Got to up the git activity

master
Supopur 1 year ago
parent 78d117d74e
commit ee021d14df

@ -1,5 +1,7 @@
using System;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using Rage;
using LSPD_First_Response.Mod.API;
using LSPD_First_Response.Mod.Callouts;
@ -8,6 +10,12 @@ using System.Collections.Generic;
using DialogueSystem;
using CalloutInterface;
using LSPD_First_Response.Engine;
using System.Drawing.Text;
using System.Runtime.ExceptionServices;
using System.Diagnostics;
using System.Net.NetworkInformation;
using System.Drawing;
using System.Threading;
namespace Code_Blue_Calls.Callouts
{
@ -15,19 +23,25 @@ namespace Code_Blue_Calls.Callouts
[CalloutInterface("Domestic Violence", CalloutProbability.Medium, "Code 3", "LSPD")]
public class DomesticViolence : Callout
{
private House theHouse;
private Ped victim, suspect;
private Blip blip_suspect, blip_victim;
private Vector3 location_suspect, location_victim;
private Vector3 GetClosestHouse(List<Vector3> houses)
//private Blip blip_suspect, blip_victim;
private List<House> Houses;
private Random rand = new Random();
private Vector3 loc_victim, loc_suspect;
IniFile ini = new IniFile("test.ini");
int index;
private House GetClosestHouse(List<House> houses)
{
Vector3 playerPosition = Game.LocalPlayer.Character.Position;
Vector3 closestHouse = Vector3.Zero;
House closestHouse = null;
float closestDistance = float.MaxValue;
foreach (Vector3 house in houses)
foreach (House house in houses)
{
float distance = Vector3.Distance(playerPosition, house);
float distance = Vector3.Distance(playerPosition, house.Position);
if (distance < closestDistance)
{
closestHouse = house;
@ -46,33 +60,97 @@ namespace Code_Blue_Calls.Callouts
public string Name;
}
public override bool OnBeforeCalloutDisplayed()
private static int PercentageMagicFuckery(int[] dict)
{
// This is stupid and will get replaced with a list containing a list with the suspect and the victim and its gonna be per house
List<Vector3> location_suspect = new List<Vector3> {
new Vector3()
};
int totalChances = dict.Sum();
Random random = new Random(); // Create a single instance of Random
int randomNumber = random.Next(1, totalChances + 1);
int cumulativeSum = 0;
int selectedIdx = -1;
for (int i = 0; i < dict.Length; i++)
{
cumulativeSum += dict[i];
if (randomNumber <= cumulativeSum)
{
selectedIdx = i;
break;
}
}
return selectedIdx;
}
//This is a list of all the houses/interiors
//This is used for getting the closest house to the player so its not random and he/she doesn't have to go to the other side of the map
List<Vector3> houses = new List<Vector3>
private void CheckAllPedsAndCreateIfMissing()
{
if (!victim)
{
new Vector3(1276.979f, -1725.641f, 54.65f), //Lester's place
new Vector3(249.1075f, -1720.578f, 29.16469f), //Generic house
new Vector3(-775.9423f, 291.741f, 85.38015f), //West eclips towers
new Vector3(-131.3567f, -32.02588f, 57.84212f), //Janitors house
new Vector3(-66.24619f, -574.7697f, 36.95814f), //4 integrity way (players apt.)
