Scripts/resources/[standalone]/safecracker/client.lua

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Lua
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2024-12-29 20:02:43 +00:00
local QBCore = exports['qb-core']:GetCoreObject()
function StartMinigame(combo)
local Coords = GetEntityCoords(PlayerPedId(), false)
local Object = GetClosestObjectOfType(Coords.x, Coords.y, Coords.z, 5.0, `v_ilev_gangsafedoor`, false, false, false)
local ObjectHeading = GetEntityHeading(Object)
local txd = CreateRuntimeTxd(SafeCracker.Config.TextureDict)
for i = 1, 2 do CreateRuntimeTextureFromImage(txd, tostring(i), "LockPart" .. i .. ".PNG") end
loadAnimDict("mini@safe_cracking")
TaskPlayAnim(PlayerPedId(), "mini@safe_cracking", "dial_turn_anti_fast_1", 3.0, 3.0, -1, 49, 0, 0, 0, 0)
FreezeEntityPosition(PlayerPedId(), true)
SetEntityHeading(PlayerPedId(), ObjectHeading)
SafeCracker.MinigameOpen = true
SafeCracker.SoundID = GetSoundId()
SafeCracker.Timer = GetGameTimer()
SafeCracker.StayClosed = false
if not RequestAmbientAudioBank(SafeCracker.Config.AudioBank, false) then RequestAmbientAudioBank(SafeCracker.Config.AudioBankName, false); end
if not HasStreamedTextureDictLoaded(SafeCracker.Config.TextureDict, false) then RequestStreamedTextureDict(SafeCracker.Config.TextureDict, false); end
CreateThread(function()
Update(combo)
end)
end
RegisterNetEvent('SafeCracker:StartMinigame', function(combo)
StartMinigame(combo);
end)
function Update(combo)
CreateThread(function() HandleMinigame(combo); end)
while SafeCracker.MinigameOpen do
InputCheck()
if IsEntityDead(PlayerPedId()) then EndMinigame(false, false); end
Wait(0)
end
end
function InputCheck()
local leftKeyPressed = IsControlPressed( 0, 174) or 0 -- Left
local rightKeyPressed = IsControlPressed( 0, 175) or 0 -- Right
if IsControlPressed( 0, 322) then -- Esc
EndMinigame(false)
end
if IsControlPressed( 0, 20) then -- Z
rotSpeed = 0.1
modifier = 33
elseif IsControlPressed( 0, 21) then -- Left Shift
rotSpeed = 1.0
modifier = 50
else
rotSpeed = 0.4
modifier = 90
end
local lockRotation = math.max(modifier / rotSpeed, 0.1)
if leftKeyPressed ~= 0 or rightKeyPressed ~= 0 then
SafeCracker.LockRotation = SafeCracker.LockRotation - ( rotSpeed * tonumber( leftKeyPressed ) )
SafeCracker.LockRotation = SafeCracker.LockRotation + ( rotSpeed * tonumber( rightKeyPressed ) )
if (GetGameTimer() - SafeCracker.Timer) > lockRotation then
PlaySoundFrontend(0, SafeCracker.Config.SafeTurnSound, SafeCracker.Config.SafeSoundset, false)
SafeCracker.Timer = GetGameTimer()
end
end
end
function HandleMinigame(combo)
local lockNumbers = {}
local correctGuesses = {}
lockNumbers = combo
if lockNumbers[1] <= 149 then
lockRot = math.random(150, 359)
else
lockRot = math.random(1, 149)
end
-----------------------
-- REDO LOCK NUMBERS --
-----------------------
-- Make numbers persist if chosen.
-- Add number count for difficulty.
