---@class PointProperties ---@field coords vector3 ---@field distance number ---@field onEnter? fun(self: CPoint) ---@field onExit? fun(self: CPoint) ---@field nearby? fun(self: CPoint) ---@field [string] any ---@class CPoint : PointProperties ---@field id number ---@field currentDistance number ---@field isClosest? boolean ---@field remove fun() ---@type table local points = {} ---@type CPoint[] local nearbyPoints = {} local nearbyCount = 0 ---@type CPoint? local closestPoint local tick local function removePoint(self) if closestPoint?.id == self.id then closestPoint = nil end points[self.id] = nil end CreateThread(function() while true do if nearbyCount ~= 0 then table.wipe(nearbyPoints) nearbyCount = 0 end local coords = GetEntityCoords(cache.ped) cache.coords = coords if closestPoint and #(coords - closestPoint.coords) > closestPoint.distance then closestPoint = nil end for _, point in pairs(points) do local distance = #(coords - point.coords) if distance <= point.distance then point.currentDistance = distance if closestPoint then if distance < closestPoint.currentDistance then closestPoint.isClosest = nil point.isClosest = true closestPoint = point end elseif distance < point.distance then point.isClosest = true closestPoint = point end if point.nearby then nearbyCount += 1 nearbyPoints[nearbyCount] = point end if point.onEnter and not point.inside then point.inside = true point:onEnter() end elseif point.currentDistance then if point.onExit then point:onExit() end point.inside = nil point.currentDistance = nil end end if not tick then if nearbyCount ~= 0 then tick = SetInterval(function() for i = 1, nearbyCount do local point = nearbyPoints[i] if point then point:nearby() end end end) end elseif nearbyCount == 0 then tick = ClearInterval(tick) end Wait(300) end end) local function toVector(coords) local _type = type(coords) if _type ~= 'vector3' then if _type == 'table' or _type == 'vector4' then return vec3(coords[1] or coords.x, coords[2] or coords.y, coords[3] or coords.z) end error(("expected type 'vector3' or 'table' (received %s)"):format(_type)) end return coords end lib.points = { ---@return CPoint ---@overload fun(data: PointProperties): CPoint ---@overload fun(coords: vector3, distance: number, data?: PointProperties): CPoint new = function(...) local args = {...} local id = #points + 1 local self -- Support sending a single argument containing point data if type(args[1]) == 'table' then self = args[1] self.id = id self.remove = removePoint else -- Backwards compatibility for original implementation (args: coords, distance, data) self = { id = id, coords = args[1], remove = removePoint, } end self.coords = toVector(self.coords) self.distance = self.distance or args[2] if args[3] then for k, v in pairs(args[3]) do self[k] = v end end points[id] = self return self end, getAllPoints = function() return points end, getNearbyPoints = function() return nearbyPoints end, ---@return CPoint? getClosestPoint = function() return closestPoint end, } ---@deprecated lib.points.closest = lib.points.getClosestPoint return lib.points