new Vector3(-13.93472f, -1455.081f, 30.4537f), //Franklin
new Vector3(-616.9177f, 22.83247f, 41.47743f), //Strangeways
new Vector3(-178.65f, 507.2562f, 136.0046f), //Wild oats
new Vector3(-553.8226f, 666.5585f, 144.6216f), //Normandy
new Vector3(1122.733f, 2647.359f, 37.99636f), //Vespuci aka sandy motel
};
// Spawn the victim ped
victim = new Ped(loc_victim);
// Make the victim persistent to prevent despawning
victim.IsPersistent = true;
// Set BlockPermanentEvents to true (behavior may be affected)
victim.BlockPermanentEvents = true;
// Make the victim stand still indefinitely
victim.Tasks.StandStill(-1);
}
if (!suspect)
{
// Spawn the suspect ped
suspect = new Ped(loc_suspect);
// Make the suspect persistent to prevent despawning
suspect.IsPersistent = true;
// Set BlockPermanentEvents to true (behavior may be affected)
suspect.BlockPermanentEvents = true;
// Make the suspect stand still indefinitely
suspect.Tasks.StandStill(-1);
}
}
private void killViIfClose()
{
// If the player can't hear the gunshot properly just kill the victim
if (Game.LocalPlayer.Character.DistanceTo(loc_victim) > 500) { suspect.Tasks.Clear(); victim.Kill(); return; }
// If the player can hear the gunshot make the suspect kill the victim
suspect.Tasks.FightAgainst(victim);
}
private void hateCops()
{
suspect.RelationshipGroup.SetRelationshipWith(RelationshipGroup.Cop, Relationship.Hate);
suspect.RelationshipGroup.SetRelationshipWith(Game.LocalPlayer.Character.RelationshipGroup, Relationship.Hate);
}
List<House> houses1 = new List<House>
void suicide()
{
int rInt = rand.Next(0, 1);
if (rInt == 0)
{
suspect.Tasks.PlayAnimation(new AnimationDictionary("mp_suicide"), "pill", 5f, AnimationFlags.None); //Animations are scary to me
// It will take 30-60s for the pill to take effect
Thread.Sleep(rand.Next(30000, 60000));
suspect.Kill();
}
else
{
if (!suspect.Inventory.HasLoadedWeapon) { suspect.Inventory.GiveNewWeapon("weapon_dbshotgun", 2, true); }
suspect.Tasks.PlayAnimation(new AnimationDictionary("mp_suicide"), "pistol", 5f, AnimationFlags.None); //Animations are scary to me
suspect.Kill();
}
}
public override bool OnBeforeCalloutDisplayed()
{
// OMG I just realised i can do this all in a xml. Well too late now
Houses = new List<House>
{
new House
{
@ -201,116 +279,254 @@ namespace Code_Blue_Calls.Callouts
new Vector3(-597.5438f, 49.36379f, 97.03481f)
},
Position = new Vector3(-615.7661f, 24.44156f, 41.59992f)
},
new House
{
Name = "Wild oats",
Victims = new List<Vector3>
{
new Vector3(-167.024f, 482.7889f, 137.2653f),
new Vector3(-168.7479f, 489.9296f, 137.4435f),
new Vector3(-169.5214f, 494.82f, 137.6535f),
new Vector3(-174.3784f, 492.1631f, 133.8438f),
new Vector3(-165.0503f, 484.7615f, 133.8696f),
new Vector3(-171.1398f, 497.537f, 130.0437f),
new Vector3(-171.7018f, 491.266f, 130.0436f),
new Vector3(-168.6209f, 489.5579f, 133.8721f)
},
Suspects = new List<Vector3>
{
new Vector3(-169.5247f, 480.2822f, 137.2442f),
new Vector3(-168.0818f, 487.8052f, 137.4435f),
new Vector3(-170.4885f, 493.2755f, 137.6535f),
new Vector3(-174.7031f, 497.1105f, 133.8438f),
new Vector3(-163.6721f, 485.0209f, 133.8696f),
new Vector3(-174.7959f, 498.5963f, 130.0383f),
new Vector3(-175.4943f, 492.6709f, 130.0436f),
new Vector3(-166.7517f, 492.885f, 133.8437f)
},
Position = new Vector3(-183.7358f, 510.1255f, 135.2205f)
},
new House
{
Name = "Normandy drv",
Victims = new List<Vector3>
{
