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Jacob
2021-12-03 01:05:09 +00:00
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--================================--
-- FIRE SCRIPT v1.7.3 --
-- by GIMI (+ foregz, Albo1125) --
-- License: GNU GPL 3.0 --
--================================--
Fire = {
registered = {},
random = {},
active = {},
binds = {},
activeBinds = {},
__index = self,
init = function(o)
o = o or {registered = {}, random = {}, active = {}, binds = {}, activeBinds = {}}
setmetatable(o, self)
self.__index = self
return o
end
}
function Fire:create(coords, maximumSpread, spreadChance)
maximumSpread = maximumSpread and maximumSpread or Config.Fire.maximumSpreads
spreadChance = spreadChance and spreadChance or Config.Fire.fireSpreadChance
local fireIndex = highestIndex(self.active)
fireIndex = fireIndex + 1
self.active[fireIndex] = {
maxSpread = maxSpread,
spreadChance = spreadChance
}
self:createFlame(fireIndex, coords)
local spread = true
-- Spreading
Citizen.CreateThread(
function()
while spread do
Citizen.Wait(2000)
local index, flames = highestIndex(self.active, fireIndex)
if flames ~= 0 and flames <= maximumSpread then
for k, v in ipairs(self.active[fireIndex]) do
index, flames = highestIndex(self.active, fireIndex)
local rndSpread = math.random(100)
if count ~= 0 and flames <= maximumSpread and rndSpread <= spreadChance then
local x = self.active[fireIndex][k].x
local y = self.active[fireIndex][k].y
local z = self.active[fireIndex][k].z
local xSpread = math.random(-3, 3)
local ySpread = math.random(-3, 3)
coords = vector3(x + xSpread, y + ySpread, z)
self:createFlame(fireIndex, coords)
end
end
elseif flames == 0 then
break
end
end
end
)
self.active[fireIndex].stopSpread = function()
spread = false
end
return fireIndex
end
function Fire:createFlame(fireIndex, coords)
local flameIndex = highestIndex(self.active, fireIndex) + 1
self.active[fireIndex][flameIndex] = coords
TriggerClientEvent('fireClient:createFlame', -1, fireIndex, flameIndex, coords)
end
function Fire:remove(fireIndex)
if not (self.active[fireIndex] and next(self.active[fireIndex])) then
return false
end
self.active[fireIndex].stopSpread()
TriggerClientEvent('fireClient:removeFire', -1, fireIndex)
if self.activeBinds[fireIndex] then
self.binds[self.activeBinds[fireIndex]][fireIndex] = nil
if self.activeBinds[fireIndex] == self.currentRandom and next(self.binds[self.activeBinds[fireIndex]]) == nil then
self.currentRandom = nil
end
end
self.active[fireIndex] = {}
return true
end
function Fire:removeFlame(fireIndex, flameIndex)
if self.active[fireIndex] and self.active[fireIndex][flameIndex] then
self.active[fireIndex][flameIndex] = nil
if type(next(self.active[fireIndex])) == "string" and self.activeBinds[fireIndex] then
self.binds[self.activeBinds[fireIndex]][fireIndex] = nil
if self.activeBinds[fireIndex] == self.currentRandom and next(self.binds[self.activeBinds[fireIndex]]) == nil then
self.currentRandom = nil
end
self.activeBinds[fireIndex] = nil
end
end
TriggerClientEvent('fireClient:removeFlame', -1, fireIndex, flameIndex)
end
function Fire:removeAll()
TriggerClientEvent('fireClient:removeAllFires', -1)
for k, v in pairs(self.active) do
if v.stopSpread then
v.stopSpread()
end
end
self.active = {}
self.binds = {}
self.currentRandom = nil
end
function Fire:register(coords)
local registeredFireID = highestIndex(self.registered) + 1
self.registered[registeredFireID] = {
flames = {}
}
if coords then
self.registered[registeredFireID].dispatchCoords = coords
end
self:saveRegistered()
return registeredFireID
end
function Fire:startRegistered(registeredFireID, triggerDispatch, dispatchPlayer)
if not self.registered[registeredFireID] then
return false
end
if not self.binds[registeredFireID] then
self.binds[registeredFireID] = {}
end
for k, v in pairs(self.registered[registeredFireID].flames) do
local fireID = Fire:create(v.coords, v.spread, v.chance)
self.binds[registeredFireID][fireID] = true
self.activeBinds[fireID] = registeredFireID
Citizen.Wait(10)
end
