Ejemplo n.º 1
0
        public void OnItemSelect(UIMenu sender, UIMenuItem selectedItem, int index)
        {
            if (selectedItem == StartRace)
            {
                if (Game.Player.Money >= RealMoneyBetList[MoneyBet.Index])
                {
                    foreach (Vector3 waypoint in RaceWaypoints)
                    {
                        Blip blip = World.CreateBlip(waypoint);
                        blip.IsShortRange = true;
                        blip.Scale        = 0.6f;
                        RaceWaypointBlips.Add(blip);
                    }
                    RaceStatus = RacePhase.RacePreps;

                    foreach (Blip blip in RaceTriggersBlips)
                    {
                        blip.Alpha = 0;
                    }

                    _menuPool.CloseAllMenus();
                    if (RealMoneyBetList[MoneyBet.Index] != 0)
                    {
                        Game.Player.Money -= RealMoneyBetList[MoneyBet.Index];
                    }
                    Prize = (RealMoneyBetList[MoneyBet.Index] * (SetupCarsNumber.IndexToItem(SetupCarsNumber.Index) + 1));
                    Bet   = RealMoneyBetList[MoneyBet.Index];
                    Script.Wait(1000);
                }
                else
                {
                    UI.Notify("~r~You don't have enough money join this race.");
                }
            }
        }
Ejemplo n.º 2
0
        public void CleanRace()
        {
            Winner = null;
            FirstRacerFinishTime = 0;
            foreach (Racer racer in Racers)
            {
                racer.Delete();
            }
            foreach (Blip blip in RaceWaypointBlips)
            {
                blip.Remove();
            }
            foreach (Prop prop in Props)
            {
                prop.Delete();
            }


            if (CanWeUse(HeliPilot))
            {
                HeliPilot.IsPersistent = false;
            }
            if (CanWeUse(Heli))
            {
                Heli.IsPersistent = false;
            }
            //if(CanWeUse(Heli) && CanWeUse(HeliPilot)) Function.Call(Hash.TASK_HELI_MISSION, HeliPilot, Heli, 0, 0, Heli.Position.X, Heli.Position.Y, Heli.Position.Z, 20, 60f, 40f, 270f, 0f, 30, 50f, 0);

            Props.Clear();

            Racers.Clear();
            RaceWaypoints.Clear();
            RaceWaypointBlips.Clear();
            RaceDangerousWaypoints.Clear();
            RaceStatus     = RacePhase.NotRacing;
            PrepsStatus    = PrepsPhase.Nothing;
            RacersFinished = 0;
            foreach (Blip blip in RaceTriggersBlips)
            {
                blip.Alpha = 255;
            }
        }
Ejemplo n.º 3
0
        void OnTick(object sender, EventArgs e)
        {
            //Util.GetRoadFlags(Game.Player.Character.Position);

            if (WasCheatStringJustEntered("st"))
            {
                BaseDrivingStyle = int.Parse(Game.GetUserInput(10));
            }
            //Util.DisplayHelpTextThisFrame(Util.IsPotentiallySliding(Game.Player.Character.CurrentVehicle, 0.3f).ToString());
            //Test

            /*
             * Vector3 posit = Game.Player.Character.Position + (Game.Player.Character.ForwardVector * 10);
             * RaycastResult raycast = World.Raycast(Game.Player.Character.Position , posit, IntersectOptions.Everything);
             * if(raycast.DitHitAnything)
             * {
             *  Util.DisplayHelpTextThisFrame(Math.Round(raycast.SurfaceNormal.Z,3).ToString());
             *
             *  World.DrawMarker(MarkerType.ThinChevronUp, raycast.HitCoords, raycast.SurfaceNormal, new Vector3(0, 0, 0), new Vector3(2, 2, 2), Color.Red);
             *
             *  Util.DrawLine(Game.Player.Character.Position, raycast.HitCoords);
             * }*/

            HandleHeli();
            //Util.HandleAISpinoutHelp(Game.Player.Character.CurrentVehicle);