new Vector3(-565.8858f, 656.9946f, 145.8321f),
new Vector3(-572.941f, 653.3565f, 145.632f),
new Vector3(-570.8762f, 644.0323f, 145.4596f),
new Vector3(-572.1926f, 658.8855f, 142.0321f),
new Vector3(-573.1517f, 643.7465f, 142.0321f),
new Vector3(-571.5641f, 651.9454f, 142.0601f),
new Vector3(-571.7731f, 667.8361f, 138.2321f)
},
Suspects = new List<Vector3>
{
new Vector3(-569.3209f, 656.2357f, 145.8321f),
new Vector3(-573.0806f, 652.2025f, 145.632f),
new Vector3(-573.103f, 644.9861f, 145.4596f),
new Vector3(-571.3017f, 661.8961f, 142.0321f),
new Vector3(-573.0618f, 647.8514f, 142.0321f),
new Vector3(-567.8376f, 650.1216f, 142.0323f),
new Vector3(-571.7289f, 671.4425f, 138.2321f)
},
Position = new Vector3(-553.8226f, 666.5585f, 144.6216f)
},
new House
{
Name = "Sandy motel",
Victims = new List<Vector3>
{
new Vector3(151.9337f, -1004.217f, -98.99999f)
},
Suspects = new List<Vector3>
{
new Vector3(153.0823f, -1006.528f, -98.99999f)
},
Position = new Vector3(1122.733f, 2647.359f, 37.99636f)
}
};
// Choose the closest house to the player. This isn't really optimal as if the player isn't patrolling and doing radar or some other thing wich involves being in one place
// Then the player will get the same house again and again
Vector3 SpawnPoint = GetClosestHouse(houses);
theHouse = GetClosestHouse(Houses);
// Not needed as My code isn't goofy and doesn't set the callout position to the other side of the map
//AddMaximumDistanceCheck(600f, SpawnPoint); //Player must be 600m or closer
Vector3 SpawnPoint = theHouse.Position;
AddMaximumDistanceCheck(700f, SpawnPoint);
ShowCalloutAreaBlipBeforeAccepting(SpawnPoint, 30f);
CalloutMessage = "Domestic Violence";
CalloutPosition = SpawnPoint;
LSPD_First_Response.Mod.API.Functions.PlayScannerAudioUsingPosition("WE_HAVE CRIME_RESISTING_ARREST_02 IN_OR_ON_POSITION", SpawnPoint);
return base.OnBeforeCalloutDisplayed();
}
void killVictim()
{
if (!suspect.Inventory.HasLoadedWeapon)
{
suspect.Inventory.GiveNewWeapon("weapon_snspistol", 15, true);
suspect.Tasks.Clear();
suspect.Tasks.FightAgainst(victim);
}
else
{
suspect.Tasks.Clear();
suspect.Tasks.FightAgainst(victim);
}
}
public override bool OnCalloutAccepted()
{
new RelationshipGroup("Attacker");
new RelationshipGroup("Victims");
//In this stage we want to choose the positions of the suspsect and the victim, Also in this stage we might guns to the peds inventories
suspect = new Ped(location_suspect);
suspect.IsPersistent = true;
suspect.BlockPermanentEvents = true;
suspect.RelationshipGroup = "Attacker";
suspect.Inventory.GiveNewWeapon("WEAPON_NAVYREVOLVER", 1, true);
int PositionNumber;
int MaxNumber;
bool realistic = bool.Parse(ini.IniReadValue("Callouts", "RealisticChances"));
//Get the max number of positions
MaxNumber = theHouse.Suspects.Count;
//Get zie number in range
PositionNumber = rand.Next(0, MaxNumber);
victim = new Ped(location_victim);
victim.IsPersistent = true;
victim.BlockPermanentEvents = true;
victim.RelationshipGroup = "Victims";
//Get the spawn points of the suspect and victim
loc_suspect = theHouse.Suspects[PositionNumber];
loc_victim = theHouse.Victims[PositionNumber];
//Game.LocalPlayer.Character.RelationshipGroup = "Victims";
// Create the suspect and the victim
CheckAllPedsAndCreateIfMissing();
int[] chances_unrealistic = { 20, 10, 5, 15, 5, 20, 20, 5 };
int[] chances_realistic = { 5, 17, 7, 5, 15, 25, 10, 6, 10 };
// You must be level 100+ to read this.
