42.18 support
This commit is contained in:
@@ -0,0 +1,718 @@
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if not TowBarMod then TowBarMod = {} end
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if not TowBarMod.Hook then TowBarMod.Hook = {} end
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local TowBarTowMass = 200
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local AutoReattachCooldownHours = 1 / 7200 -- 0.5 seconds
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TowBarMod.Hook.lastAutoReattachAtByVehicle = TowBarMod.Hook.lastAutoReattachAtByVehicle or {}
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local AutoReattachPlayerCooldownHours = 1 / 14400 -- 0.25 seconds
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TowBarMod.Hook.lastAutoReattachAtByPlayer = TowBarMod.Hook.lastAutoReattachAtByPlayer or {}
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local function isTowBarTowPair(towingVehicle, towedVehicle)
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if not towingVehicle or not towedVehicle then return false end
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local towingModData = towingVehicle:getModData()
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local towedModData = towedVehicle:getModData()
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if not towingModData or not towedModData then return false end
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if towingModData["isTowingByTowBar"] and towedModData["isTowingByTowBar"] and towedModData["towed"] then
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return true
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end
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-- Rejoin fallback: original towbar state on the towed vehicle is enough to reapply rigid spacing.
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if towedModData.towBarOriginalScriptName ~= nil then
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return true
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end
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return false
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end
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local function getTowBarItem(playerObj)
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if not playerObj then return nil end
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local inventory = playerObj:getInventory()
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if not inventory then return nil end
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return inventory:getItemFromTypeRecurse("TowBar.TowBar")
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end
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local function sendTowAttachCommand(playerObj, args)
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if not playerObj or not args then return end
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-- MP-safe/server-authoritative attach path (Landtrain style).
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if isClient() and isMultiplayer() then
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sendClientCommand(playerObj, "towbar", "attachTowBar", args)
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return
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end
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-- Keep vanilla attach path for SP/local behavior.
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sendClientCommand(playerObj, "vehicle", "attachTrailer", args)
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end
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local TowbarVariantSize = 24
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local TowbarNormalStart = 0
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local TowbarLargeStart = 24
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local TowbarMaxIndex = TowbarVariantSize - 1
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local VanillaScaleMin = 1.5
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local VanillaScaleMax = 2.0
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local function getVehicleModelScale(script)
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if not script then return nil end
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local ok, result = pcall(function()
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return script:getModelScale()
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end)
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if ok and type(result) == "number" then
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return result
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end
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ok, result = pcall(function()
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local model = script:getModel()
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if model then
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return model:getScale()
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end
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return nil
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end)
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if ok and type(result) == "number" then
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return result
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end
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return nil
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end
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local function isVanillaScale(script)
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local modelScale = getVehicleModelScale(script)
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if modelScale == nil then
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return true
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end
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local configuredMin = TowBarMod.Config and tonumber(TowBarMod.Config.vanillaTowbarModelScaleMin)
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local configuredMax = TowBarMod.Config and tonumber(TowBarMod.Config.vanillaTowbarModelScaleMax)
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local minScale = configuredMin or VanillaScaleMin
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local maxScale = configuredMax or VanillaScaleMax
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return modelScale >= minScale and modelScale <= maxScale
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end
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local function getTowbarIndexVanilla(script)
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local z = script:getPhysicsChassisShape():z() / 2 - 0.1
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local index = math.floor((z * 2 / 3 - 1) * 10)
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return math.max(0, math.min(TowbarMaxIndex, index))
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end
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local function getTowbarIndexSmallScale(script)
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if not script then return nil end
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local maxAbsTowZ = nil
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local trailer = script:getAttachmentById("trailer")
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if trailer then
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maxAbsTowZ = math.abs(trailer:getOffset():z())
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end
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local trailerFront = script:getAttachmentById("trailerfront")
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if trailerFront then
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local frontAbsZ = math.abs(trailerFront:getOffset():z())
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if not maxAbsTowZ or frontAbsZ > maxAbsTowZ then
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maxAbsTowZ = frontAbsZ
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end
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end
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if maxAbsTowZ ~= nil then
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-- Match KI5-size vehicles by anchoring to tow attachment depth.
