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https://github.com/citizenfx/cfx-server-data.git
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gameplay: example money, money fountain, ped money drop and player ID systems
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101
resources/[gameplay]/[examples]/money-fountain/client.lua
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101
resources/[gameplay]/[examples]/money-fountain/client.lua
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-- add text entries for all the help types we have
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AddTextEntry('FOUNTAIN_HELP', 'This fountain currently contains $~1~.~n~Press ~INPUT_PICKUP~ to obtain $~1~.~n~Press ~INPUT_DETONATE~ to place $~1~.')
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AddTextEntry('FOUNTAIN_HELP_DRAINED', 'This fountain currently contains $~1~.~n~Press ~INPUT_DETONATE~ to place $~1~.')
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AddTextEntry('FOUNTAIN_HELP_BROKE', 'This fountain currently contains $~1~.~n~Press ~INPUT_PICKUP~ to obtain $~1~.')
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AddTextEntry('FOUNTAIN_HELP_BROKE_N_DRAINED', 'This fountain currently contains $~1~.')
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AddTextEntry('FOUNTAIN_HELP_INUSE', 'This fountain currently contains $~1~.~n~You can use it again in ~a~.')
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-- upvalue aliases so that we will be fast if far away
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local Wait = Wait
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local GetEntityCoords = GetEntityCoords
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local PlayerPedId = PlayerPedId
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-- timer, don't tick as frequently if we're far from any money fountain
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local relevanceTimer = 500
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CreateThread(function()
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local pressing = false
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while true do
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Wait(relevanceTimer)
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local coords = GetEntityCoords(PlayerPedId())
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for _, data in pairs(moneyFountains) do
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-- if we're near this fountain
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local dist = #(coords - data.coords)
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-- near enough to draw
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if dist < 40 then
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-- ensure per-frame tick
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relevanceTimer = 0
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DrawMarker(29, data.coords.x, data.coords.y, data.coords.z, 0, 0, 0, 0.0, 0, 0, 1.0, 1.0, 1.0, 0, 150, 0, 120, false, true, 2, false, nil, nil, false)
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else
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-- put the relevance timer back to the way it was
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relevanceTimer = 500
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end
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-- near enough to use
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if dist < 1 then
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-- are we able to use it? if not, display appropriate help
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local player = LocalPlayer
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local nextUse = player.state['fountain_nextUse']
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-- GetNetworkTime is synced for everyone
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if nextUse and nextUse >= GetNetworkTime() then
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BeginTextCommandDisplayHelp('FOUNTAIN_HELP_INUSE')
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AddTextComponentInteger(GlobalState['fountain_' .. data.id])
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AddTextComponentSubstringTime(math.tointeger(nextUse - GetNetworkTime()), 2 | 4) -- seconds (2), minutes (4)
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EndTextCommandDisplayHelp(0, false, false, 1000)
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else
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-- handle inputs for pickup/place
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if not pressing then
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if IsControlPressed(0, 38 --[[ INPUT_PICKUP ]]) then
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TriggerServerEvent('money_fountain:tryPickup', data.id)
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pressing = true
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elseif IsControlPressed(0, 47 --[[ INPUT_DETONATE ]]) then
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TriggerServerEvent('money_fountain:tryPlace', data.id)
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pressing = true
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end
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else
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if not IsControlPressed(0, 38 --[[ INPUT_PICKUP ]]) and
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not IsControlPressed(0, 47 --[[ INPUT_DETONATE ]]) then
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pressing = false
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end
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end
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-- decide the appropriate help message
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local youCanSpend = (player.state['money_cash'] or 0) >= data.amount
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local fountainCanSpend = GlobalState['fountain_' .. data.id] >= data.amount
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local helpName
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if youCanSpend and fountainCanSpend then
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helpName = 'FOUNTAIN_HELP'
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elseif youCanSpend and not fountainCanSpend then
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helpName = 'FOUNTAIN_HELP_DRAINED'
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elseif not youCanSpend and fountainCanSpend then
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helpName = 'FOUNTAIN_HELP_BROKE'
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else
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helpName = 'FOUNTAIN_HELP_BROKE_N_DRAINED'
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end
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-- and print it
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BeginTextCommandDisplayHelp(helpName)
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AddTextComponentInteger(GlobalState['fountain_' .. data.id])
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if fountainCanSpend then
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AddTextComponentInteger(data.amount)
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end
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if youCanSpend then
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AddTextComponentInteger(data.amount)
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end
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EndTextCommandDisplayHelp(0, false, false, 1000)
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end
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end
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end
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end
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end)
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