// Basically its a if statement inside ()
index = PercentageMagicFuckery(realistic ? chances_realistic : chances_unrealistic);
suspect.Tasks.StandStill(-1);
Game.SetRelationshipBetweenRelationshipGroups("Attacker", "Victim", Relationship.Hate);
blip_suspect = suspect.AttachBlip();
blip_suspect.Color = System.Drawing.Color.Red;
blip_suspect.IsRouteEnabled = true;
// Prepare stuff
switch (index)
{
// Aggressor (AG) kills Victim (VI)
case 0:
killViIfClose();
break;
// AG kills VI and Player (PL)
case 1:
killViIfClose();
hateCops();
break;
// AG takes VI hostage
case 2:
suspect.Tasks.Clear();
suspect.Tasks.AimWeaponAt(victim, -1);
break;
// AG kills PL
case 3:
hateCops();
break;
//AG kills VI and commits suicide
case 4:
killViIfClose();
if (Game.LocalPlayer.Character.DistanceTo(suspect) > 150) { suspect.Kill(); }
break;
//AG flees
case 5:
break;
//AG is just drunk and noncompliant and eventually flees on foot
case 6:
// Make the suspect drunk
suspect.Tasks.PlayAnimation(new AnimationDictionary("move_m@drunk@verydrunk"), "walk", 5f, AnimationFlags.Loop); //Animations are scary to me
break;
//AG Doesnt care about the victim and sets up booby traps
case 7:
break;
//It was a missunderstanding
case 8:
break;
//Not a crime
case 9:
break;
//AG Said he will stop
case 10:
break;
}
blip_victim = victim.AttachBlip();
blip_victim.Color = System.Drawing.Color.Green;
blip_victim.IsRouteEnabled = false;
return base.OnCalloutAccepted();
}
//All the process related crap
public override void Process()
{
base.Process();
if (Game.LocalPlayer.Character.DistanceTo(suspect) < 40f && !ShotAtVictim && !SuspectKillingPlayer && !victim.IsDead)
int chance = rand.Next(0, 100);
bool realistic = bool.Parse(ini.IniReadValue("Callouts", "RealisticChances"));
switch (index)
{
suspect.Tasks.FightAgainst(victim);
ShotAtVictim = true;
// Aggressor (AG) kills Victim (VI)
case 0:
break;
// AG kills VI and Player (PL)
case 1:
break;
// AG takes VI hostage
case 2:
break;
// AG kills PL
case 3:
break;
//AG kills VI and commits suicide
case 4:
break;
//AG flees
case 5:
break;
//AG is just drunk and noncompliant and eventually flees on foot
case 6:
break;
//AG Doesnt care about the victim and sets up booby traps
case 7:
break;
//It was a missunderstanding
case 8:
break;
//Not a crime
case 9:
break;
//AG Said he will stop
case 10:
break;
}
if (Game.LocalPlayer.Character.DistanceTo(suspect) < 15f && !SuspectKillingPlayer)
{
//Give the suspect a weapon and make him attack the player
suspect.Tasks.Clear();
suspect.Inventory.EquippedWeapon.Ammo = 6;
SuspectKillingPlayer = true;
suspect.Tasks.FightAgainst(Game.LocalPlayer.Character);
}
if (suspect.IsDead || suspect.IsCuffed)
{
End();
}
if (suspect.Exists() && victim == null)
{
victim = new Ped(location_victim);
victim.Tasks.FightAgainst(suspect);
Game.DisplaySubtitle("Investigate the domestic violence report and neutralize the threat.", 5000);
}
if (victim != null && victim.IsDead)
{
Game.DisplaySubtitle("The victim is dead. Neutralize the suspect.", 5000);
}
}
public override void End()
{
base.End();
if (blip_suspect.Exists()) blip_suspect.Delete();
if (blip_victim.Exists()) blip_victim.Delete();
if (suspect.Exists())
{
suspect.Dismiss();
}
}
}
}

@ -0,0 +1,12 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Code_Blue_Calls.Callouts
{
internal class Test
{
}
}
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