├── .gitignore
├── racing
├── .gitignore
├── ui
│ ├── .gitignore
│ ├── packages.config
│ ├── UIMain.cs
│ ├── RacingUI.sln
│ ├── Properties
│ │ └── AssemblyInfo.cs
│ └── RacingUI.csproj
├── loadscreen
│ ├── loadscreen-background.jpg
│ ├── nanobar.min.js
│ └── loadscreen.html
├── modules
│ ├── sv_onesync_events.lua
│ ├── sh_standard_prints.lua
│ ├── cl_loading_screen_helper.lua
│ ├── sv_vehicle_modification.lua
│ ├── sv_entity_helpers.lua
│ ├── cl_racing_state.lua
│ ├── cl_vehicle_modification.lua
│ ├── sv_player_functions.lua
│ ├── sv_checkpoint_parsing.lua
│ └── cl_checkpoints.lua
├── fxmanifest.lua
├── client-main.lua
├── server-main.lua
└── server-racing-logic.lua
├── .gitmodules
├── racing-map-two
├── fxmanifest.lua
└── other-map.json
├── racing-map-one
├── fxmanifest.lua
└── stunt-race.lua
├── racing-map-ugcsurrogate
├── map.lua
└── fxmanifest.lua
├── .editorconfig
├── README.md
└── LICENSE
/.gitignore:
--------------------------------------------------------------------------------
1 | hackban
2 |
--------------------------------------------------------------------------------
/racing/.gitignore:
--------------------------------------------------------------------------------
1 | *.dll
2 | wip-unused/
3 |
--------------------------------------------------------------------------------
/racing/ui/.gitignore:
--------------------------------------------------------------------------------
1 | bin/
2 | obj/
3 | packages/
4 | .vs/
5 | *.suo
6 | *.user
7 | *.sln.docstates
8 |
--------------------------------------------------------------------------------
/.gitmodules:
--------------------------------------------------------------------------------
1 | [submodule "mission-json-loader"]
2 | path = mission-json-loader
3 | url = https://github.com/jaymo1011/mission-json-loader
--------------------------------------------------------------------------------
/racing/loadscreen/loadscreen-background.jpg:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/jaymo1011/racing/HEAD/racing/loadscreen/loadscreen-background.jpg
--------------------------------------------------------------------------------
/racing-map-two/fxmanifest.lua:
--------------------------------------------------------------------------------
1 | resource_type 'map' { gameTypes = { ['racing'] = true } }
2 |
3 | map "map.lua"
4 |
5 | fx_version 'adamant'
6 | game 'gta5'
--------------------------------------------------------------------------------
/racing-map-one/fxmanifest.lua:
--------------------------------------------------------------------------------
1 | resource_type 'map' { gameTypes = { ['racing'] = true } }
2 |
3 | map "stunt-race.lua"
4 |
5 | fx_version 'adamant'
6 | game 'gta5'
--------------------------------------------------------------------------------
/racing/modules/sv_onesync_events.lua:
--------------------------------------------------------------------------------
1 | AddEventHandler("vehicleComponentControlEvent", function(sender, event)
2 | print(sender, json.encode(event))
3 | end)
4 |
--------------------------------------------------------------------------------
/racing-map-ugcsurrogate/map.lua:
--------------------------------------------------------------------------------
1 | missionjson_surrogate "Yes, I understand that what surrogate maps are and that I shouldn't be using this map directive if I don't."
2 |
--------------------------------------------------------------------------------
/racing-map-ugcsurrogate/fxmanifest.lua:
--------------------------------------------------------------------------------
1 | resource_type 'map' { gameTypes = { ['racing'] = true } }
2 |
3 | map "map.lua"
4 |
5 | fx_version 'adamant'
6 | game 'gta5'
7 |
--------------------------------------------------------------------------------
/.editorconfig:
--------------------------------------------------------------------------------
1 | # http://editorconfig.org/
2 | root = true
3 |
4 | [*]
5 | end_of_line = crlf
6 | insert_final_newline = true
7 | indent_style = tab
8 | indent_size = 4
9 | charset = utf-8
10 | trim_trailing_whitespace = false
--------------------------------------------------------------------------------
/racing/ui/packages.config:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
--------------------------------------------------------------------------------
/racing/modules/sh_standard_prints.lua:
--------------------------------------------------------------------------------
1 | local msgStart = IsDuplicityVersion() and "^3Racing ^0>> ^7" or "Racing: "
2 | local msgEnd = IsDuplicityVersion() and "^7\n" or "\n"
3 |
4 | function printf(msg, ...)
5 | Citizen.Trace(msgStart..string.format(msg or nil, ...)..msgEnd)
6 | end
7 |
--------------------------------------------------------------------------------
/racing/ui/UIMain.cs:
--------------------------------------------------------------------------------
1 | using CitizenFX.Core;
2 | using MenuAPI;
3 | using System;
4 | using System.Collections.Generic;
5 | using System.Linq;
6 | using System.Text;
7 | using System.Threading.Tasks;
8 |
9 | namespace RacingUI
10 | {
11 | public class UIMain : BaseScript
12 | {
13 | public UIMain()
14 | {
15 | Debug.WriteLine("Hello from RaceUI!");
16 | }
17 | }
18 | }
19 |
--------------------------------------------------------------------------------
/racing/modules/cl_loading_screen_helper.lua:
--------------------------------------------------------------------------------
1 | local loadingScreenHasShutDown = GetEntityModel(PlayerPedId()) ~= `player_zero` -- It seems like this works for the most part :D
2 | local _ShutdownLoadingScreenNui = ShutdownLoadingScreenNui
3 |
4 | function InvokeLoadingScreenEvent(eventName)
5 | if not loadingScreenHasShutDown then
6 | SendLoadingScreenMessage(json.encode({eventName = eventName}))
7 | end
8 | end
9 |
10 | function ShutdownLoadingScreenNui()
11 | _ShutdownLoadingScreenNui()
12 | loadingScreenHasShutDown = true
13 | end
14 |
--------------------------------------------------------------------------------
/racing/modules/sv_vehicle_modification.lua:
--------------------------------------------------------------------------------
1 | --[[
2 | Vehicle Modification (server)
3 |
4 | The server side of vehicle modification handles mandating and notifying the client of what mods need to be applied to their vehicle.
5 | Only certain mods (ascetic mods) can be changed by the client but all mods must be applied by the client due to RPC not having the mod setters in at the moment.
6 | Once vehicle mod setters (and preferences) are available on server, the client component will likely not be needed.
7 | ]]
8 |
9 | function EnsureRaceVehicleHasCorrectMods(vehicle)
10 | local vehicleHandle = vehicle.__data
11 |
12 | -- This is available on the server!
13 | if vehicle.state.VehicleModProfile.numberPlateText then
14 | SetVehicleNumberPlateText(vehicleHandle, vehicle.state.VehicleModProfile.numberPlateText)
15 | end
16 |
17 | TriggerClientEvent("racing:ensureVehicleMods", vehicle.state.OwningPlayer)
18 | end
19 |
--------------------------------------------------------------------------------
/racing/fxmanifest.lua:
--------------------------------------------------------------------------------
1 | fx_version 'bodacious'
2 | game 'gta5'
3 |
4 | resource_type 'gametype' { name = 'Racing' }
5 |
6 | dependency 'mission-json-loader'
7 |
8 | loadscreen_manual_shutdown 'yes'
9 |
10 | loadscreen 'loadscreen/loadscreen.html'
11 | file 'loadscreen/*.*'
12 |
13 | server_scripts {
14 | -- Shared modules
15 | "modules/sh_*.lua",
16 |
17 | -- Server modules
18 | "@mission-json-loader/MissionJSON.lua", -- So that we can decode the JSON on our end, not allowing clients to touch it
19 | "modules/sv_*.lua",
20 |
21 | -- Server scripts
22 | "server-racing-logic.lua",
23 | "server-main.lua",
24 | }
25 |
26 | client_scripts {
27 | -- Shared modules
28 | "modules/sh_*.lua",
29 |
30 | -- Client modules
31 | "modules/cl_*.lua",
32 | --newtonmeme.json here
33 |
34 | -- Client scripts
35 | "client-main.lua",
36 | --"RaceUI.net.dll",
37 | }
38 |
39 | author 'Jaymo'
40 | version '0.0.4'
41 | description 'Racing gamemode for FiveM. Very much a WIP for now.'
