Files
community_bridge/lib/points/client/points.lua
T
Mr.Crowley bdde5124ff Simplified Points
Reduced code and calculations should hopefully be more performant
2025-08-15 23:54:55 -05:00

255 lines
9.6 KiB
Lua

-- -- Grid-based point system
-- Point = {}
-- local ActivePoints = {}
-- local GridCells = {}
-- local LoopStarted = false
-- local insidePoints = {}
-- local data = {} -- 👈 Move this outside the function
-- -- Grid configuration
-- local GRID_SIZE = 500.0 -- Size of each grid cell
-- local CELL_BUFFER = 1 -- Number of adjacent cells to check
-- -- Consider adding these optimizations
-- local ADAPTIVE_WAIT = false -- Adjust wait time based on player speed
-- ---This is an internal function, do not call this externally
-- function Point.GetCellKey(coords)
-- local cellX = math.floor(coords.x / GRID_SIZE)
-- local cellY = math.floor(coords.y / GRID_SIZE)
-- return cellX .. ":" .. cellY
-- end
-- ---This is an internal function, do not call this externally
-- function Point.RegisterInGrid(point)
-- local cellKey = Point.GetCellKey(point.coords)
-- -- Initialize cell if it doesn't exist
-- GridCells[cellKey] = GridCells[cellKey] or {
-- points = {},
-- count = 0
-- }
-- -- Add point to cell
-- GridCells[cellKey].points[point.id] = point
-- GridCells[cellKey].count = GridCells[cellKey].count + 1
-- -- Store cell reference in point
-- point.cellKey = cellKey
-- end
-- ---This is an internal function, do not call this externally
-- function Point.UpdateInGrid(point, oldCellKey)
-- -- Remove from old cell if cell key changed
-- if oldCellKey and oldCellKey ~= point.cellKey then
-- if GridCells[oldCellKey] and GridCells[oldCellKey].points[point.id] then
-- GridCells[oldCellKey].points[point.id] = nil
-- GridCells[oldCellKey].count = GridCells[oldCellKey].count - 1
-- -- Clean up empty cells
-- if GridCells[oldCellKey].count <= 0 then
-- GridCells[oldCellKey] = nil
-- end
-- end
-- -- Add to new cell
-- Point.RegisterInGrid(point)
-- end
-- end
-- ---Gets nearby cells based on the coords
-- ---@param coords table
-- ---@return table
-- function Point.GetNearbyCells(coords)
-- local cellX = math.floor(coords.x / GRID_SIZE)
-- local cellY = math.floor(coords.y / GRID_SIZE)
-- local nearbyCells = {}
-- -- Get current and adjacent cells
-- for x = cellX - CELL_BUFFER, cellX + CELL_BUFFER do
-- for y = cellY - CELL_BUFFER, cellY + CELL_BUFFER do
-- local key = x .. ":" .. y
-- if GridCells[key] then
-- table.insert(nearbyCells, key)
-- end
-- end
-- end
-- return nearbyCells
-- end
-- ---Returns all points in the same cell as the given point
-- ---This will require you to pass the point object
-- ---@param point table
-- ---@return table
-- function Point.CheckPointsInSameCell(point)
-- local cellKey = point.cellKey
-- if not GridCells[cellKey] then return {} end
-- local nearbyPoints = {}
-- for id, otherPoint in pairs(GridCells[cellKey].points) do
-- if id ~= point.id then
-- local distance = #(point.coords - otherPoint.coords)
-- if distance < (point.distance + otherPoint.distance) then
-- nearbyPoints[id] = otherPoint
-- end
-- end
-- end
-- return nearbyPoints
-- end
-- ---Internal function that starts the loop. Do not call this function directly.