-- Multiples of 2 are positive, 45 - 359;
-- Multiples of 3 are negative, 719 - 405;
-- Everything else is negative, 45 - 359;
---------------------------------------------
-- Still havn't done, you're welcome to ^^ --
---------------------------------------------
--[[for i = 1,5 do
print(math.floor((lockNumbers[i] % 360) / 3.60))
end]]--
--------------------------------------
-- Comment this out for a challenge --
--------------------------------------
local correctCount = 1
local hasRandomized = false
SafeCracker.LockRotation = 0.0 + lockRot
while SafeCracker.MinigameOpen do
--Texture Dictionary, Texture Name, xPos, yPos, xSize, ySize, Heading, R, G, B, A,
DrawSprite(SafeCracker.Config.TextureDict, "1", 0.8, 0.5, 0.15, 0.26, -SafeCracker.LockRotation, 255, 255, 255, 255)
DrawSprite(SafeCracker.Config.TextureDict, "2", 0.8, 0.5, 0.176, 0.306, -0.0, 255, 255, 255, 255)
hasRandomized = true
local lockVal = math.floor(SafeCracker.LockRotation)
if correctCount > 1 and correctCount < (#lockNumbers + 1) and lockVal + (SafeCracker.Config.LockTolerance * 3.60) < lockNumbers[correctCount - 1] and lockNumbers[correctCount - 1] < lockNumbers[correctCount] then EndMinigame(false); SafeCracker.MinigameOpen = false;
elseif correctCount > 1 and correctCount < (#lockNumbers + 1) and lockVal - (SafeCracker.Config.LockTolerance * 3.60) > lockNumbers[correctCount - 1] and lockNumbers[correctCount - 1] > lockNumbers[correctCount] then EndMinigame(false); SafeCracker.MinigameOpen = false;
elseif correctCount > #lockNumbers then EndMinigame(true)
end
for k,v in pairs(lockNumbers) do
if not hasRandomized then SafeCracker.LockRotation = lockRot; end
if lockVal == v and correctCount == k then
local canAdd = true
for key,val in pairs(correctGuesses) do
if val == lockVal and key == correctCount then
canAdd = false
end
end
if canAdd then
PlaySoundFrontend(-1, SafeCracker.Config.SafePinSound, SafeCracker.Config.SafeSoundset, true)
correctGuesses[correctCount] = lockVal
correctCount = correctCount + 1;
end
end
end
Wait(0)
end
end
function EndMinigame(won)
SafeCracker.MinigameOpen = false
if won then
PlaySoundFrontend(SafeCracker.SoundID, SafeCracker.Config.SafeFinalSound, SafeCracker.Config.SafeSoundset, true)
QBCore.Functions.Notify("Safe opened..", "success")
else
QBCore.Functions.Notify("Safe opening failed..", "error")
end
TriggerEvent('SafeCracker:EndMinigame', won)
FreezeEntityPosition(PlayerPedId(), false)
ClearPedTasksImmediately(PlayerPedId())
end
RegisterNetEvent('SafeCracker:EndGame', function()
EndMinigame();
end)
function OpenSafeDoor()
CreateThread(function(...)
local objs = {}
local doorHash = (GetHashKey(SafeCracker.SafeModels.Door) % 0x100000000)
for k,v in pairs(objs) do
if (GetEntityModel(v)% 0x100000000) == doorHash then
local doorHeading = GetEntityPhysicsHeading(v)
local doorPosition = GetEntityCoords(v)
SetEntityCollision(v, false, false)
FreezeEntityPosition(v, false)
local targetHeading = doorHeading + 150
local tick = 0
while targetHeading > GetEntityHeading(v) and tick < 500 do
tick = tick + 1
SetEntityHeading(v, GetEntityHeading(v) + 0.3)
SetEntityCoords(v, doorPosition, false, false, false, false)
Wait(0)
end
if not (GetEntityHeading(v) >= targetHeading) then SetEntityHeading(v, targetHeading); end
end
end
end)
end
function loadAnimDict( dict )
while ( not HasAnimDictLoaded( dict ) ) do
RequestAnimDict( dict )
Wait( 5 )
end
end
function SpawnSafeObject(table, position, heading)
if not table then table = SafeCracker.SafeObjects; end
if not table or not position or not heading then return; end
if type(table) ~= 'table' or type(position) ~= 'vector3' or type(heading) ~= 'number' then return; end
LoadModelTable(SafeCracker.SafeModels)
local retTable = {}
local i = 0
for k,v in pairs(table) do
i = i + 1
local hash = GetHashKey(v.ModelName) % 0x100000000
local newHeading = heading + v.Heading
local newObj = CreateObject(hash, v.Pos.x + position.x, v.Pos.y + position.y, v.Pos.z + position.z, false, false, false)
if v.ModelName == SafeCracker.SafeModels.Door then
SafeCracker.DoorObj = newObj
SafeCracker.DoorHeading = GetEntityHeading(SafeCracker.DoorObj)
end
SetEntityAsMissionEntity(newObj, true)
FreezeEntityPosition(newObj, true)
SetEntityHeading(newObj, newHeading)
if v.Rot.x ~= 0.0 or v.Rot.y ~= 0.0 or v.Rot.z ~= 0.0 then SetEntityRotation(newObj, v.Rot.x, v.Rot.y, v.Rot.z, 1, true); end
retTable[v.ModelName] = newObj
end
ReleaseModelTable(SafeCracker.SafeModels)
SafeCracker.Objects = retTable
return retTable
end
function DelSafe()
for k,v in pairs(SafeCracker.Objects) do DeleteObject(v); end
end
RegisterNetEvent('SafeCracker:SpawnSafe', function(tab, pos, heading, cb)
if cb then cb(SpawnSafeObject(tab,pos,heading)) else SpawnSafeObject(tab,pos,heading); end; end)
function LoadModelTable(table)
if type(table) ~= 'table' then return false; end
for k,v in pairs(table) do
if type(v) == 'string' then
local hk = GetHashKey(v) % 0x100000000
while not HasModelLoaded(hk) do
RequestModel(hk)
Wait(0)
end
end
end
return true
end
function ReleaseModelTable(table)
if type(table) ~= 'table' then return false; end
for k,v in pairs(table) do
if type(v) == 'string' then
local hk = GetHashKey(v) % 0x100000000
if HasModelLoaded(hk) then
SetModelAsNoLongerNeeded(hk)
end
end
end
return true
end