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-- +0.1 keeps the bar slightly beyond the attachment point.
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local index = math.floor((maxAbsTowZ + 0.1 - 1.0) * 10)
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return math.max(0, math.min(TowbarMaxIndex, index))
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end
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return nil
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end
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local function getTowbarModelSlot(script)
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local isVanilla = isVanillaScale(script)
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local index = getTowbarIndexVanilla(script)
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if not isVanilla then
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local attachmentIndex = getTowbarIndexSmallScale(script)
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if attachmentIndex ~= nil then
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index = attachmentIndex
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else
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local offset = TowBarMod.Config and tonumber(TowBarMod.Config.smallScaleTowbarIndexOffset) or 2
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index = math.max(0, math.min(TowbarMaxIndex, index + offset))
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end
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end
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return index, isVanilla
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end
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local function setTowBarModelVisible(vehicle, isVisible)
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if not vehicle then return end
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local normalPart = vehicle:getPartById("towbar")
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local largePart = vehicle:getPartById("towbarLarge")
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if normalPart == nil and largePart == nil then return end
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for j = 0, TowbarVariantSize - 1 do
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if normalPart then normalPart:setModelVisible("towbar" .. j, false) end
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if largePart then largePart:setModelVisible("towbar" .. j, false) end
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end
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if not isVisible then
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vehicle:doDamageOverlay()
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return
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end
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local script = vehicle:getScript()
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if not script then
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vehicle:doDamageOverlay()
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return
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end
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local index, isVanilla = getTowbarModelSlot(script)
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local part = isVanilla and normalPart or largePart
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if part == nil then
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part = normalPart or largePart
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end
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if part then
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part:setModelVisible("towbar" .. index, true)
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end
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vehicle:doDamageOverlay()
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end
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local function resolveTowAttachmentsForPair(towingVehicle, towedVehicle, towedModData)
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if not towingVehicle or not towedVehicle then
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return nil, nil
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end
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local attachmentA = towingVehicle:getTowAttachmentSelf() or "trailer"
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local attachmentB = towingVehicle:getTowAttachmentOther()
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or (towedModData and towedModData["towBarChangedAttachmentId"])
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or "trailerfront"
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if not towingVehicle:canAttachTrailer(towedVehicle, attachmentA, attachmentB) then
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if towingVehicle:canAttachTrailer(towedVehicle, "trailer", "trailerfront") then
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attachmentA = "trailer"
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attachmentB = "trailerfront"
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elseif towingVehicle:canAttachTrailer(towedVehicle, "trailerfront", "trailer") then
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attachmentA = "trailerfront"
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attachmentB = "trailer"
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end
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end
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return attachmentA, attachmentB
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end
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local function hasTowBarTowState(modData)
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if not modData then
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return false
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end
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if modData["isTowingByTowBar"] and modData["towed"] then
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return true
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end
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-- Rejoin fallback: legacy saves may only have the original-script marker.
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if modData.towBarOriginalScriptName ~= nil then
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return true
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end
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return false
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end
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local function isActiveTowBarTowedVehicle(vehicle, modData)
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if not vehicle or not modData then
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return false
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end
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if modData["isTowingByTowBar"] and modData["towed"] then
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return true
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end
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-- Rejoin fallback: if the tow link exists, original-script marker is enough.
