mirror of
https://github.com/sky-systems/sky_phone.git
synced 2026-08-29 23:01:38 +00:00
cc1a8ae151
Remove the static vanilla payphone coordinate list so configured prop models are detected directly in the streamed world. Add vector4-based custom locations that spawn the selected custom prop, and validate detected booth models and player proximity server-side.
71 lines
2.0 KiB
Lua
71 lines
2.0 KiB
Lua
SkyPhonePayphones = {}
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local maximum_horizontal_coordinate = 10000.0
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local maximum_vertical_coordinate = 2000.0
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local function finite_number(value)
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if type(value) ~= "number" or value ~= value or value == math.huge or value == -math.huge then
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return nil
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end
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return value
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end
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local function normalize_coordinates(value, allow_vector)
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local value_type = type(value)
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local supported_vector = value_type == "vector3" or value_type == "vector4"
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if value_type ~= "table" and (not allow_vector or not supported_vector) then
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return nil
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end
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local x = finite_number(value.x)
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local y = finite_number(value.y)
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local z = finite_number(value.z)
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if not x or not y or not z
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or math.abs(x) > maximum_horizontal_coordinate
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or math.abs(y) > maximum_horizontal_coordinate
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or math.abs(z) > maximum_vertical_coordinate
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then
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return nil
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end
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return { x = x, y = y, z = z }
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end
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local function normalize_location(location, allowed_models)
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if type(location) ~= "table" or type(location.model) ~= "string" or not allowed_models[location.model] then
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return nil
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end
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local coords = normalize_coordinates(location.coords, false)
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if not coords then
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return nil
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end
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return {
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model = location.model,
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coords = coords,
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}
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end
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function SkyPhonePayphones.ValidateDetected(location, allowed_models, player_coords, maximum_distance)
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if type(allowed_models) ~= "table" then
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return nil
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end
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local normalized = normalize_location(location, allowed_models)
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local coords = normalize_coordinates(player_coords, true)
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local distance = finite_number(maximum_distance)
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if not normalized or not coords or not distance or distance <= 0 then
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return nil
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end
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local dx = coords.x - normalized.coords.x
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local dy = coords.y - normalized.coords.y
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local dz = coords.z - normalized.coords.z
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if dx * dx + dy * dy + dz * dz > distance * distance then
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return nil
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end
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return normalized
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end
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