42 |
--------------------------------------------------------------------------------
/racing/ui/RacingUI.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio Version 16
4 | VisualStudioVersion = 16.0.30330.147
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RacingUI", "RacingUI.csproj", "{1F93665D-4C89-4237-9925-AD3A576E611D}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|Any CPU = Debug|Any CPU
11 | Release|Any CPU = Release|Any CPU
12 | EndGlobalSection
13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
14 | {1F93665D-4C89-4237-9925-AD3A576E611D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
15 | {1F93665D-4C89-4237-9925-AD3A576E611D}.Debug|Any CPU.Build.0 = Debug|Any CPU
16 | {1F93665D-4C89-4237-9925-AD3A576E611D}.Release|Any CPU.ActiveCfg = Release|Any CPU
17 | {1F93665D-4C89-4237-9925-AD3A576E611D}.Release|Any CPU.Build.0 = Release|Any CPU
18 | EndGlobalSection
19 | GlobalSection(SolutionProperties) = preSolution
20 | HideSolutionNode = FALSE
21 | EndGlobalSection
22 | GlobalSection(ExtensibilityGlobals) = postSolution
23 | SolutionGuid = {5F416367-8B0D-42A8-B174-8BAB41FD9E55}
24 | EndGlobalSection
25 | EndGlobal
26 |
--------------------------------------------------------------------------------
/racing/client-main.lua:
--------------------------------------------------------------------------------
1 | local function SpawnPlayer()
2 | exports["spawnmanager"]:spawnPlayer({
3 | x = 2270.815,
4 | y = 3756.9,
5 | z = 38.5,
6 | heading = 39.3,
7 | model = `a_m_y_skater_02`,
8 | }, function()
9 | OnStateAvailable(function()
10 | -- we'll wait for the player to set their own intent now :(
11 | --LocalPlayer.state:set("RacingIntent", "participate", true)
12 |
13 | -- Tell the loading screen to fade out to the game view
14 | InvokeLoadingScreenEvent("fadeOut")
15 |
16 | -- Just a little extra to account for the message time
17 | Wait(600)
18 |
19 | -- Shutdown the loading screen frame as we no longer need it
20 | ShutdownLoadingScreenNui()
21 | end)
22 | end)
23 | end
24 |
25 |
26 | AddEventHandler("onMissionJSONLoading", function()
27 | InvokeLoadingScreenEvent("mapLoading")
28 | end)
29 |
30 | AddEventHandler("onMissionJSONLoaded", function()
31 | InvokeLoadingScreenEvent("mapLoaded")
32 |
33 | -- Only ever trigger on the first load
34 | if GetEntityModel(PlayerPedId()) == `player_zero` then
35 | SpawnPlayer()
36 | end
37 | end)
38 |
39 | -- DEBUG: just makes things easier for now without the intent picker
40 | RegisterCommand("intent", function(_, args, raw)
41 | local newIntent = args[1] and tostring(args[1]) or "participate" --"unknown"
42 | LocalPlayer.state:set("RacingIntent", newIntent, true)
43 | end)
44 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # Racing
2 | A Racing Gamemode for [FiveM](https://fivem.net/) which makes use of some of it's latest and greatest features!
3 |
4 | ### This is very much a WORK IN PROGRESS!!!
5 | Don't expect anything to work or stay how it is. I may very well restart the project for a `3rd` time.
6 |
7 | ## Credits
8 | All great projects are built on others! A special thanks goes out to these projects and people for helping to make *this* project possible!
9 |
10 | - [Tom Grobbe](https://github.com/TomGrobbe) for [MenuAPI](https://github.com/TomGrobbe/MAPI) and allowing me to use [vMenu](https://github.com/TomGrobbe/vMenu)'s multiplayer ped customiser
11 | - [blattersturm](https://github.com/blattersturm) for some of the useful wrappers found in [Expeditious Execution](https://github.com/blattersturm/expeditious-execution)'s [base-rush](https://github.com/blattersturm/expeditious-execution/tree/master/resources/%5Bexpeditious%5D/%5Bgameplay%5D/base-rush) gametype
12 | - [Smallo](https://github.com/smallo92) for helping with some of the MissionJSON research
13 | - [Deltanic](https://gitlab.com/deltanic) for the ever useful [freecam](https://gitlab.com/shockwave-cfx/mapeditor/-/tree/master/freecam) resource from [ShockWave Map Editor](https://gitlab.com/shockwave-cfx/mapeditor)
14 | - [Jacobo Tabernero](https://github.com/jacoborus) for [nanobar.js](https://github.com/jacoborus/nanobar)
15 |
16 | ###### oh and if you're wondering why some people are credited here when their stuff isn't even in the repo, it's coming soon™
17 |
--------------------------------------------------------------------------------
/racing/ui/Properties/AssemblyInfo.cs:
--------------------------------------------------------------------------------
1 | using System.Reflection;
2 | using System.Runtime.CompilerServices;
3 | using System.Runtime.InteropServices;
4 |
5 | // General Information about an assembly is controlled through the following
6 | // set of attributes. Change these attribute values to modify the information
7 | // associated with an assembly.
8 | [assembly: AssemblyTitle("RacingUI")]
9 | [assembly: AssemblyDescription("C# UI Component of racing")]
10 | [assembly: AssemblyConfiguration("")]
11 | [assembly: AssemblyCompany("")]
12 | [assembly: AssemblyProduct("RacingUI")]
13 | [assembly: AssemblyCopyright("Copyright © 2020")]
14 | [assembly: AssemblyTrademark("")]
15 | [assembly: AssemblyCulture("")]
16 |
17 | // Setting ComVisible to false makes the types in this assembly not visible
18 | // to COM components. If you need to access a type in this assembly from
19 | // COM, set the ComVisible attribute to true on that type.
20 | [assembly: ComVisible(false)]
21 |
22 | // The following GUID is for the ID of the typelib if this project is exposed to COM
23 | [assembly: Guid("1f93665d-4c89-4237-9925-ad3a576e611d")]
24 |
25 | // Version information for an assembly consists of the following four values:
26 | //
27 | // Major Version
28 | // Minor Version
29 | // Build Number
30 | // Revision
31 | //
32 | // You can specify all the values or you can default the Build and Revision Numbers
33 | // by using the '*' as shown below:
34 | // [assembly: AssemblyVersion("1.0.*")]
35 | [assembly: AssemblyVersion("1.0.0.0")]
36 | [assembly: AssemblyFileVersion("1.0.0.0")]
37 |
--------------------------------------------------------------------------------
/racing/modules/sv_entity_helpers.lua:
--------------------------------------------------------------------------------
1 | -- Stores all entities spawned by our resource to delete on resource stop
2 | local spawnedEntities = {}
3 |
4 | local function OnEntityCreated(entity, callback)
5 | CreateThread(function()
6 | local timeout = GetGameTimer() + GetConvarInt("racing_entityCreationTimeout", 5000)
7 | while not DoesEntityExist(entity) and timeout > GetGameTimer() do Wait(50) end
8 | spawnedEntities[entity] = true
9 | callback()
10 | end)
11 | end
12 |
13 | function CreateServerVehicle(model, position, heading, netMissionEntity, onCreationCallback)
14 | -- Actually create the vehicle
15 | local handle = CreateVehicle(model, position.xyz, heading, true, netMissionEntity)
16 | if handle == 0 then
17 | printf("Failed to create vehicle with model %s", model)
18 | return 0
19 | end
20 |
21 | -- Freeze the entity (for now)
22 | FreezeEntityPosition(handle, true)
23 |
24 | -- Set up our functions for when it's been created
25 | OnEntityCreated(handle, function()
26 | local vehicleStateBag = Entity(handle)
27 |
28 | -- Set the vehicle heading because the heading in the function doesn't work properly.
29 | SetEntityHeading(handle, heading)
30 |
31 | if onCreationCallback then
32 | pcall(onCreationCallback, vehicleStateBag)
33 | end
34 |
35 | -- Unfreeze the entity
36 | FreezeEntityPosition(handle, false)
37 | end)
38 |
39 | -- Return the handle to the vehicle
40 | return handle
41 | end
42 |
43 | -- Remove entities that were removed from our entity table
44 | AddEventHandler("entityRemoved", function(entity)
45 | spawnedEntities[entity] = nil
46 | end)
47 |
48 | -- Delete all of our own entities when the gametype stops
49 | AddEventHandler("onGameTypeStop", function(gametype)
50 | -- Should literally never happen, that's why we'll warn about it!