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if vehicle:getVehicleTowedBy() and modData.towBarOriginalScriptName ~= nil then
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return true
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end
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return false
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end
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local function reattachTowBarPair(playerObj, towingVehicle, towedVehicle, requireDriver)
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if not playerObj or not towingVehicle or not towedVehicle then
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return false
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end
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if requireDriver and not towingVehicle:isDriver(playerObj) then
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return false
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end
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local towingModData = towingVehicle:getModData()
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local towedModData = towedVehicle:getModData()
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if not towingModData or not towedModData then
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return false
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end
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if requireDriver then
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if not isTowBarTowPair(towingVehicle, towedVehicle) then
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return false
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end
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else
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if not isActiveTowBarTowedVehicle(towedVehicle, towedModData) then
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return false
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end
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end
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local attachmentA, attachmentB = resolveTowAttachmentsForPair(towingVehicle, towedVehicle, towedModData)
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if not attachmentA or not attachmentB then
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return false
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end
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local towingScript = towingVehicle:getScript()
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local towedScript = towedVehicle:getScript()
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if not towingScript or not towedScript then
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return false
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end
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if not towingScript:getAttachmentById(attachmentA) or not towedScript:getAttachmentById(attachmentB) then
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return false
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end
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TowBarMod.Utils.updateAttachmentsForRigidTow(towingVehicle, towedVehicle, attachmentA, attachmentB)
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towedModData.towBarOriginalScriptName = towedModData.towBarOriginalScriptName or towedVehicle:getScriptName()
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if towedModData.towBarOriginalMass == nil then
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towedModData.towBarOriginalMass = towedVehicle:getMass()
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end
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if towedModData.towBarOriginalBrakingForce == nil then
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towedModData.towBarOriginalBrakingForce = towedVehicle:getBrakingForce()
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end
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towingModData["isTowingByTowBar"] = true
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towedModData["isTowingByTowBar"] = true
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towedModData["towed"] = true
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towingVehicle:transmitModData()
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towedVehicle:transmitModData()
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setTowBarModelVisible(towedVehicle, true)
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towedVehicle:setScriptName("notTowingA_Trailer")
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local args = {
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vehicleA = towingVehicle:getId(),
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vehicleB = towedVehicle:getId(),
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attachmentA = attachmentA,
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attachmentB = attachmentB
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}
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sendTowAttachCommand(playerObj, args)
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ISTimedActionQueue.add(TowBarScheduleAction:new(playerObj, 10, TowBarMod.Hook.setVehiclePostAttach, towedVehicle))
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return true
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end
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local function reattachTowBarPairAfterCleanDetach(playerObj, towingVehicle, towedVehicle, requireDriver)
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if not playerObj or not towingVehicle or not towedVehicle then
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return false
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end
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if requireDriver and not towingVehicle:isDriver(playerObj) then
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return false
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end
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local detachArgs = {
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towingVehicle = towingVehicle:getId(),
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vehicle = towedVehicle:getId()
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}
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sendClientCommand(playerObj, "towbar", "detachTowBar", detachArgs)
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-- World load/spawn can restore constraints in a bad state. Reattach one
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-- short tick later so the detach is fully applied first.
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ISTimedActionQueue.add(TowBarScheduleAction:new(
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playerObj,
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1,
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reattachTowBarPair,
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towingVehicle,
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towedVehicle,
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requireDriver
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))
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return true
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end
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local function recoverTowBarVehicleAfterLoad(playerObj, vehicle, retriesLeft)
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if not vehicle then return end
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local modData = vehicle:getModData()
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if not hasTowBarTowState(modData) then
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return
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end
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local retries = tonumber(retriesLeft) or 0
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local localPlayer = playerObj or getPlayer()
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local towingVehicle = vehicle:getVehicleTowedBy()
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if towingVehicle then
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-- Apply rigid spacing as soon as the tow link exists to avoid a visible
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-- bumper-to-bumper snap while waiting for reattach recovery.
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TowBarMod.Hook.setVehiclePostAttach(nil, vehicle)
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end
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if localPlayer and towingVehicle then
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if reattachTowBarPairAfterCleanDetach(localPlayer, towingVehicle, vehicle, false) then
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return
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end
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end
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if localPlayer and retries > 0 then
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-- During world load, tow links can become available a few ticks later.
