Scripts/resources/[standalone]/ox_lib/imports/points/client.lua
2024-12-29 21:02:43 +01:00

162 lines
3.7 KiB
Lua

---@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<number, CPoint>
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