if self.registered[registeredFireID].dispatchCoords and triggerDispatch and dispatchPlayer then
local dispatchCoords = self.registered[registeredFireID].dispatchCoords
Citizen.SetTimeout(
Config.Dispatch.timeout,
function()
if Config.Dispatch.enabled then
Dispatch.expectingInfo[dispatchPlayer] = true
end
TriggerClientEvent('fd:dispatch', dispatchPlayer, dispatchCoords)
end
)
end
return true
end
function Fire:stopRegistered(registeredFireID)
if not self.binds[registeredFireID] then
return false
end
for k, v in pairs(self.binds[registeredFireID]) do
self.activeBinds[k] = nil
Fire:remove(k)
Citizen.Wait(10)
end
self.binds[registeredFireID] = nil
if self.currentRandom and self.currentRandom == registeredFireID then
self.currentRandom = nil
end
return true
end
function Fire:deleteRegistered(registeredFireID)
if not self.registered[registeredFireID] then
return false
end
if self.registered[registeredFireID].random then
self:setRandom(registeredFireID, false)
end
self.registered[registeredFireID] = nil
self:saveRegistered()
return true
end
function Fire:addFlame(registeredFireID, coords, spread, chance)
if not (registeredFireID and coords and spread and chance and self.registered[registeredFireID]) then
return false
end
local flameID = highestIndex(self.registered[registeredFireID].flames) + 1
self.registered[registeredFireID].flames[flameID] = {}
self.registered[registeredFireID].flames[flameID].coords = coords
self.registered[registeredFireID].flames[flameID].spread = spread
self.registered[registeredFireID].flames[flameID].chance = chance
self:saveRegistered()
return flameID
end
function Fire:deleteFlame(registeredFireID, flameID)
if not (self.registered[registeredFireID] and self.registered[registeredFireID].flames[flameID]) then
return false
end
table.remove(self.registered[registeredFireID].flames, flameID)
self:saveRegistered()
return true
end
function Fire:setRandom(registeredFireID, random)
random = random or nil
registeredFireID = tonumber(registeredFireID)
if not registeredFireID or not self.registered[registeredFireID] then
return false
end
self.registered[registeredFireID].random = random
self.random[registeredFireID] = random
self:saveRegistered()
return true
end
function Fire:startSpawner(frequency, chance)
frequency = tonumber(frequency) or Config.Fire.spawner.interval
chance = tonumber(chance) or Config.Fire.spawner.chance
if self._stopSpawner or not self.random or not frequency then
return false
end
local spawnerActive = true
self._stopSpawner = function()
spawnerActive = nil
end
Citizen.CreateThread(
function()
while spawnerActive do
if next(self.random) and not self.currentRandom and Dispatch:firefighters() >= Config.Fire.spawner.players then
if math.random(100) < chance then
local randomRegisteredFireID = table.random(self.random)
local randomPlayer = Dispatch:getRandomPlayer()
if randomRegisteredFireID and randomPlayer then
if self:startRegistered(randomRegisteredFireID, true, randomPlayer) then
self.currentRandom = randomRegisteredFireID
end
end
end
end
Citizen.Wait(frequency)
end
end
)
return true
end
function Fire:stopSpawner()
if self._stopSpawner then
self._stopSpawner()
self._stopSpawner = nil
end
end
-- Saving registered fires
function Fire:saveRegistered()
saveData(self.registered, "fires")
end
function Fire:loadRegistered()
local firesFile = loadData("fires")
if firesFile ~= nil then
for index, fire in pairs(firesFile) do
for _, flame in pairs(fire.flames) do
flame.coords = vector3(flame.coords.x, flame.coords.y, flame.coords.z)
end
if fire.dispatchCoords then
fire.dispatchCoords = vector3(fire.dispatchCoords.x, fire.dispatchCoords.y, fire.dispatchCoords.z)
end
end
self.registered = firesFile
self:updateRandom()
else
saveData({}, "fires")
end
end
function Fire:updateRandom() -- Creates a table containing all fires with random flag enabled
self.random = {}
if not (self.registered and next(self.registered) ~= nil) then
return
end
for k, v in pairs(self.registered) do
if v.random == true then
self.random[k] = true
end
end
end