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ISTimedActionQueue.add(TowBarScheduleAction:new(localPlayer, 10, recoverTowBarVehicleAfterLoad, vehicle, retries - 1))
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return
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end
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-- Fallback: keep original post-attach restoration behavior.
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setTowBarModelVisible(vehicle, true)
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TowBarMod.Hook.setVehiclePostAttach(nil, vehicle)
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end
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function TowBarMod.Hook.setVehiclePostAttach(playerObj, towedVehicle, retriesLeft)
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if not towedVehicle then return end
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local towedModData = towedVehicle:getModData()
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if not isActiveTowBarTowedVehicle(towedVehicle, towedModData) then return end
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if towedModData and towedModData.towBarOriginalScriptName then
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towedVehicle:setScriptName(towedModData.towBarOriginalScriptName)
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end
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local towingVehicle = towedVehicle:getVehicleTowedBy()
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if towingVehicle then
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local attachmentA, attachmentB = resolveTowAttachmentsForPair(towingVehicle, towedVehicle, towedModData)
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if attachmentA and attachmentB then
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TowBarMod.Utils.updateAttachmentsForRigidTow(towingVehicle, towedVehicle, attachmentA, attachmentB)
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end
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end
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towedVehicle:setMass(TowBarTowMass)
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towedVehicle:setBrakingForce(0)
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towedVehicle:constraintChanged()
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towedVehicle:updateTotalMass()
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-- Re-show the towbar model after the script name has been restored.
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-- setScriptName() resets model visibility, so we must set it again here.
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setTowBarModelVisible(towedVehicle, true)
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end
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function TowBarMod.Hook.performAttachTowBar(playerObj, towingVehicle, towedVehicle, attachmentA, attachmentB)
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if playerObj == nil or towingVehicle == nil or towedVehicle == nil then return end
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if #(TowBarMod.Utils.getHookTypeVariants(towingVehicle, towedVehicle, true)) == 0 then return end
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local towBarItem = getTowBarItem(playerObj)
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if towBarItem ~= nil then
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sendClientCommand(playerObj, "towbar", "consumeTowBar", { itemId = towBarItem:getID() })
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end
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playerObj:setPrimaryHandItem(nil)
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TowBarMod.Utils.updateAttachmentsForRigidTow(towingVehicle, towedVehicle, attachmentA, attachmentB)
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local towingModData = towingVehicle:getModData()
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local towedModData = towedVehicle:getModData()
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towedModData.towBarOriginalScriptName = towedVehicle:getScriptName()
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towedModData.towBarOriginalMass = towedVehicle:getMass()
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towedModData.towBarOriginalBrakingForce = towedVehicle:getBrakingForce()
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towingModData["isTowingByTowBar"] = true
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towedModData["isTowingByTowBar"] = true
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towedModData["towed"] = true
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towingVehicle:transmitModData()
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towedVehicle:transmitModData()
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setTowBarModelVisible(towedVehicle, true)
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-- Match the known-good rigid tow path: fake trailer + vanilla attach command.
