateThread(function()
 | |
|     while true do
 | |
|         Wait(0)
 | |
|         
 | |
|         if currentTaxi and DoesEntityExist(currentTaxi) then
 | |
|             local playerPed = PlayerPedId()
 | |
|             
 | |
|             if IsPedInVehicle(playerPed, currentTaxi, false) then
 | |
|                 -- Zeige Hinweise an
 | |
|                 local helpText = '[E] - Ziel wählen     [F] - Fahrt beenden'
 | |
|                 lib.showTextUI(helpText, {
 | |
|                     position = "top-center",
 | |
|                     icon = 'taxi',
 | |
|                     style = {
 | |
|                         borderRadius = 10,
 | |
|                         backgroundColor = '#48BB78',
 | |
|                         color = 'white'
 | |
|                     }
 | |
|                 })
 | |
|                 
 | |
|                 -- Wenn E gedrückt wird, öffne Menü
 | |
|                 if IsControlJustReleased(0, 38) then -- E Taste
 | |
|                     OpenDestinationMenu()
 | |
|                 end
 | |
|                 
 | |
|                 -- Wenn F gedrückt wird, beende Fahrt
 | |
|                 if IsControlJustReleased(0, 23) then -- F Taste
 | |
|                     lib.hideTextUI()
 | |
|                     EndTaxiRide()
 | |
|                 end
 | |
|             else
 | |
|                 lib.hideTextUI()
 | |
|             end
 | |
|         else
 | |
|             lib.hideTextUI()
 | |
|             Wait(1000) -- Längere Wartezeit wenn kein Taxi existiert
 | |
|         end
 | |
|     end
 | |
| end)
 | |
| 
 | |
| -- Funktion zum Beenden der Fahrt
 | |
| function EndTaxiRide()
 | |
|     print("^2[TAXI DEBUG]^7 Ending taxi ride")
 | |
|     
 | |
|     if not currentTaxi or not DoesEntityExist(currentTaxi) then
 | |
|         return
 | |
|     end
 | |
|     
 | |
|     local playerPed = PlayerPedId()
 | |
|     
 | |
|     -- Fahrt beenden Benachrichtigung
 | |
|     lib.notify({
 | |
|         title = 'Taxi Service',
 | |
|         description = 'Fahrt beendet. Du steigst aus.',
 | |
|         type = 'info'
 | |
|     })
 | |
|     
 | |
|     -- Spieler aussteigen lassen
 | |
|     TaskLeaveVehicle(playerPed, currentTaxi, 0)
 | |
|     
 | |
|     -- Warten bis ausgestiegen
 | |
|     CreateThread(function()
 | |
|         local timeout = GetGameTimer() + 5000
 | |
|         while GetGameTimer() < timeout do
 | |
|             if not IsPedInVehicle(playerPed, currentTaxi, false) then
 | |
|                 -- Spieler ist ausgestiegen
 | |
|                 break
 | |
|             end
 | |
|             Wait(100)
 | |
|         end
 | |
|         
 | |
|         -- Taxi nach 5 Sekunden despawnen
 | |
|         SetTimeout(5000, function()
 | |
|             DespawnTaxi()
 | |
|         end)
 | |
|     end)
 | |
| end
 | |
| 
 | |
| -- Thread zum Überwachen des Einsteigens ins Taxi (ohne qb-target)
 | |
| CreateThread(function()
 | |
|     while true do
 | |
|         Wait(1000)
 | |
|         
 | |
|         if currentTaxi and DoesEntityExist(currentTaxi) and not IsPedInVehicle(PlayerPedId(), currentTaxi, false) then
 | |
|             -- Spieler ist nicht im Taxi, aber Taxi existiert
 | |
|             local playerPed = PlayerPedId()
 | |
|             local playerCoords = GetEntityCoords(playerPed)
 | |
|             local taxiCoords = GetEntityCoords(currentTaxi)
 | |
|             
 | |
|             if #(playerCoords - taxiCoords) < 5.0 then
 | |
|                 -- Spieler ist in der Nähe des Taxis
 | |
|                 lib.showTextUI('[E] - Ins Taxi einsteigen', {
 | |
|                     position = "top-center",
 | |
|                     icon = 'car-side',
 | |
|                     style = {
 | |
|                         borderRadius = 10,
 | |
|                         backgroundColor = '#4299E1',
 | |
|                         color = 'white'
 | |
|                     }
 | |
|                 })
 | |
|                 
 | |
|                 -- Prüfen ob E gedrückt wird
 | |
|                 if IsControlJustReleased(0, 38) then -- E Taste
 | |
|                     -- Spieler will einsteigen
 | |
|                     lib.hideTextUI()
 | |
|                     -- Spieler hinten einsteigen lassen
 | |
|                     local seatIndex = 1 -- Hinten links
 | |
|                     if not IsVehicleSeatFree(currentTaxi, 1) then
 | |
|                         seatIndex = 2 -- Hinten rechts
 | |
|                     end
 | |
|                     if not IsVehicleSeatFree(currentTaxi, seatIndex) then
 | |
|                         seatIndex = 0 -- Beifahrer als Fallback
 | |
|                     end
 | |
|                     
 | |
|                     TaskEnterVehicle(playerPed, currentTaxi, 10000, seatIndex, 1.0, 1, 0)
 | |
|                     
 | |
|                     -- Warten bis eingestiegen
 | |
|                     local entryTimeout = GetGameTimer() + 10000
 | |
|                     CreateThread(function()
 | |
|                         while GetGameTimer() < entryTimeout do
 | |
|                             if IsPedInVehicle(playerPed, currentTaxi, false) then
 | |
|                                 -- Spieler ist eingestiegen
 | |
|                                 Wait(1000)
 | |
|                                 OpenDestinationMenu()
 | |
|                                 break
 | |
|                             end
 | |
|                             Wait(100)
 | |
|                         end
 | |
|                     end)
 | |
|                 end
 | |
|             else
 | |
|                 lib.hideTextUI()
 | |
|             end
 | |
|         end
 | |
|     end
 | |
| end)
 | |
| 
 | |
| -- Cleanup beim Resource Stop
 | |
| AddEventHandler('onResourceStop', function(resourceName)
 | |
|     if GetCurrentResourceName() == resourceName then
 | |
|         print("^2[TAXI DEBUG]^7 Cleaning up main script...")
 | |
|         
 | |
|         -- UI ausblenden
 | |
|         lib.hideTextUI()
 | |
|         
 | |
|         -- Taxi despawnen
 | |
|         DespawnTaxi()
 | |
|         
 | |
|         print("^2[TAXI DEBUG]^7 Main cleanup completed")
 | |
|     end
 | |
| end)
 | |
|                     
 | |
| 
 | |
| 
 | 