            //DisplayHelpTextThisFrame(Game.Player.Character.CurrentVehicle.Acceleration.ToString());
            _menuPool.ProcessMenus();
            switch (RaceStatus)
            {
            case RacePhase.NotRacing:
            {
                DrawTriggers();
                break;
            }

            case RacePhase.RaceSetup:
            {
                break;
            }

            case RacePhase.RacePreps:
            {
                if (!Traffic.Checked)
                {
                    Function.Call(Hash.SET_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME, 0.0f);
                    Function.Call(Hash.SET_RANDOM_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME, 0f);
                    Function.Call(Hash.SET_PARKED_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME, 0f);
                }
                if (HandleRacePreps())
                {
                    if (!Util.IsPlayerParticipating())
                    {
                        Util.DisplayHelpTextThisFrame("Bet on any of the drivers approaching their car.");
                        foreach (Racer racer in Racers)
                        {
                            if (Game.Player.Character.Position.DistanceTo(racer.car.Position) < 3f)
                            {
                                Util.DisplayHelpTextThisFrame("Press ~INPUT_CONTEXT~ to bet " + Bet + "~g~$~w~ on the " + racer.Name + ".");

                                if (Game.IsControlJustReleased(2, GTA.Control.Context))
                                {
                                    Game.Player.Character.Task.EnterVehicle(racer.car, VehicleSeat.Passenger, 3000);
                                    BetFromPlayer = racer;
                                    RaceStatus    = RacePhase.RaceCountDown;
                                    break;
                                }
                            }
                        }
                    }
                    else
                    {
                        RaceStatus = RacePhase.RaceCountDown;
                    }
                }
                break;
            }

            case RacePhase.RaceCountDown:
            {
                if (!Traffic.Checked)
                {
                    Function.Call(Hash.SET_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME, 0.0f);
                    Function.Call(Hash.SET_RANDOM_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME, 0f);
                    Function.Call(Hash.SET_PARKED_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME, 0f);
                }
                if (Util.Countdown())
                {
                    if (Util.IsPlayerParticipating())
                    {
                        if (CanWeUse(Game.Player.Character.CurrentVehicle))
                        {
                            Game.Player.Character.CurrentVehicle.HandbrakeOn = false;
                        }

                        if (Prize > 0)
                        {
                            Util.AddNotification("CHAR_LAMAR", "~b~Lamar", "THE PRIZE", "The winner leaves with ~g~$" + Prize + "~w~ in his pocket, guys!");
                        }
                        else
                        {
                            Util.AddNotification("CHAR_LAMAR", "~b~Lamar", "FRIENDLY RACE", "There's no prize for winning this race, so lets keep it clean!");
                        }
                        //Util.AddNotification("CHAR_LAMAR", "~b~Lamar", "#", "Lets RACE.");

                        //Util.AddNotification("","","","The prize for this race is~g~ $"+Prize+"~w~.");
                    }
                    if (ImmersiveCheckpoints.Checked)
                    {
                        foreach (Vector3 pos in RaceWaypoints)
                        {
                            //prop_basejump_target_01 prop_parking_wand_01 prop_air_lights_03a
                            Prop light = World.CreateProp("prop_air_lights_03a", pos, new Vector3(0, 0, 0), true, false);
                            Props.Add(light);
                        }
                    }
                    if (RacersFinishedTreshold > Racers.Count)
                    {
                        RacersFinishedTreshold = Racers.Count;
                    }
                    RaceStatus = RacePhase.RaceInProgress;
                }
                else
                {
                    if (Util.IsPlayerParticipating() && CanWeUse(Game.Player.Character.CurrentVehicle))
                    {
                        Game.Player.Character.CurrentVehicle.HandbrakeOn = true;
                    }
                }
                break;
            }

            case RacePhase.RaceInProgress:
            {
                if (RacersFinished > 0 && FirstRacerFinishTime == 0)
                {
                    FirstRacerFinishTime = Game.GameTime + FinishRaceCountdown;
                    Util.AddNotification("CHAR_LAMAR", "~b~Lamar", "First racer finished", FinishRaceCountdown / 1000 + " seconds until the race ends!");
                }
                if (Winner != null && RacersFinished > 0 && FirstRacerFinishTime < Game.GameTime)
                {
                    if (Prize > 0)
                    {
                        Util.AddNotification("CHAR_LAMAR", "~b~Lamar", "Race ended", "~b~" + Winner.Name + "~w~ gets the " + Prize + "~g~$~w~ prize!");
                    }