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towedVehicle:setScriptName("notTowingA_Trailer")
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local args = {
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vehicleA = towingVehicle:getId(),
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vehicleB = towedVehicle:getId(),
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attachmentA = attachmentA,
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attachmentB = attachmentB
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}
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sendTowAttachCommand(playerObj, args)
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ISTimedActionQueue.add(TowBarScheduleAction:new(playerObj, 10, TowBarMod.Hook.setVehiclePostAttach, towedVehicle))
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end
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function TowBarMod.Hook.performDetachTowBar(playerObj, towingVehicle, towedVehicle)
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if playerObj == nil or towingVehicle == nil or towedVehicle == nil then return end
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TowBarMod.Utils.updateAttachmentsOnDefaultValues(towingVehicle, towedVehicle)
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local args = { towingVehicle = towingVehicle:getId(), vehicle = towedVehicle:getId() }
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sendClientCommand(playerObj, "towbar", "detachTowBar", args)
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local towedModData = towedVehicle:getModData()
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if towedModData.towBarOriginalScriptName then
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towedVehicle:setScriptName(towedModData.towBarOriginalScriptName)
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end
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if towedModData.towBarOriginalMass ~= nil then
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towedVehicle:setMass(towedModData.towBarOriginalMass)
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end
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if towedModData.towBarOriginalBrakingForce ~= nil then
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towedVehicle:setBrakingForce(towedModData.towBarOriginalBrakingForce)
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end
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towedVehicle:constraintChanged()
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towedVehicle:updateTotalMass()
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sendClientCommand(playerObj, "towbar", "giveTowBar", { equipPrimary = true })
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local towingModData = towingVehicle:getModData()
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towingModData["isTowingByTowBar"] = false
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towedModData["isTowingByTowBar"] = false
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towedModData["towed"] = false
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towedModData.towBarOriginalScriptName = nil
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towedModData.towBarOriginalMass = nil
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towedModData.towBarOriginalBrakingForce = nil
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towingVehicle:transmitModData()
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towedVehicle:transmitModData()
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|
||||
TowBarMod.Hook.lastAutoReattachAtByVehicle[towingVehicle:getId()] = nil
|
||||
|
||||
