Add some NPC stuff
This commit is contained in:
@@ -8,47 +8,58 @@
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// TYPE: Server (JavaScript)
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// TYPE: Server (JavaScript)
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// ===========================================================================
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// ===========================================================================
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const triggerSource = {
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player,
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npc,
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vehicle,
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business,
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house,
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};
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const NPC = {
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const NPC = {
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Trigger: {
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Trigger: {
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farProximity,
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farProximity, // Comes within a far distance of NPC
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mediumProximity,
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mediumProximity, // Comes within a medium distance of NPC
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nearProximity,
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nearProximity, // Comes within a close distance of NPC
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enterLineOfSight,
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enterLineOfSight, // Enters the NPC's line of sight
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exitLineOfSight,
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exitLineOfSight, // Leaves the NPC's line of sight
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pedCollision,
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pedCollision, // Bumps into ped on foot
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vehicleCollision,
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vehicleCollision, // Bumps into ped with a vehicle
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shootGun,
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shootGun, // Shoots a gun (target isn't a factor, it's just about only shooting a gun in general)
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swingMelee,
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swingMelee, // Swings a melee weapon (target doesnt matter, it's just about only swinging a melee weapon in general)
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stealOccupiedVehicle,
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hotwireVehicleStart, // Begin attempt to hotwire a vehicle
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stealUnoccupiedVehicle,
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hotwireVehicleFail, // Failed to hotwire a vehicle
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hotwireVehicleStart,
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hotwireVehicleSucceed, // Succeeded at hotwiring a vehicle
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hotwireVehicleFail,
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vehicleAlarmStart, // Vehicle alarm goes off
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hotwireVehicleSucceed,
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vehicleAlarmStop, // Vehicle alarm shuts off (disabled, battery dead, damaged, or just turned off legitly)
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vehicleAlarmStart,
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sirenStart, // Any vehicle with a siren that gets activated
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varAlarmStop,
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sirenStop, // Any vehicle with a siren that gets deactivated
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sirenStart,
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vehicleEnter, // Enters any vehicle
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sirenStop,
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vehicleExit, // Exits any vehicle
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vehicleEnter,
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propertyEnter, // Enters any interior
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vehicleExit,
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propertyExit, // Exits any interior
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interiorEnter,
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attackedByMelee, // Any element is attacked by melee weapon
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interiorExit,
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attackedByGun, // Any element is attacked by gun
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attackedByMelee,
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attackedByFist, // Any element is attacked by fist
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attackedByGun
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},
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},
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Condition: {
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Condition: {
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isInLineOfSight,
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isInLineOfSight,
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isFarProximity,
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isFarProximity,
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isMediumProximity,
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isMediumProximity,
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isNearProximity,
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isNearProximity,
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isEnemyFaction,
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isEnemyClan,
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isAllyFaction,
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isAllyClan,
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isSameFaction,
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isSameClan,
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isSameClan,
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isNotInClan,
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isLawEnforcement,
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isLawEnforcement,
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isFirefighter,
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isParamedic,
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isCriminal,
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isCriminal,
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hasWantedLevel,
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hasWantedLevel,
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isSelfVehicle,
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isSelfVehicle,
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isPlayerVehicle,
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isOtherVehicle,
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isOtherVehicle,
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isClanVehicle,
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isEmergencyVehicle,
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isEmergencyVehicle,
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isPoliceVehicle,
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isPoliceVehicle,
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isDriver,
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isDriver,
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@@ -64,6 +75,9 @@ const NPC = {
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isSniper,
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isSniper,
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isRPG,
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isRPG,
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isFlameThrower,
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isFlameThrower,
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isTalking,
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isShouting,
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isWhispering,
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},
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},
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Response: {
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Response: {
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shout,
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shout,
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@@ -77,7 +91,9 @@ const NPC = {
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fleeRun,
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fleeRun,
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attackMelee,
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attackMelee,
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attackFist,
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attackFist,
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walkToward,
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runToward,
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runToward,
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sprintToward,
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crouch,
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crouch,
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phoneCall,
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phoneCall,
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walkieTalkieMessage,
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walkieTalkieMessage,
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@@ -86,9 +102,12 @@ const NPC = {
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fleeTo,
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fleeTo,
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driveTo,
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driveTo,
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enterVehicle,
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enterVehicle,
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exitVehicle,
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pullOutOfVehicle,
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enterProperty,
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}
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}
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};
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};
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function beginNPCInteraction() {
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function npcTrigger(triggerName, triggerSource) {
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}
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}
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