51 | if gametype ~= GetCurrentResourceName() then
52 | printf("The current gametype should be %s but %s was just stopped?!", GetCurrentResourceName(), gametype)
53 | end
54 |
55 | for entity in pairs(spawnedEntities) do
56 | DeleteEntity(entity)
57 | end
58 | end)
59 |
--------------------------------------------------------------------------------
/racing/modules/cl_racing_state.lua:
--------------------------------------------------------------------------------
1 | --[[
2 | Racing State Helper
3 | Just a quick wrapper to make stuff that requires the racing state not look really stretchy and constantly nag the state bags
4 |
5 | !IMPORTANT!
6 | It seems that setting your own state bag before the server has breaks things too :(
7 | Just when I thought things started to work out...
8 |
9 | (might be renamed at some point because I don't know how I feel of the name "racing state")
10 | ]]
11 |
12 | --[[
13 | (Local) Player
14 | ]]
15 |
16 | PlayerStateAvailable = LocalPlayer.state._RacingStateLoaded
17 | local playerStateCallbackQueue = {}
18 |
19 | if not PlayerStateAvailable then
20 | CreateThread(function()
21 | while not LocalPlayer.state._RacingStateLoaded do Wait(200) end
22 | PlayerStateAvailable = true
23 | for _,cb in ipairs(playerStateCallbackQueue) do cb() end
24 | end)
25 | end
26 |
27 | function OnStateAvailable(func)
28 | if PlayerStateAvailable then
29 | func()
30 | else
31 | table.insert(playerStateCallbackQueue, func)
32 | end
33 | end
34 |
35 | --[[
36 | Map
37 | ]]
38 |
39 | CurrentMapAvailable = GlobalState.CurrentMapUGC and true or false
40 |
41 | local function resetCurrentMapHelpers()
42 | CurrentMapUGC = false
43 |
44 | CurrentMapMissionData = false
45 |
46 | CurrentMapRaceData = false
47 | end
48 |
49 | local function populateCurrentMapHelpers()
50 | CurrentMapUGC = GlobalState.CurrentMapUGC
51 |
52 | CurrentMapMissionData = CurrentMapUGC["mission"]
53 |
54 | if CurrentMapMissionData then
55 | CurrentMapRaceData = CurrentMapMissionData["race"]
56 | end
57 | end
58 |
59 | if CurrentMapAvailable then
60 | populateCurrentMapHelpers()
61 | else
62 | resetCurrentMapHelpers()
63 | end
64 |
65 | AddEventHandler("onClientMapStart", function(resource)
66 | CurrentMapAvailable = GlobalState.CurrentMapUGC and true or false
67 |
68 | if not CurrentMapAvailable then
69 | resetCurrentMapHelpers()
70 | end
71 | end)
72 |
73 | AddEventHandler("onMissionJSONLoaded", function()
74 | populateCurrentMapHelpers()
75 | CurrentMapAvailable = true
76 | end)
77 |
--------------------------------------------------------------------------------
/racing/ui/RacingUI.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | Debug
6 | AnyCPU
7 | {1F93665D-4C89-4237-9925-AD3A576E611D}
8 | Library
9 | Properties
10 | RacingUI
11 | RacingUI
12 | v4.5.2
13 | 512
14 | true
15 |
16 |
17 | true
18 | full
19 | false
20 | bin\Debug\
21 | DEBUG;TRACE
22 | prompt
23 | 4
24 |
25 |
26 | pdbonly
27 | true
28 | bin\Release\
29 | TRACE
30 | prompt
31 | 4
32 |
33 |
34 |
35 | packages\CitizenFX.Core.Client.1.0.2873\lib\net45\CitizenFX.Core.Client.dll
36 |
37 |
38 | packages\MenuAPI.FiveM.3.1.5\lib\net452\MenuAPI.dll
39 |
40 |
41 |
42 |
43 |
44 |
45 |
46 |
47 |
48 |
49 |
50 |
51 |
52 |
53 |
54 |
55 |
56 |
57 |
--------------------------------------------------------------------------------
/racing/server-main.lua:
--------------------------------------------------------------------------------
1 | CurrentResourceName = GetCurrentResourceName() -- Should just be left as "racing" but oh well...
2 | FeaturesAvailable = false
3 | MinPlayers = GetConvarInt("racing_minPlayers", 1)
4 | PlayerLoadingTimeout = GetConvarInt("racing_playerLoadingTimeout", 10000)
5 |
6 | -- Feature availability checks
7 | if not Player or not Entity or not GlobalState then
8 | error(CurrentResourceName.." can only run on server artifact >=2844")
9 |
10 | -- 2844 includes
11 | -- Global, Entity and Player State Bags
12 | -- Entity Lockdown
13 | -- Server-side entity persistence and owning
14 | else
15 | FeaturesAvailable = true
16 | end
17 |
18 | printf("Setting up server state...")
19 |
20 | -- Set lockdown mode to strict
21 | Citizen.InvokeNative(`SET_SYNC_ENTITY_LOCKDOWN_MODE`, "strict")
22 |
23 | -- Set up the global state
24 | GlobalState.RacingGamemodeState = "starting"
25 |
26 | printf("Server state setup done!")
27 |
28 | --[[
29 | Main resource thread
30 | ]]
31 | CreateThread(function()
32 | if not FeaturesAvailable then return end
33 |
34 | local playerLoadingMaxTimeout = false -- TODO: add this back in...
35 |
36 | while true do
37 | Wait(500)
38 |
39 | -- Custom threading things so that we don't poll a lot of things we shouldn't be all the time
40 | if RaceThreadActive then
41 | -- Kill the race thread if we're not racing
42 | if GlobalState.RacingGamemodeState ~= "racing" then
43 | RaceThreadActive = false
44 | end
45 |
46 | if PlayerIntents["participate"] < MinPlayers then
47 | GlobalState.RacingGamemodeState = "waiting"
48 | RaceThreadActive = false
49 | end
50 | else
51 | if GlobalState.RacingGamemodeState == "starting" then
52 | if GlobalState.CurrentMapMissionJSONChecked and GlobalState.CurrentMapUGC then
53 | GlobalState.RacingGamemodeState = "waiting"
54 | end
55 | elseif GlobalState.RacingGamemodeState == "waiting" then
56 | -- If the connected players and players who can participate are both greater than the minimum amount of players then start the race
57 | if #Players >= MinPlayers and PlayerIntents["participate"] >= MinPlayers then
58 | GlobalState.RacingGamemodeState = "racing"
59 | end
60 | elseif GlobalState.RacingGamemodeState == "racing" then
61 | printf("A race will now commence...")
62 | CreateThread(RaceThreadFunction)
63 | end
64 | end
65 | end
66 | end)
67 |
68 | AddEventHandler("onMapStop", function()
69 | -- The map stopped, time to go back to the starting phase
70 | GlobalState.RacingGamemodeState = "starting"
71 | end)
72 |
73 | AddEventHandler("onGameTypeStop", function()
74 | -- We're being stopped, reset anything that we changed globally!