setTowBarModelVisible(towedVehicle, false)
|
||||
end
|
||||
|
||||
function TowBarMod.Hook.reattachTowBarFromDriverSeat(playerObj, towingVehicle)
|
||||
if not playerObj or not towingVehicle then return end
|
||||
|
||||
local towedVehicle = towingVehicle:getVehicleTowing()
|
||||
if not towedVehicle then return end
|
||||
|
||||
reattachTowBarPair(playerObj, towingVehicle, towedVehicle, true)
|
||||
end
|
||||
|
||||
local function tryAutoReattachFromCharacter(character)
|
||||
if not character or not instanceof(character, "IsoPlayer") or not character:isLocalPlayer() then return end
|
||||
|
||||
local playerObj = character
|
||||
local nowHours = getGameTime() and getGameTime():getWorldAgeHours() or 0
|
||||
local playerNum = playerObj:getPlayerNum()
|
||||
local lastPlayerHours = TowBarMod.Hook.lastAutoReattachAtByPlayer[playerNum]
|
||||
if lastPlayerHours and (nowHours - lastPlayerHours) < AutoReattachPlayerCooldownHours then
|
||||
return
|
||||
end
|
||||
|
||||
local towingVehicle = playerObj:getVehicle()
|
||||
if not towingVehicle then return end
|
||||
if not towingVehicle:isDriver(playerObj) then return end
|
||||
local towedVehicle = towingVehicle:getVehicleTowing()
|
||||
if not towedVehicle then return end
|
||||
if not isTowBarTowPair(towingVehicle, towedVehicle) then return end
|
||||
|
||||
local vehicleId = towingVehicle:getId()
|
||||
local lastHours = TowBarMod.Hook.lastAutoReattachAtByVehicle[vehicleId]
|
||||
if lastHours and (nowHours - lastHours) < AutoReattachCooldownHours then
|
||||
return
|
||||
end
|
||||
|
||||
TowBarMod.Hook.lastAutoReattachAtByPlayer[playerNum] = nowHours
|
||||
TowBarMod.Hook.lastAutoReattachAtByVehicle[vehicleId] = nowHours
|
||||
TowBarMod.Hook.reattachTowBarFromDriverSeat(playerObj, towingVehicle)
|
||||
end
|
||||
|
||||
local function forEachCollectionItem(collection, callback)
|
||||
if not collection then return end
|
||||
|
||||
local ok, iterator = pcall(function()
|
||||
return collection:iterator()
|
||||
end)
|
||||
if ok and iterator then
|
||||
while iterator:hasNext() do
|
||||
callback(iterator:next())
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
local size
|
||||
ok, size = pcall(function()
|
||||
return collection:size()
|
||||
end)
|
||||
if not ok or type(size) ~= "number" then return end
|
||||
|
||||
for i = 0, size - 1 do
|
||||
callback(collection:get(i))
|
||||
end
|
||||
end
|
||||
|
||||
function TowBarMod.Hook.OnEnterVehicle(character)
|
||||
tryAutoReattachFromCharacter(character)
|
||||
end
|
||||
|
||||
function TowBarMod.Hook.OnSwitchVehicleSeat(character)
|
||||
tryAutoReattachFromCharacter(character)
|
||||
end
|
||||
|
||||
function TowBarMod.Hook.attachByTowBarAction(playerObj, towingVehicle, towedVehicle)
|
||||
if playerObj == nil or towingVehicle == nil or towedVehicle == nil then return end
|
||||
|
||||
local item = getTowBarItem(playerObj)
|
||||
if item == nil then return end
|
||||
if #(TowBarMod.Utils.getHookTypeVariants(towingVehicle, towedVehicle, true)) == 0 then return end
|
||||
|
||||
local hookPoint = towedVehicle:getAttachmentWorldPos("trailerfront", TowBarMod.Utils.tempVector1)
|
||||
if hookPoint == nil then return end
|
||||
ISTimedActionQueue.add(TowBarCustomPathFind:pathToLocationF(playerObj, hookPoint:x(), hookPoint:y(), hookPoint:z()))
|
||||
|
||||
if not playerObj:getInventory():contains("TowBar.TowBar") then
|
||||
ISTimedActionQueue.add(ISInventoryTransferAction:new(playerObj, item, item:getContainer(), playerObj:getInventory(), nil))
|
||||
end
|
||||
|
||||
local storePrim = playerObj:getPrimaryHandItem()
|
||||
if storePrim == nil or storePrim ~= item then
|
||||
ISTimedActionQueue.add(ISEquipWeaponAction:new(playerObj, item, 12, true))
|
||||