                    if (Winner.driver.IsPlayer)
                    {
                        Game.Player.Money += Prize;
                        //UI.Notify("You have won!");
                    }
                    else
                    {
                        Winner.driver.Money = Winner.driver.Money + Prize;
                        if (Winner.car.FriendlyName == Winner.Name)
                        {
                            UI.Notify("The ~b~" + Winner.car.FriendlyName + "~w~ has won.");
                        }
                        else
                        {
                            UI.Notify("~b~" + Winner.Name + "~w~ has won.");
                        }
                        if (BetFromPlayer != null && BetFromPlayer == Winner)
                        {
                            UI.Notify("~g~The car you betted on has won! You have won " + Bet + "~g~$~w~.");
                            Game.Player.Money += Bet;
                        }
                    }
                    CleanRace();
                }
                if (ImmersiveCheckpoints.Checked)
                {
                    foreach (Prop prop in Props)
                    {
                        if (prop.HeightAboveGround > 0.3f)
                        {
                            prop.ApplyForce(new Vector3(0, 0, -1));
                        }
                    }
                }
                DrawWaypoints();

                HandlePositions();
                if (!Traffic.Checked)
                {
                    Function.Call(Hash.SET_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME, 0.0f);
                    Function.Call(Hash.SET_RANDOM_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME, 0f);
                    Function.Call(Hash.SET_PARKED_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME, 0f);
                }
                if (Game.Player.IsDead)
                {
                    RaceStatus = RacePhase.NotRacing;
                    //UI.Notify("");
                    DisplayHelpTextThisFrame("~r~Race Cancelled.");
                    CleanRace();
                }
                if (Util.IsPlayerParticipating())
                {
                    if (Game.Player.Character.IsOnFoot && RacersFinished == 0)
                    {
                        DisplayHelpTextThisFrame("Get back to your car.");

                        if (Game.Player.Character.Position.DistanceTo(Util.GetPlayerRacer().car.Position) > 15f)
                        {
                            RaceStatus = RacePhase.NotRacing;
                            //UI.Notify("");
                            DisplayHelpTextThisFrame("~r~Race Cancelled.");
                            CleanRace();
                        }
                    }
                }

                break;
            }

            case RacePhase.RaceEnded:
            {
                UI.Notify("~g~Race finished.");
                break;
            }
            }

            //Process Racer AI
            int QuickRaceTime = 0;//Game.GameTime + 300;

            if (1 == 1)
            {
                foreach (Racer racer in Racers)
                {
                    racer.Tick();
                }

                if (MainGameTimeRef < Game.GameTime)
                {
                    foreach (Racer racer in Racers)
                    {
                        racer.ProcessRace();
                    }
                    MainGameTimeRef = Game.GameTime + 100;
                }
            }
            Util.HandleNotifications();

            if (Game.IsControlJustPressed(2, GTA.Control.Context))
            {
                switch (RaceStatus)
                {
                case RacePhase.NotRacing:
                {
                    if (IsPlayerNearAnyRace())
                    {
                        if (!_menuPool.IsAnyMenuOpen())
                        {
                            LoadRaceInfo();
                            List <VehicleHash> Models = new List <VehicleHash>();
                            //RaceStatus = RacePhase.RaceSetup;
                            RaceSetupMenu.Visible = true;
                        }
                    }
                    else
                    {
                        //if (Game.Player.Character.Velocity.Length() == 0) { LoadRaceTriggers(); }
                    }
                    break;
                }

                case RacePhase.RaceSetup:
                {
                    break;
                }

                case RacePhase.RaceCountDown:
                {
                    break;
                }

                case RacePhase.RaceInProgress:
                {
                    /*RaceStatus = RacePhase.NotRacing;
                     * UI.Notify("Race ended by player input.");
                     * CleanRace();
                     */

                    //Game.Player.Character.SetIntoVehicle(Racers[Util.GetRandomInt(0,Racers.Count)].car, VehicleSeat.Passenger);

                    break;
                }
                }
            }
        }