75 | Citizen.InvokeNative(`SET_SYNC_ENTITY_LOCKDOWN_MODE`, "inactive") -- If only there were a getter for this, we just have to assume it was inactive
76 | TriggerEvent("racing:shutdown")
77 | TriggerClientEvent("racing:shutdown", -1)
78 | -- TODO: clean up global and player state (I guess with some sort of registry system)
79 | end)
80 |
--------------------------------------------------------------------------------
/racing/modules/cl_vehicle_modification.lua:
--------------------------------------------------------------------------------
1 | local function ApplyVehiclePrimaryColourProfile(veh, colour)
2 | if colour.custom then
3 | SetVehicleCustomPrimaryColour(veh, colour.custom.r, colour.custom.g, colour.custom.b)
4 | else
5 | SetVehicleModColor_1(veh, colour.type, colour.value, 0)
6 | end
7 | end
8 |
9 | local function ApplyVehicleSecondaryColourProfile(veh, colour)
10 | if colour.isCustom then
11 | SetVehicleCustomSecondaryColour(veh, colour.r, colour.g, colour.b)
12 | else
13 | SetVehicleModColor_2(veh, colour.type, colour.value)
14 | end
15 | end
16 |
17 | local function ApplyVehicleModificationProfile(veh, mods)
18 | -- Verify that the mods apply to this vehicle model
19 | if mods.vehicleModel and GetEntityModel(veh) ~= mods.vehicleModel then return end
20 |
21 | -- Set ModKit
22 | SetVehicleModKit(veh, mods.ModKit or 0)
23 |
24 | -- Set vehicle colours
25 | if mods.colour then
26 | local colourMod = mods.colour
27 |
28 | if colourMod.primary then
29 | ApplyVehiclePrimaryColourProfile(veh, colourMod.primary)
30 | end
31 |
32 | if colourMod.secondary then
33 | ApplyVehicleSecondaryColourProfile(veh, colourMod.primary)
34 | end
35 |
36 | SetVehicleExtraColours(veh, colourMod.pearl or 0, colourMod.wheel or 0)
37 |
38 | if colourMod.dash then
39 | SetVehicleDashboardColour(veh, colourMod.dash)
40 | end
41 |
42 | if colourMod.interior then
43 | SetVehicleInteriorColour(veh, colourMod.interior)
44 | end
45 |
46 | if colourMod.neon then
47 | local colour = colourMod.neon
48 | SetVehicleNeonLightsColour(veh, colour.r, colour.g, colour.b)
49 | end
50 |
51 | if colourMod.xenon then
52 | SetVehicleXenonLightsColour(veh, colourMod.xenon)
53 | end
54 | end
55 |
56 | -- Save the custom tires bool to save on indexing
57 | local hasCustomTires = mods.customTires or false
58 |
59 | -- Set all mods which use SET_VEHICLE_MOD
60 | for _, vehicleMod in ipairs(mods.vehicleMods) do
61 | SetVehicleMod(veh, vehicleMod.type, vehicleMod.index, hasCustomTires)
62 | end
63 | end
64 |
65 | RegisterNetEvent("racing:ensureVehicleMods")
66 | AddEventHandler("racing:ensureVehicleMods", function()
67 | -- Get and ensure our race vehicle
68 | local vehicleNetId = LocalPlayer.state.RaceVehicleNetworkId or false
69 | if not vehicleNetId then
70 | printf("The server told us to set vehicle mods when we don't have a race vehicle!")
71 | return
72 | end
73 |
74 | local vehicleHandle = NetworkGetEntityFromNetworkId(vehicleNetId) or 0
75 | if vehicleHandle == 0 or not DoesEntityExist(vehicleHandle) then
76 | printf("The server told us to set vehicle mods on a vehicle that we don't know about!")
77 | return
78 | end
79 |
80 | local vehicle = Entity(vehicleHandle)
81 |
82 | if vehicle.state.OwningPlayer ~= GetPlayerServerId(PlayerId()) then
83 | printf("The server told us to set vehicle mods on a vehicle that we don't own! (%s ~= %s)", vehicle.state.OwningPlayer, GetPlayerServerId(PlayerId()))
84 | return
85 | end
86 |
87 | if not vehicle.state.VehicleModProfile then
88 | printf("The server told us to set vehicle mods on a vehicle without a modification profile!")
89 | return
90 | end
91 |
92 | printf("Setting vehicle mods!")
93 |
94 | -- Apply the mod profile!
95 | ApplyVehicleModificationProfile(vehicleHandle, vehicle.state.VehicleModProfile)
96 | end)
97 |
--------------------------------------------------------------------------------
/racing/modules/sv_player_functions.lua:
--------------------------------------------------------------------------------
1 | --[[
2 | Player Management Helpers
3 | ]]
4 |
5 | -- Globals
6 | Players = {}
7 | PlayerIntentRefreshFrequency = 500
8 | PlayerIntents = setmetatable({}, {
9 | __index = function(t, k)
10 | -- Return 0 for intents no one has
11 | if type(k) == "string" then
12 | return 0
13 | end
14 |
15 | return nil
16 | end,
17 | })
18 |
19 | -- Gets Player object while also hydrating the player state with stuff we want to put in there
20 | local function GetPlayerWithHydratedState(playerId)
21 | -- For consistency, string playerIds are enforced.
22 | playerId = tostring(playerId) or false; if not playerId then return end
23 |
24 | -- Get the special Player object with the state bag wrapper.
25 | local player = Player(playerId)
26 |
27 | -- Set the hydrated flag
28 | player.state._RacingStateLoaded = true
29 |
30 | -- Return the object given from Player
31 | return player
32 | end
33 |
34 | RegisterNetEvent("playerJoining")
35 | AddEventHandler("playerJoining", function()
36 | local source = tonumber(source); if not source then return end
37 |
38 | -- Touching a state bag directly as this event as fired will fail
39 | -- We need to wait as some internal even handlers need to process first before state bags are registered
40 | while GetPlayerPed(source) == 0 do Wait(100) end
41 |
42 | table.insert(Players, GetPlayerWithHydratedState(source))
43 | end)
44 |
45 | AddEventHandler("playerDropped", function()
46 | -- For consistency, string playerIds are enforced.
47 | local source = tostring(source) or false; if not source then return end
48 |
49 | -- Find the index of the dropped player in the Players table
50 | local index = false
51 | for i, ply in ipairs(Players) do
52 | -- Find which index contains the player in question
53 | if tostring(ply.__data) == source then
54 | index = i
55 | break
56 | end
57 | end
58 |
59 | -- If the player is in the table, remove them and we use table.remove so there are no gaps
60 | if index then table.remove(Players, index) else
61 | -- otherwise, print an error because this should never happen!
62 | printf("Player with id:%s, name:%s^7 was dropped before we knew about them, did they crash on connecting?", source, GetPlayerName(source) or "unknown")
63 | end
64 | end)
65 |
66 | --[[
67 | Player Intents
68 | ]]
69 |
70 | -- Player intents refresh
71 | local function RefreshPlayerIntents()
72 | -- Clear all intents
73 | for k in pairs(PlayerIntents) do
74 | PlayerIntents[k] = 0
75 | end
76 |
77 | -- Loop through all players
78 | for _, playerObj in ipairs(Players) do
79 | -- Grab from this player's state bag only once
80 | local thisPlayerIntent = playerObj.state.RacingIntent
81 |
82 | -- Players can't have an intent when the current map isn't loaded for them
83 | if playerObj.state.MissionJSONLoaded ~= GlobalState.CurrentMap or type(thisPlayerIntent) ~= "string" then
84 | thisPlayerIntent = "unknown"
85 | end
86 |
87 | -- Add 1 to the count of players with this intent
88 | PlayerIntents[thisPlayerIntent] = PlayerIntents[thisPlayerIntent] + 1
89 | end
90 | end
91 |
92 | -- Player Management Thread
93 | CreateThread(function()
94 | -- Add all players already connected into the Players table
95 | for i, plyId in ipairs(GetPlayers()) do
96 | Players[i] = GetPlayerWithHydratedState(plyId)
97 | end
98 |
99 | while true do
100 | Wait(PlayerIntentRefreshFrequency)
101 | RefreshPlayerIntents()
102 | end
103 | end)
104 |
--------------------------------------------------------------------------------
/racing/loadscreen/nanobar.min.js:
--------------------------------------------------------------------------------
1 | /* http://nanobar.micronube.com/ || https://github.com/jacoborus/nanobar/ MIT LICENSE */
2 | (function (root) {
3 | 'use strict'
4 | // container styles
5 | var css = '.nanobar{width:100%;height:4px;z-index:9999;top:0}.bar{width:0;height:100%;transition:height .3s;background:#000}'
6 |
7 | // add required css in head div
8 | function addCss () {
9 | var s = document.getElementById('nanobarcss')
10 |
11 | // check whether style tag is already inserted
12 | if (s === null) {
13 | s = document.createElement('style')
14 | s.type = 'text/css'
15 | s.id = 'nanobarcss'
16 | document.head.insertBefore(s, document.head.firstChild)
17 | // the world
18 | if (!s.styleSheet) return s.appendChild(document.createTextNode(css))
19 | // IE
20 | s.styleSheet.cssText = css
21 | }
22 | }
23 |
24 | function addClass (el, cls) {
25 | if (el.classList) el.classList.add(cls)
26 | else el.className += ' ' + cls
27 | }
28 |
29 | // create a progress bar
30 | // this will be destroyed after reaching 100% progress
31 | function createBar (rm) {
32 | // create progress element
33 | var el = document.createElement('div'),
34 | width = 0,
35 | here = 0,
36 | on = 0,
37 | bar = {
38 | el: el,
39 | go: go
40 | }
41 |
42 | addClass(el, 'bar')
43 |
44 | // animation loop
45 | function move () {
46 | var dist = width - here
47 |
48 | if (dist < 0.1 && dist > -0.1) {
49 | place(here)
50 | on = 0
51 | //if (width >= 100) {
52 | //el.style.height = 0
53 | //setTimeout(function () {
54 | //rm(el)
55 | //}, 300)
56 | //}
57 | } else {
58 | place(width - dist / 4)
59 | setTimeout(go, 16)
60 | }
61 | }
62 |
63 | // set bar width
64 | function place (num) {
65 | width = num
66 | el.style.width = width + '%'
67 | }
68 |
69 | function go (num) {
70 | if (num >= 0) {
71 | here = num
72 | if (!on) {
73 | on = 1
74 | move()
75 | }
76 | } else if (on) {
77 | move()
78 | }
79 | }
80 | return bar
81 | }
82 |
83 | function Nanobar (opts) {
84 | opts = opts || {}
85 | // set options
86 | var el = document.createElement('div'),
87 | applyGo,
88 | nanobar = {
89 | el: el,
90 | go: function (p) {
91 | // expand bar
92 | applyGo(p)
93 | // create new bar when progress reaches 100%
94 | if (p >= 100) {
95 | init()
96 | }
97 | }
98 | }
99 |
100 | // remove element from nanobar container
101 | function rm (child) {
102 | el.removeChild(child)
103 | }
104 |
105 | // create and insert progress var in nanobar container
106 | function init () {
107 | var bar = createBar(rm)
108 | el.appendChild(bar.el)
109 | applyGo = bar.go
110 | }
111 |
112 | addCss()
113 |
114 | addClass(el, 'nanobar')
115 | if (opts.id) el.id = opts.id
116 | if (opts.classname) addClass(el, opts.classname)
117 |
118 | // insert container
119 | if (opts.target) {
120 | // inside a div
121 | el.style.position = 'relative'
122 | opts.target.insertBefore(el, opts.target.firstChild)
123 | } else {
124 | // on top of the page
125 | el.style.position = 'fixed'
126 | document.getElementsByTagName('body')[0].appendChild(el)
127 | }
128 |
129 | init()
130 | return nanobar
131 | }
132 |
133 | if (typeof exports === 'object') {
134 | // CommonJS
135 | module.exports = Nanobar
136 | } else if (typeof define === 'function' && define.amd) {
137 | // AMD. Register as an anonymous module.