end
|
||||
|
||||
ISTimedActionQueue.add(TowBarHookVehicle:new(playerObj, 300, TowBarMod.Config.lowLevelAnimation))
|
||||
|
||||
hookPoint = towingVehicle:getAttachmentWorldPos("trailer", TowBarMod.Utils.tempVector1)
|
||||
if hookPoint == nil then return end
|
||||
ISTimedActionQueue.add(TowBarCustomPathFind:pathToLocationF(playerObj, hookPoint:x(), hookPoint:y(), hookPoint:z()))
|
||||
|
||||
ISTimedActionQueue.add(TowBarHookVehicle:new(
|
||||
playerObj,
|
||||
100,
|
||||
TowBarMod.Config.lowLevelAnimation,
|
||||
TowBarMod.Hook.performAttachTowBar,
|
||||
towingVehicle,
|
||||
towedVehicle,
|
||||
"trailer",
|
||||
"trailerfront"
|
||||
))
|
||||
end
|
||||
|
||||
function TowBarMod.Hook.deattachTowBarAction(playerObj, vehicle)
|
||||
local towingVehicle = vehicle
|
||||
local towedVehicle = vehicle and vehicle:getVehicleTowing() or nil
|
||||
if vehicle and vehicle:getVehicleTowedBy() then
|
||||
towingVehicle = vehicle:getVehicleTowedBy()
|
||||
towedVehicle = vehicle
|
||||
end
|
||||
if towingVehicle == nil or towedVehicle == nil then return end
|
||||
|
||||
local localPoint = towingVehicle:getAttachmentLocalPos(towingVehicle:getTowAttachmentSelf(), TowBarMod.Utils.tempVector1)
|
||||
local shift = 0
|
||||
if towingVehicle:getModData()["isChangedTowedAttachment"] then
|
||||
shift = localPoint:z() > 0 and -1 or 1
|
||||
end
|
||||
local hookPoint = towingVehicle:getWorldPos(localPoint:x(), localPoint:y(), localPoint:z() + shift, TowBarMod.Utils.tempVector2)
|
||||
if hookPoint == nil then return end
|
||||
ISTimedActionQueue.add(TowBarCustomPathFind:pathToLocationF(playerObj, hookPoint:x(), hookPoint:y(), hookPoint:z()))
|
||||
|
||||
local storePrim = playerObj:getPrimaryHandItem()
|
||||
if storePrim ~= nil then
|
||||
ISTimedActionQueue.add(ISUnequipAction:new(playerObj, storePrim, 12))
|
||||
end
|
||||
|
||||
ISTimedActionQueue.add(TowBarHookVehicle:new(playerObj, 100, TowBarMod.Config.lowLevelAnimation))
|
||||
|
||||
localPoint = towedVehicle:getAttachmentLocalPos(towedVehicle:getTowAttachmentSelf(), TowBarMod.Utils.tempVector1)
|
||||
shift = 0
|
||||
if towedVehicle:getModData()["isChangedTowedAttachment"] then
|
||||
shift = localPoint:z() > 0 and -1 or 1
|
||||
end
|
||||
hookPoint = towedVehicle:getWorldPos(localPoint:x(), localPoint:y(), localPoint:z() + shift, TowBarMod.Utils.tempVector2)
|
||||
if hookPoint == nil then return end
|
||||
ISTimedActionQueue.add(TowBarCustomPathFind:pathToLocationF(playerObj, hookPoint:x(), hookPoint:y(), hookPoint:z()))
|
||||
|
||||
ISTimedActionQueue.add(TowBarHookVehicle:new(
|
||||
playerObj,
|
||||
300,
|
||||
TowBarMod.Config.lowLevelAnimation,
|
||||
TowBarMod.Hook.performDetachTowBar,
|
||||
towingVehicle,
|
||||
towedVehicle
|
||||
))
|
||||
end
|
||||
|
||||
function TowBarMod.Hook.OnSpawnVehicle(vehicle)
|
||||
recoverTowBarVehicleAfterLoad(nil, vehicle, 6)
|
||||
end
|
||||
|
||||
function TowBarMod.Hook.OnGameStart()
|
||||
local cell = getCell()
|
||||
if not cell then return end
|
||||
|
||||
local vehicles = cell:getVehicles()
|
||||
if not vehicles then return end
|
||||
|
||||
local playerObj = getPlayer()
|
||||
forEachCollectionItem(vehicles, function(vehicle)
|
||||
recoverTowBarVehicleAfterLoad(playerObj, vehicle, 6)
|
||||
end)
|
||||
end
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
--- Dev / debug helpers
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
function TowBarMod.Hook.devShowAllTowbarModels(playerObj, vehicle)
|
||||
if not vehicle then return end
|
||||
local normalPart = vehicle:getPartById("towbar")
|
||||
local largePart = vehicle:getPartById("towbarLarge")
|
||||
if normalPart == nil and largePart == nil then
|
||||