-- function Point.StartLoop()
-- if LoopStarted then return false end
-- LoopStarted = true
-- -- Remove the "local data = {}" line from here
-- CreateThread(function()
-- while LoopStarted do
-- local playerPed = PlayerPedId()
-- while playerPed == -1 do
-- Wait(100)
-- playerPed = PlayerPedId()
-- end
-- local playerCoords = GetEntityCoords(playerPed)
-- local targetsExist = false
-- local playerCellKey = Point.GetCellKey(playerCoords)
-- local nearbyCells = Point.GetNearbyCells(playerCoords)
-- local playerSpeed = GetEntitySpeed(playerPed)
-- local maxWeight = 1000
-- local waitTime = ADAPTIVE_WAIT and math.max(maxWeight/10, maxWeight - playerSpeed * maxWeight/10) or maxWeight
-- -- Process only points in nearby cells
-- for _, cellKey in ipairs(nearbyCells) do
-- if GridCells[cellKey] then
-- for id, point in pairs(GridCells[cellKey].points) do
-- targetsExist = true
-- -- Update entity position if needed
-- local oldCellKey = point.cellKey
-- if point.isEntity then
-- point.coords = GetEntityCoords(point.target)
-- point.cellKey = Point.GetCellKey(point.coords)
-- Point.UpdateInGrid(point, oldCellKey)
-- end
-- local coords = point.coords and vector3(point.coords.x, point.coords.y, point.coords.z) or vector3(0, 0, 0)
-- local distance = #(playerCoords - coords)
-- --local distance = #(playerCoords - point.coords)
-- -- Check if player entered/exited the point
-- if distance < point.distance then
-- if not point.inside then
-- point.inside = true
-- data[point.id] = data[point.id] or point.args or {}
-- data[point.id] = point.onEnter(point, data[point.id])
-- insidePoints[point.id] = point
-- end
-- -- Modified main loop exit handler
-- elseif point.inside then
-- point.inside = false
-- data[point.id] = data[point.id] or point.args or {}
-- local result = point.onExit(point, data[point.id])
-- data[point.id] = result ~= nil and result or data[point.id] -- ← Use consistent fallback
-- point.args = data[point.id] -- ← Update point.args to match data[point.id]
-- insidePoints[point.id] = nil
-- end
-- -- if point.onNearby then
-- -- point.onNearby(GridCells[cellKey]?.points, waitTime)
-- -- end
-- end
-- end
-- end
-- for id, insidepoint in pairs(insidePoints) do
-- local pos = insidepoint.coords and vector3(insidepoint.coords.x, insidepoint.coords.y, insidepoint.coords.z) or vector3(0, 0, 0)
-- local dist = #(playerCoords - pos)
-- if dist > insidepoint.distance then
-- insidepoint.inside = false
-- data[insidepoint.id] = data[insidepoint.id] or insidepoint.args or {}
-- local result = insidepoint.onExit(insidepoint, data[insidepoint.id])
-- data[insidepoint.id] = result ~= nil and result or data[insidepoint.id]
-- insidepoint.args = data[insidepoint.id] -- ← Keep data in sync
-- insidePoints[insidepoint.id] = nil
-- end
-- end
-- Wait(waitTime) -- Faster updates when moving quickly
-- end
-- end)
-- return true
-- end
-- ---Create a point based on a vector or entityID
-- ---@param id string
-- ---@param target number || vector3
-- ---@param distance number
-- ---@param _onEnter function
-- ---@param _onExit function
-- ---@param _onNearby function
-- ---@param data self
-- ---@return table
-- function Point.Register(id, target, distance, args, _onEnter, _onExit, _onNearby)
-- local isEntity = type(target) == "number"
-- local coords = isEntity and GetEntityCoords(target) or target
-- local self = {}
-- self.id = id
-- self.target = target -- Store entity ID or Vector3
-- self.isEntity = isEntity
-- self.coords = coords
-- self.distance = distance
-- self.onEnter = _onEnter or function() end
-- self.onExit = _onExit or function() end
-- self.onNearby = _onNearby or function() end
-- self.inside = false -- Track if player is inside
-- self.args = args or {}
-- ActivePoints[id] = self
-- Point.RegisterInGrid(self)
-- Point.StartLoop()
-- return self
-- end
-- ---Remove an exsisting point by its id
-- ---@param id string
-- function Point.Remove(id)
-- local point = ActivePoints[id]
-- if point then
-- local cellKey = point.cellKey
-- if GridCells[cellKey] and GridCells[cellKey].points[id] then
-- GridCells[cellKey].points[id] = nil
-- GridCells[cellKey].count = GridCells[cellKey].count - 1
-- if GridCells[cellKey].count <= 0 then
-- GridCells[cellKey] = nil
-- end
-- end
-- ActivePoints[id] = nil
-- end
-- end
-- ---Returnes a point by its id
-- ---@param id string
-- ---@return table
-- function Point.Get(id)
-- return ActivePoints[id]
-- end
-- function Point.UpdateCoords(id, coords)
-- local point = ActivePoints[id]
-- if point then
-- point.coords = coords
-- local oldCellKey = point.cellKey
-- point.cellKey = Point.GetCellKey(coords)
-- Point.UpdateInGrid(point, oldCellKey)
-- end
-- end
-- ---Returns all points
-- ---@return table
-- function Point.GetAll()
-- return ActivePoints
-- end
-- return Point