138 | define([], function () { return Nanobar })
139 | } else {
140 | // Browser globals
141 | root.Nanobar = Nanobar
142 | }
143 | }(this))
--------------------------------------------------------------------------------
/racing/loadscreen/loadscreen.html:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
80 |
81 |
82 |
83 |
84 |
85 |
86 | Connecting
87 |
88 |
89 |
90 |
91 |
92 |
93 |
94 |
95 |
161 |
162 |
163 |
--------------------------------------------------------------------------------
/racing/server-racing-logic.lua:
--------------------------------------------------------------------------------
1 | --[[
2 | Server-sided Racing Logic
3 |
4 | This file contains most of the code run by the server while a race is in progress
5 | ]]
6 |
7 | -- Globals
8 | RaceThreadActive = false
9 |
10 | -- Locals
11 | local RacePlayers = false
12 | local RaceVehicles = false
13 | local RaceMap = false
14 | local RaceCheckpoints = false
15 | local NumRaceCheckpoints = false
16 |
17 | local function SetupRacePlayerTable()
18 | RacePlayers = {}
19 |
20 | for _, player in ipairs(Players) do
21 | -- Only add players who intend to participate
22 | if player.state.RacingIntent == "participate" then
23 | table.insert(RacePlayers, {id = tonumber(player.__data), stateBag = player})
24 | end
25 | end
26 |
27 | printf("Collected all players for this race %s", json.encode(RacePlayers))
28 | end
29 |
30 | local function GetRacePlayerFromIndex(index)
31 | index = tonumber(index)
32 | for _, player in ipairs(RacePlayers) do
33 | if player.id == index then
34 | return player
35 | end
36 | end
37 |
38 | return false
39 | end
40 |
41 | local function SetupRaceVehicles()
42 | local vehSpawnLocation = RaceMap["mission"]["veh"]["loc"]
43 | local vehSpawnHeading = RaceMap["mission"]["veh"]["head"]
44 | RaceVehicles = {}
45 |
46 | for i, player in ipairs(RacePlayers) do
47 | -- DEBUG: this is nowhere near finished yet.
48 | local vehLocation = vehSpawnLocation[i]
49 | local vehHeading = (tonumber(vehSpawnHeading[i]) or 0.0) + 0.0
50 |
51 | CreateServerVehicle(`zion3`, vehLocation, vehHeading, true, function(vehicle) -- Yes, it IS a networked mission entity!
52 | local handle = vehicle.__data
53 | local networkId = NetworkGetNetworkIdFromEntity(handle)
54 | local playerPed = GetPlayerPed(player.id)
55 |
56 | vehicle.state.OwningPlayer = player.id
57 |
58 | vehicle.state.VehicleModProfile = {
59 | vehicleMods = {
60 | {
61 | type = 48,
62 | index = 5,
63 | }
64 | },
65 |
66 | -- Any guesses what the livery is? ;)
67 | numberPlateText = "WAIFU420"
68 | }
69 |
70 | player.stateBag.state.RaceVehicleNetworkId = networkId
71 | player.raceVehicle = handle
72 |
73 | while GetVehiclePedIsIn(playerPed) ~= handle do
74 | SetEntityCoords(playerPed, vehLocation)
75 | SetPedIntoVehicle(playerPed, handle, -1)
76 | Wait(500)
77 | end
78 |
79 | EnsureRaceVehicleHasCorrectMods(vehicle)
80 |
81 | table.insert(RaceVehicles, handle)
82 | end)
83 | end
84 | end
85 |
86 | local function SetPlayerCheckpoint(player, index, playSound)
87 | if not RaceCheckpoints then return end
88 |
89 | -- TODO: lap races!!!!
90 | if player.checkpoints == NumRaceCheckpoints then
91 | print("we have a bloody winner!!", GetPlayerName(player.id))
92 | end
93 |
94 | local chp = RaceCheckpoints[index]
95 |
96 | if chp then
97 | player.checkpoint = index
98 | player.triggerLocation1 = chp.location
99 | player.triggerLocation2 = chp.isPair and chp.pairLocation or false
100 |
101 | -- The intention is that the client will visibly kill the checkpoint before we do as we will trigger on the centre point of the vehicle (not on model bounds)
102 | -- It also seems that checkpoint "radius" in incorrectly named as it's actually the **diameter** if the checkpoint!
103 | -- For our actual radius, that would make it half of the checkpoint "radius"
104 | player.triggerRadius1 = chp.radius
105 | player.triggerRadius2 = chp.isPair and chp.pairRadius or false
106 |
107 | TriggerClientEvent("racing:checkpoints:setIndex", player.id, index, playSound)
108 | end
109 | end
110 |
111 | local function IsPlayerInTrigger(player, location, radius)
112 | if player and location and radius then
113 | local vehicle = player.raceVehicle
114 | if not vehicle or not DoesEntityExist(vehicle) then return false end
115 |
116 | return #(GetEntityCoords(vehicle).xy - location.xy) <= radius
117 | end
118 |
119 | return false
120 | end
121 |
122 | RegisterNetEvent("racing:checkpoints:trigger")
123 | AddEventHandler("racing:checkpoints:trigger", function()
124 | local player = GetRacePlayerFromIndex(source)
125 |
126 | if not player then return end
127 |
128 | if IsPlayerInTrigger(player, player.triggerLocation1, player.triggerRadius1) or IsPlayerInTrigger(player, player.triggerLocation2, player.triggerRadius2) then
129 | SetPlayerCheckpoint(player, player.checkpoint + 1, true)
130 | end
131 | end)
132 |
133 | function RaceThreadFunction()
134 | -- There can only be one race function at a time, do nothing if there is already one active
135 | if RaceThreadActive then return end
136 | RaceThreadActive = true
137 |
138 | -- We need to finalise who's participating in this race and who's not.
139 | SetupRacePlayerTable()
140 |
141 | -- Ensure we have map data
142 | if not GlobalState.CurrentMapUGC then error("some how, there was no UGC available for this race") end
143 | RaceMap = GlobalState.CurrentMapUGC
144 |
145 | -- Give everyone a vehicle and place them into it
146 | SetupRaceVehicles()
147 |
148 | -- uhh checkpoints maybe???