print("[TowBar DEV] No 'towbar' or 'towbarLarge' part found on vehicle " .. tostring(vehicle:getScriptName()))
|
||||
return
|
||||
end
|
||||
local script = vehicle:getScript()
|
||||
local chassisZ = script and script:getPhysicsChassisShape():z() or 0
|
||||
local halfZ = chassisZ / 2
|
||||
local modelScale = script and getVehicleModelScale(script) or nil
|
||||
local index, isVanilla = 0, true
|
||||
if script then
|
||||
index, isVanilla = getTowbarModelSlot(script)
|
||||
end
|
||||
local selectedPart = isVanilla and "towbar" or "towbarLarge"
|
||||
print("[TowBar DEV] Vehicle: " .. tostring(vehicle:getScriptName()))
|
||||
print("[TowBar DEV] chassisShape.z = " .. tostring(chassisZ) .. ", half = " .. tostring(halfZ))
|
||||
print("[TowBar DEV] modelScale = " .. tostring(modelScale) .. ", part = " .. selectedPart)
|
||||
print("[TowBar DEV] Formula picks index = " .. tostring(index) .. " (towbar" .. tostring(index) .. " at Z offset " .. tostring(1.0 + index * 0.1) .. ")")
|
||||
print("[TowBar DEV] Showing towbar0..towbar23 on both parts")
|
||||
for j = 0, TowbarVariantSize - 1 do
|
||||
if normalPart then normalPart:setModelVisible("towbar" .. j, true) end
|
||||
if largePart then largePart:setModelVisible("towbar" .. j, true) end
|
||||
end
|
||||
vehicle:doDamageOverlay()
|
||||
end
|
||||
|
||||
function TowBarMod.Hook.devHideAllTowbarModels(playerObj, vehicle)
|
||||
if not vehicle then return end
|
||||
local normalPart = vehicle:getPartById("towbar")
|
||||
local largePart = vehicle:getPartById("towbarLarge")
|
||||
if normalPart == nil and largePart == nil then
|
||||
print("[TowBar DEV] No 'towbar' or 'towbarLarge' part found on vehicle " .. tostring(vehicle:getScriptName()))
|
||||
return
|
||||
end
|
||||
print("[TowBar DEV] Hiding ALL towbar models on " .. tostring(vehicle:getScriptName()))
|
||||
for j = 0, TowbarVariantSize - 1 do
|
||||
if normalPart then normalPart:setModelVisible("towbar" .. j, false) end
|
||||
if largePart then largePart:setModelVisible("towbar" .. j, false) end
|
||||
end
|
||||
vehicle:doDamageOverlay()
|
||||
end
|
||||
|
||||
function TowBarMod.Hook.devShowSingleTowbar(playerObj, vehicle, index)
|
||||
if not vehicle then return end
|
||||
local normalPart = vehicle:getPartById("towbar")
|
||||
local largePart = vehicle:getPartById("towbarLarge")
|
||||
if normalPart == nil and largePart == nil then
|
||||
print("[TowBar DEV] No 'towbar' or 'towbarLarge' part found on vehicle " .. tostring(vehicle:getScriptName()))
|
||||
return
|
||||
end
|
||||
|
||||
local localIndex = math.max(0, math.min(TowbarMaxIndex, index % TowbarVariantSize))
|
||||
local useLargePart = index >= TowbarVariantSize
|
||||
|
||||
for j = 0, TowbarVariantSize - 1 do
|
||||
if normalPart then normalPart:setModelVisible("towbar" .. j, false) end
|
||||
if largePart then largePart:setModelVisible("towbar" .. j, false) end
|
||||
end
|
||||
|
||||
local part = useLargePart and largePart or normalPart
|
||||
if part == nil then
|
||||
part = normalPart or largePart
|
||||
end
|
||||
print("[TowBar DEV] Showing only towbar" .. tostring(localIndex) .. " on part " .. tostring(useLargePart and "towbarLarge" or "towbar") .. " (Z offset " .. tostring(1.0 + localIndex * 0.1) .. ") on " .. tostring(vehicle:getScriptName()))
|
||||
if part then
|
||||
part:setModelVisible("towbar" .. localIndex, true)
|
||||
end
|
||||
vehicle:doDamageOverlay()
|
||||
end
|
||||
|
||||
Events.OnSpawnVehicleEnd.Add(TowBarMod.Hook.OnSpawnVehicle)
|
||||
if Events.OnGameStart then
|
||||
Events.OnGameStart.Add(TowBarMod.Hook.OnGameStart)
|
||||
end
|
||||
Events.OnEnterVehicle.Add(TowBarMod.Hook.OnEnterVehicle)
|
||||
Events.OnSwitchVehicleSeat.Add(TowBarMod.Hook.OnSwitchVehicleSeat)
|
||||
Reference in New Issue
Block a user