Files
community_bridge/lib/entities/server/server_entity.lua
T
Mr.Crowley 68ca928033 Stipped away inefficient behavior system
Refactored the entity system to be **property-driven** with automatic `On<Property>` change handlers.

Added improved `Bridge.Entity.SetOnCreate` support so clients can identify and attach logic to **server-created entities** based on properties.

Introduced standardized default properties on `Bridge.Entity.Create`, including:

* `freeze` (defaults to frozen)
* `invincible`
* `targets`
* `attach`
* `anim`

Added exported helper functions for all of the above to allow runtime updates after creation.
2026-01-11 18:36:07 -06:00

105 lines
3.6 KiB
Lua

Ids = Ids or Require("lib/utility/shared/ids.lua")
local Entities = {}
ServerEntity = {} -- Renamed from EntityRelay
local Invoked = {}
--- Creates a server-side representation of an entity and notifies clients.
-- @param entityType string 'object', 'ped', or 'vehicle'
-- @param model string|number
-- @param coords vector3
-- @param rotation vector3|number Heading for peds/vehicles, rotation for objects
-- @param meta table Optional additional data
-- @return table The created entity data
function ServerEntity.New(id, entityType, model, coords, rotation, args)
assert(coords, "Coords are required for entity creation")
local self = args or {}
self.id = id or Ids.CreateUniqueId(Entities)
self.entityType = entityType
self.model = model
self.coords = coords
self.rotation = rotation or vector3(0.0, 0.0, 0.0)
local invoking = GetInvokingResource() or "community_bridge"
self.invoked = invoking
Invoked[invoking] = Invoked[invoking] or {}
table.insert(Invoked[invoking], self)
ServerEntity.Add(self)
return self
end
function ServerEntity.Create(data)
local self = ServerEntity.New(data.id, data.entityType, data.model, data.coords, data.rotation or vector3(0.0, 0.0, data.heading or 0.0), data)
if not self then return nil end
TriggerClientEvent("community_bridge:client:CreateEntity", -1, self)
return self
end
function ServerEntity.CreateBulk(entities)
local createdEntities = {}
for _, entityData in pairs(entities) do
local id = entityData.id or Ids.CreateUniqueId(Entities)
local entity = ServerEntity.New(id, entityData.entityType, entityData.model, entityData.coords, entityData.rotation, entityData)
createdEntities[id] = entity
end
TriggerClientEvent("community_bridge:client:CreateEntities", -1, createdEntities)
return createdEntities
end
--- Deletes a server-side entity representation and notifies clients.
-- @param id string|number The ID of the entity to delete.
function ServerEntity.Destroy(id)
if not Entities[id] then return end
ServerEntity.Remove(id)
TriggerClientEvent("community_bridge:client:DeleteEntity", -1, id)
end
ServerEntity.Delete = ServerEntity.Destroy
function ServerEntity.DestroyBulk(entityDatas)
for _, entityData in pairs(entityDatas) do
ServerEntity.Remove(entityData.id)
end
print("[ServerEntity] DestroyBulk: Removed", #entityDatas, "entities")
TriggerClientEvent("community_bridge:client:DeleteBulk", -1, entityDatas)
end
function ServerEntity.Get(id)
return Entities[id]
end
function ServerEntity.Add(self)
Entities[self.id] = self
end
function ServerEntity.Remove(id)
Entities[id] = nil
end
--- Updates data for a server-side entity and notifies clients.
-- @param id string|number The ID of the entity to update.
-- @param data table The data fields to update.
function ServerEntity.Set(id, data)
local entity = Entities[id]
if not entity then return false end
for key, value in pairs(data) do
entity[key] = value
end
TriggerClientEvent("community_bridge:client:UpdateEntity", -1, id, data)
return true
end
-- Clean up entities associated with a stopped resource
AddEventHandler('onResourceStop', function(resourceName)
if Invoked[resourceName] then
ServerEntity.DestroyBulk(Invoked[resourceName])
Invoked[resourceName] = nil
end
end)
AddEventHandler('community_bridge:Server:OnPlayerLoaded', function(source)
-- print("Player loaded:", source)
TriggerClientEvent("community_bridge:client:CreateEntities", source, Entities)
end)
return ServerEntity