149 | TriggerClientEvent("racing:checkpoints:clear", -1)
150 | RaceCheckpoints = GetRaceCheckpoints(RaceMap.mission.race)
151 | NumRaceCheckpoints = #RaceCheckpoints -- Why continuously calculate something that will never change?!
152 |
153 | --local clientCheckpointData
154 | --RaceCheckpoints, clientCheckpointData = GetRaceCheckpoints(RaceMap.mission.race)
155 | for _, player in ipairs(RacePlayers) do
156 | -- Checkpoint 2 is the first checkpoint as checkpoint 1 is the "starting line"
157 | SetPlayerCheckpoint(player, 2, false)
158 | end
159 |
160 | -- And now start the loop for the race
161 | while true do Wait(0)
162 | if not RaceThreadActive then return end
163 | end
164 |
165 | -- Finally, we clean up the mess we made
166 | RacePlayers = false
167 | RaceVehicles = false -- TODO: clean up old vehicles
168 | RaceMap = false
169 | RaceCheckpoints = false
170 | NumRaceCheckpoints = false
171 | end
172 |
173 | RegisterCommand("clearChp", function(source)
174 | TriggerClientEvent("racing:receiveCheckpointUpdate", source, json.encode({
175 | cleared = true,
176 | }))
177 | end)
178 |
--------------------------------------------------------------------------------
/racing/modules/sv_checkpoint_parsing.lua:
--------------------------------------------------------------------------------
1 | --[[
2 | Checkpoint Parsing
3 |
4 | Take the checkpoint data from UGC.mission.race and turn it into our own custom type to distribute to clients on our terms.
5 |
6 | Data relevant to checkpoints (located at #.mission.race)
7 | "chh": [], // CHeckpoint Heading (for spawns)
8 | "chl": [], // CHeckpoint Location
9 | "chp": 33, // number of CHeckPoints
10 | "chs": [], // CHeckpoint Scale
11 | "chs2": [], // CHeckpoint Scale (for the second checkpoint)
12 | "cpado": [], // CheckPoint ADO?: the x and z components make their way to y and z rotation floats of _GET_VEHICLE_SUSPENSION_BOUNDS in one case. not sure what it actually is for though
13 | "cpados": [], // CheckPoint ADO? (for the Second checkpoint)
14 | "cpbs1": [], // CheckPoint BitSet 1: ughhhhhhhhhhhhhhhhhh
15 | "cpbs2": [], // CheckPoint BitSet 2: ughhhhhhhhhhhhhhhhhh
16 | "cpdss": [], // no clue :(
17 | "cpgrav": [], // CheckPoint GRAVity?: unused
18 | "cpgravdura": [], // CheckPoint GRAVity? DURAtion: unused
19 | "cppsst": [], // CheckPoint S?S? Time:
20 | "cprst": [], // CheckPoint ReSet Time: (assumed from other data)
21 | "cpwwt": [], // CheckPoint Wrong Way Time: default is 7500 when the value is either -1 or 0, otherwise it is the value * 1000 (compared to game timer)
22 | "sndchk": [], // SecoND CHecKpoint: the location of the second checkpoint in a checkpoint pair (from looking at decompiled scripts, not actually tested)
23 | "sndrsp": [], // SecoND ReSPawn heading?: a float related to the heading where you should respawn from (as decompiled scripts point towards chh or this depending on a boolean.)
24 | "cpair": [], // is Checkpoint PAIR: if this checkpoint has a pair to it
25 | "rndchk": [], // Round CHecKpoint: if this is true, the checkpoint is a round one (for tubes and stuff)
26 | "rndchks": [], // Round CHecKpoint (for the Second checkpoint): same as above for the second checkpoint in a pair
27 | /// If an index in any of the following is a zero vector, the try the next set, if all sets have zero vectors,
28 | /// go back one the chain and repeat until the first checkpoint in which case, start at the beginning of the race there.
29 | /// I believe that's how it goes anyways...
30 | "vspn0": [], // Vehicle SPawN 0: The first point to try to respawn the player when they retry from checkpoint
31 | "vspn1": [], // Vehicle SPawN 1: The second point to respawn at (if the first is occupied?)
32 | "vspn2": [], // Vehicle SPawN 2: The third point to respawn at (if the second is occupied?)
33 |
34 | "vspns0": [], // Vehicle SPawN (Second checkpoint) 0: same as above for the second checkpoint in a pair
35 | "vspns1": [], // Vehicle SPawN (Second checkpoint) 1: ...
36 | "vspns2": [], // Vehicle SPawN (Second checkpoint) 2: ...
37 | ]]
38 |
39 | -- This has been separated out to be moved to a new file or directly into mission-json-loader at some stage but not right now
40 | function CreateUGCObjectCollection(container, numberOfKey, properties)
41 | local collection = {}
42 |
43 | -- Idiot checks
44 | if type(container) ~= "table" or type(numberOfKey) ~= "string" or type(properties) ~= "table" then
45 | return false
46 | end
47 |
48 | -- Get the number of objects in the collection
49 | local numObject = container[numberOfKey] or false
50 | if not numObject then return false end
51 |
52 | -- Get all objects which container actually contains
53 | local objectProperties = {}
54 |
55 | -- Get the properties and given names for them (if they exist) and assign them to our own table
56 | for keyName, key in pairs(properties) do
57 | local property = container[key]
58 |
59 | if type(property) == "table" then
60 | objectProperties[(type(keyName) == "string" and keyName or key)] = property
61 | end
62 | end
63 |
64 | -- Populate the collection
65 | for i=1,numObject do
66 | local object = {}
67 |
68 | for key, valueTable in pairs(objectProperties) do
69 | object[key] = valueTable[i] or false
70 | end
71 |
72 | table.insert(collection, object)
73 | end
74 |
75 | -- Return the collection
76 | return collection
77 | end
78 |
79 | -- Thanks random matlab forum :D
80 | local function GetAngleBetween2dVectors(x1, y1, x2, y2)
81 | return math.abs(math.deg(math.atan2(x1*y2-y1*x2, x1*x2+y1*y2)))
82 | end
83 |
84 | -- Just following what R* does here...
85 | local function GetCheckpointNumberOfArrows(chpLocation, prevChpLocation, nextChpLocation)
86 | local prevDiff = (chpLocation - prevChpLocation)
87 | local nextDiff = (chpLocation - nextChpLocation)
88 | local calculatedAngle = GetAngleBetween2dVectors(prevDiff.x, prevDiff.y, nextDiff.x, nextDiff.y)
89 | calculatedAngle = calculatedAngle > 180.0 and (360.0 - calculatedAngle) or calculatedAngle
90 |
91 | if calculatedAngle < 80.0 then
92 | return 3
93 | elseif calculatedAngle < 140.0 then
94 | return 2
95 | elseif calculatedAngle < 180.0 then
96 | return 1
97 | end
98 |
99 | return 1
100 | end
101 |
102 | local function GetCheckpointType(isRound, numberOfArrows)
103 | -- TODO: 2060/1604 build compat
104 | return isRound and 11 + numberOfArrows or 5 + numberOfArrows
105 | end
106 |
107 | function GetRaceCheckpoints(race)
108 | -- Create a new collection and store it in a local variable, once we're done it will be assigned to GlobalState but its much more performant to have a local ref to it
109 | local checkpoints = CreateUGCObjectCollection(race, "chp", {
110 | location = "chl",
111 | scale = "chs",
112 | isRound = "rndchk",
113 | spawnHeading = "chh",
114 | spawnLocation1 = "vspn0",
115 | spawnLocation2 = "vspn1",
116 | spawnLocation3 = "vspn2",
117 |
118 | isCheckpointPair = "cpair",
119 |
120 | pairLocation = "sndchk",
121 | pairScale = "chs2",
122 | pairIsRound = "rndchks",
123 | pairSpawnHeading = "sndrsp",
124 | pairSpawnLocation1 = "vspns0",
125 | pairSpawnLocation2 = "vspns1",
126 | pairSpawnLocation3 = "vspns2",
127 | })
128 |
129 | -- Fast out if getting checkpoints failed
130 | if not checkpoints then return false end
131 |
132 | -- Find the number of checkpoints
133 | local numCheckpoints = #checkpoints
134 |
135 | -- Do some additional processing for more information
136 | for chpIndex, chp in ipairs(checkpoints) do
137 | -- If we're not the last checkpoint
138 | if chpIndex < numCheckpoints then
139 | -- Get the next checkpoint
140 | local nextChp = checkpoints[chpIndex + 1]
141 | local prevChp = checkpoints[chpIndex - 1] or checkpoints[chpIndex]
142 |
143 | -- Add the checkpoint's target(s)
144 | if chp.isPair then
145 | if nextChp.isPair then
146 | -- If BOTH the current and the next checkpoint ARE checkpoint pairs
147 | chp.target = nextChp.location
148 | chp.pairTarget = nextChp.pairLocation
149 | else
150 | -- If this checkpoint IS a checkpoint pair but the next checkpoint IS NOT
151 | chp.target = nextChp.location
152 | chp.pairTarget = nextChp.location
153 | end
154 | else
155 | if nextChp.isPair then
156 | -- If this checkpoint IS NOT a checkpoint pair but the next checkpoint IS
157 | chp.target = vec3((chp.location.xy + nextChp.location.xy)/2, chp.location.z) -- Midpoint between the checkpoint pairs without factoring Z
158 | else
159 | -- If BOTH the current and the next checkpoint are NOT checkpoint pairs
160 | chp.target = nextChp.location
161 | end
162 | end
163 |
164 | -- Determine the type this checkpoint should be
165 | chp.type = GetCheckpointType(chp.isRound, GetCheckpointNumberOfArrows(chp.location, prevChp.location, nextChp.location))
166 | chp.pairType = chp.type -- TODO: checkpoint pair correct types
167 | else
168 | -- This is the last checkpoint, it gets a special flag
169 | -- TODO: lap races, they duplicate blips!!!!
170 | chp.isLastCheckpoint = true
171 | chp.type = chp.isRound and 16 or 10
172 | chp.target = chp.location
173 | end
174 |
175 | -- All checkpoints get a vertical height adjustment, so add it here
176 | -- This is probably actually calculable from the checkpoint sprite size scaling/icon position however, I don't think those values are that easy to get.
177 | local locationAdjust = vec3(0,0,chp.isRound and 11.0 or 4.0)
178 | local targetAdjust = vec3(0,0,5.0) -- Target always gets z+5
179 | chp.location = chp.location + locationAdjust
180 | chp.target = chp.target + targetAdjust
181 |
182 | if chp.isPair then
183 | chp.pairLocation = chp.pairLocation + locationAdjust
184 | chp.pairTarget = chp.pairTarget + targetAdjust
185 | end
186 |
187 | -- The radius is determined independent of other checkpoints, so it's out here
188 | chp.radius = chp.isRound and 20.0 or 11.0
189 | chp.pairRadius = chp.radius -- TODO: checkpoint pair correct radius
190 |
191 | -- Varies based on race type I believe but 9.5 is pretty much the right value most of the time so,
192 | -- we'll just always use it, for now...
193 | chp.cylinderHeight = 9.5
194 |
195 | -- Future-proofing!
196 | chp.baseHudColour = 13
197 | chp.iconHudColour = 134
198 | chp.subType = 0
199 | end
200 |
201 | -- Finally, assign the checkpoints to GlobalState
202 | GlobalState.RacingCheckpoints = checkpoints
203 |
204 | -- And return the object so we can save our own certified™ copy
205 | return checkpoints
206 | end
207 |
--------------------------------------------------------------------------------
/racing-map-two/other-map.json:
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
/racing/modules/cl_checkpoints.lua:
--------------------------------------------------------------------------------
1 | --[[
2 | Checkpoint System
3 | ]]
4 |
5 | -- Some forward declarations for the trigger thread
6 | local setTriggerActive
7 | local updateTriggerParameters
8 |
9 | -- Constant control parameters
10 | local checkpointAlpha = 180
11 | local checkpointIconAlpha = 180
12 |
13 | -- Turns checkpoint data from the server into a properly placed checkpoint.
14 | local function CreateRaceCheckpoint(chpType, location, target, radius, baseHudColour, iconHudColour, cylinderHeight, chpSubType)
15 | -- Create the checkpoint
16 | local baseR, baseG, baseB = GetHudColour(baseHudColour)
17 | local iconR, iconG, iconB, iconA = GetHudColour(iconHudColour)
18 | local newChp = CreateCheckpoint(chpType, location.xyz, target.xyz, radius, baseR, baseG, baseB, checkpointAlpha, chpSubType)
19 | SetCheckpointCylinderHeight(newChp, cylinderHeight, cylinderHeight, 100.0)
20 |
21 | -- Do stuff special for round checkpoints
22 | if (16 > chpType and chpType > 11) then
23 | -- Special colours for round checkpoints
24 | iconA = 150
25 | else
26 | -- Clip checkpoints to the surface below them
27 | -- UNTESTED, hopefully this just works and I don't have to do the silly ray casting
28 | -- Also, the names are weird, I know
29 | local found, groundZ, surfaceNormal = GetGroundZAndNormalFor_3dCoord(location.x, location.y, location.z)
30 | if found then
31 | local clipPlane = vec3(location.x, location.y, groundZ - 0.05)
32 | N_0xf51d36185993515d(newChp, clipPlane.xyz, surfaceNormal.xyz) -- lol soz for not documenting yet :P
33 | end
34 |
35 | iconA = checkpointIconAlpha
36 | end
37 |
38 | -- Set the colouring
39 | SetCheckpointIconRgba(newChp, iconR, iconG, iconB, iconA)
40 |
41 | -- Return the checkpoint
42 | return newChp
43 | end
44 |
45 | local function CreateCheckpointBlip(location)
46 | local blip = AddBlipForCoord(location)
47 |
48 | -- All defaults pulled from scripts
49 | SetBlipSprite(blip, 1)
50 | SetBlipColour(blip, 66)
51 | SetBlipScale(blip, 0.5)
52 |
53 | return blip
54 | end
55 |
56 | -- Checkpoint and blip handles, there will only be a max of 2 checkpoints and 4 blips, its best if we just store them discretely
57 | local currentCheckpointIndex = -1
58 | local chp1 = 0
59 | local chp2 = 0
60 | local chp1Blip = 0
61 | local chp2Blip = 0
62 | local chp1NextBlip = 0
63 | local chp2NextBlip = 0
64 |
65 | -- The server has control over what index we show and every time our index is set, the server also receives the index,
66 | -- allowing it to send another set event or kick the player if they are misbehaving.
67 | -- Side-note, as an anti-stupid-people mechanism, every time the server detects a discrepancy, you lose x amount of "trust" and if your trust reaches 0, you get kicked.
68 | -- Your trust value is persistent across identifiers and recharges by x amount every race you complete without a discrepancy. (as you may get a false positive here and there if you're on a crap connection)
69 | RegisterNetEvent("racing:checkpoints:setIndex")
70 | AddEventHandler("racing:checkpoints:setIndex", function(index, sound)
71 | -- Save the table from GlobalState for the entire time we need to access it
72 | local checkpoints = false
73 |
74 | -- Wait until checkpoints are available before continuing (or at max 5 seconds)
75 | local timeout = GetGameTimer() + 5000
76 | repeat
77 | checkpoints = GlobalState.RacingCheckpoints
78 | Wait(100)
79 | until checkpoints or GetGameTimer() >= timeout
80 |
81 | -- If we failed to get checkpoints, don't go any further
82 | if not checkpoints then return end
83 |
84 | -- Don't try to set up a checkpoint that doesn't exist
85 | local chp = checkpoints[index]
86 | if not chp then return end
87 |
88 | -- Don't set up the current checkpoint again
89 | -- TODO: The server might send this as a possible state reset, in that case, ensure everything is how it should be and not just ignore it
90 | if currentCheckpointIndex == index then return end
91 |
92 | -- Set up the checkpoint(s) and blip(s)
93 | local newCheckpoint = 0
94 | local newBlip1 = 0
95 | local newCheckpoint2 = 0
96 | local newBlip2 = 0
97 |
98 | newCheckpoint = CreateRaceCheckpoint(chp.type, chp.location, chp.target, chp.radius, chp.baseHudColour, chp.iconHudColour, chp.cylinderHeight, chp.chpSubType)
99 | mehLocation = chp.location
100 | if not chp.isLastCheckpoint then
101 | newBlip1 = CreateCheckpointBlip(chp.target)
102 | end
103 |
104 | if chp.isPair then
105 | newCheckpoint2 = CreateRaceCheckpoint(chp.pairType, chp.pairLocation, chp.pairTarget, chp.pairRadius, chp.baseHudColour, chp.iconHudColour, chp.cylinderHeight, chp.chpSubType)
106 | if not chp.isLastCheckpoint then
107 | newBlip2 = CreateCheckpointBlip(chp.pairTarget)
108 | end
109 | end
110 |
111 | -- Update the state of the other checkpoints and blips
112 | if chp1 ~= 0 then
113 | DeleteCheckpoint(chp1)
114 | end
115 |
116 | if newCheckpoint ~= 0 then
117 | chp1 = newCheckpoint
118 | end
119 |
120 | if chp2 ~= 0 then
121 | DeleteCheckpoint(chp2)
122 | end
123 |
124 | if newCheckpoint2 ~= 0 then
125 | chp2 = newCheckpoint2
126 | end
127 |
128 | if chp1Blip ~= 0 then
129 | RemoveBlip(chp1Blip)
130 | else
131 | -- This should only happen on the first checkpoint
132 | chp1NextBlip = CreateCheckpointBlip(chp.location)
133 | end
134 |
135 | if chp1NextBlip ~= 0 then
136 | chp1Blip = chp1NextBlip
137 | chp1NextBlip = newBlip1
138 | end
139 |
140 | if chp1Blip ~= 0 then
141 | SetBlipScale(chp1Blip, 0.7)
142 | end
143 |
144 | if chp2Blip ~= 0 then
145 | RemoveBlip(chp2Blip)
146 | elseif chp.isPair then
147 | chp2NextBlip = CreateCheckpointBlip(chp.pairLocation)
148 | end
149 |
150 | if chp2NextBlip ~= 0 then
151 | chp2Blip = chp2NextBlip
152 | chp2NextBlip = newBlip2
153 | end
154 |
155 | if chp2Blip ~= 0 then
156 | SetBlipScale(chp2Blip, 0.7)
157 | end
158 |
159 | -- Do sound related things
160 | -- As a "rule", sounds mean that the server acknowledged and accepted our action (where that makes contextual sense)
161 | if sound then
162 | --TODO: race specific soundsets or even user configurable soundsets!!!
163 | PlaySoundFrontend(-1, "CHECKPOINT_NORMAL", "HUD_MINI_GAME_SOUNDSET", 1)
164 | end
165 |
166 | -- Update the trigger!
167 | setTriggerActive(true)
168 | updateTriggerParameters(chp.location, chp.radius/2, chp.isPair and chp.pairLocation or false, chp.isPair and chp.pairRadius/2 or false)
169 | end)
170 |
171 | -- Setup a function to kill all checkpoints
172 | local function ClearAllRaceCheckpoints()
173 | if chp1 ~= 0 then DeleteCheckpoint(chp1) end
174 | if chp2 ~= 0 then DeleteCheckpoint(chp2) end
175 | if chp1Blip ~= 0 then RemoveBlip(chp1Blip) end
176 | if chp2Blip ~= 0 then RemoveBlip(chp2Blip) end
177 | if chp1NextBlip ~= 0 then RemoveBlip(chp1NextBlip) end
178 | if chp2NextBlip ~= 0 then RemoveBlip(chp2NextBlip) end
179 | currentCheckpointIndex = -1
180 | chp1 = 0
181 | chp2 = 0
182 | chp1Blip = 0
183 | chp2Blip = 0
184 | chp1NextBlip = 0
185 | chp2NextBlip = 0
186 | setTriggerActive(false)
187 | end
188 |
189 | -- The server can also tell us to clear any checkpoints that we are currently controlling
190 | RegisterNetEvent("racing:checkpoints:clear")
191 | AddEventHandler("racing:checkpoints:clear", ClearAllRaceCheckpoints)
192 | AddEventHandler("onClientMapStop", ClearAllRaceCheckpoints)
193 |
194 | -- Create a thread for "reliably" triggering checkpoints
195 | CreateThread(function()
196 | -- Meh sue me for "variable abuse"
197 | local active = false
198 | local vehicle = false
199 | local extents = false
200 | local location1 = false
201 | local location2 = false
202 | local radius1 = false
203 | local radius2 = false
204 | local timeout = 0
205 |
206 | setTriggerActive = function(toggle)
207 | active = toggle or false
208 |
209 | if not active then
210 | vehicle = false
211 | extents = false
212 | location1 = false
213 | location2 = false
214 | radius1 = false
215 | radius2 = false
216 | timeout = 0
217 | end
218 | end
219 |
220 | updateTriggerParameters = function(_location1, _radius1, _location2, _radius2)
221 | location1 = _location1
222 | location2 = _location2
223 | radius1 = _radius1
224 | radius2 = _radius2
225 | vehicle = GetVehiclePedIsIn(PlayerPedId(), false)
226 |
227 | if not vehicle then setTriggerActive(false) return end
228 |
229 | local min,max = GetModelDimensions(GetEntityModel(vehicle))
230 | extents = max --+ vec(0.5,0,0)
231 |
232 | timeout = 0
233 | end
234 |
235 | local function IsInTrigger(chpDiff, radius)
236 | if #(chpDiff - extents) <= radius then
237 | return true
238 | end
239 |
240 | return false
241 | end
242 |
243 | local function FireTriggered()
244 | -- Tell the server we triggered a checkpoint
245 | TriggerServerEvent("racing:checkpoints:trigger")
246 |
247 | -- Set the current checkpoint(s) invisible now to make it feel smooooth
248 | local _chp1 = chp1
249 | if _chp1 then
250 | SetCheckpointRgba(_chp1, 0,0,0,0)
251 | SetCheckpointIconRgba(_chp1, 0,0,0,0)
252 | end
253 |
254 | local _chp2 = chp2
255 | if _chp2 then
256 | SetCheckpointRgba(_chp2, 0,0,0,0)
257 | SetCheckpointIconRgba(_chp2, 0,0,0,0)
258 | end
259 |
260 | -- Make a sound!
261 |
262 |
263 | timeout = GetGameTimer() + 5000
264 | while timeout > GetGameTimer() do Wait(10) end
265 |
266 | -- If checkpoints weren't changed, the server probably didn't reply or think we actually hit it, set the checkpoint scale back
267 | if _chp1 == chp1 then
268 | -- Since we can't actually save the rgba of the checkpoint (easily), we'll just set it back to the default yellow :D
269 | local r,g,b = GetHudColour(13)
270 | SetCheckpointRgba(_chp1, r, g, b, checkpointAlpha)
271 | local r,g,b = GetHudColour(134)
272 | SetCheckpointIconRgba(_chp1, r, g, b, checkpointIconAlpha)
273 | end
274 |
275 | if _chp2 == chp2 then
276 | local r,g,b = GetHudColour(13)
277 | SetCheckpointRgba(_chp2, r, g, b, checkpointAlpha)
278 | local r,g,b = GetHudColour(134)
279 | SetCheckpointIconRgba(_chp2, r, g, b, checkpointIconAlpha)
280 | end
281 | end
282 |
283 | while true do
284 | Wait(0)
285 | if active then
286 | local vehiclePos = GetEntityCoords(vehicle)
287 |
288 | if location1 and radius1 then
289 | if IsInTrigger(math.abs(GetOffsetFromEntityGivenWorldCoords(vehicle, location1.x, location1.y, vehiclePos.z)), radius1) then
290 | FireTriggered()
291 | elseif location2 and radius2 then
292 | if IsInTrigger(math.abs(GetOffsetFromEntityGivenWorldCoords(vehicle, location2.x, location2.y, location2.z)), radius2) then
293 | FireTriggered()
294 | end
295 | end
296 | end
297 | end
298 | end
299 | end)
300 |
--------------------------------------------------------------------------------
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623 | How to Apply These Terms to Your New Programs
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635 | Copyright (C)
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637 | This program is free software: you can redistribute it and/or modify
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647 | You should have received a copy of the GNU General Public License
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649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
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657 | This is free software, and you are welcome to redistribute it
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660 | The hypothetical commands `show w' and `show c' should show the appropriate
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662 | might be different; for a GUI interface, you would use an "about box".
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664 | You should also get your employer (if you work as a programmer) or school,
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666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
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671 | may consider it more useful to permit linking proprietary applications with
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673 | Public License instead of this License. But first, please read
674 | .
675 |
--------------------------------------------------------------------------------
/racing-map-one/stunt-race.lua:
--------------------------------------------------------------------------------
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