Restructure (unfinished)

This commit is contained in:
Vortrex
2022-03-12 05:20:14 -06:00
parent 2dc6d65a50
commit ef4a2877d0
51 changed files with 2314 additions and 2524 deletions

View File

@@ -7,6 +7,159 @@
// TYPE: Server (JavaScript)
// ===========================================================================
// House Location Types
const VRR_HOUSELOC_NONE = 0; // None
const VRR_HOUSELOC_GATE = 1; // Center of any moveable gate that belongs to the house
const VRR_HOUSELOC_GARAGE = 2; // Location for garage (pos1 = outside, pos2 = inside). Use pos to teleport or spawn veh/ped
// ===========================================================================
// House Owner Types
const VRR_HOUSEOWNER_NONE = 0; // Not owned
const VRR_HOUSEOWNER_PLAYER = 1; // Owner is a player (character/subaccount)
const VRR_HOUSEOWNER_JOB = 2; // Owned by a job
const VRR_HOUSEOWNER_CLAN = 3; // Owned by a clan
const VRR_HOUSEOWNER_FACTION = 4; // Owned by a faction
const VRR_HOUSEOWNER_PUBLIC = 5; // Is a public house. Technically not owned. This probably won't be used.
// ===========================================================================
/**
* @class Representing a house's data. Loaded and saved in the database
*/
class HouseData {
constructor(dbAssoc = false) {
this.databaseId = 0
this.description = "";
this.ownerType = VRR_HOUSEOWNER_NONE;
this.ownerId = 0;
this.buyPrice = 0;
this.rentPrice = 0;
this.renter = 0;
this.locked = false;
this.hasInterior = false;
this.index = -1;
this.needsSaved = false;
this.interiorLights = true;
this.itemCache = [];
this.locations = [];
//this.gameScripts = [];
this.entrancePosition = false;
this.entranceRotation = 0.0;
this.entranceInterior = 0;
this.entranceDimension = 0;
this.entrancePickupModel = -1;
this.entranceBlipModel = -1;
this.entrancePickup = null;
this.entranceBlip = null;
this.exitPosition = false;
this.exitRotation = 0.0;
this.exitInterior = 0;
this.exitDimension = -1;
this.exitPickupModel = -1;
this.exitBlipModel = -1;
this.exitPickup = null;
this.exitBlip = null;
this.streamingRadioStation = -1;
if(dbAssoc) {
this.databaseId = toInteger(dbAssoc["house_id"]);
this.description = toString(dbAssoc["house_description"]);
this.ownerType = toInteger(dbAssoc["house_owner_type"]);
this.ownerId = toInteger(dbAssoc["house_owner_id"]);
this.buyPrice = toInteger(dbAssoc["house_buy_price"]);
this.rentPrice = toInteger(dbAssoc["house_rent_price"]);
this.renter = toInteger(dbAssoc["house_renter"]);
this.locked = intToBool(toInteger(dbAssoc["house_locked"]));
this.hasInterior = intToBool(toInteger(dbAssoc["house_has_interior"]));
this.interiorLights = intToBool(toInteger(dbAssoc["house_interior_lights"]));
this.entrancePosition = toVector3(toFloat(dbAssoc["house_entrance_pos_x"]), toFloat(dbAssoc["house_entrance_pos_y"]), toFloat(dbAssoc["house_entrance_pos_z"]));
this.entranceRotation = toFloat(dbAssoc["house_entrance_rot_z"]);
this.entranceInterior = toInteger(dbAssoc["house_entrance_int"]);
this.entranceDimension = toInteger(dbAssoc["house_entrance_vw"]);
this.entrancePickupModel = toInteger(dbAssoc["house_entrance_pickup"]);
this.entranceBlipModel = toInteger(dbAssoc["house_entrance_blip"]);
this.exitPosition = toVector3(toFloat(dbAssoc["house_exit_pos_x"]), toFloat(dbAssoc["house_exit_pos_y"]), toFloat(dbAssoc["house_exit_pos_z"]));
this.exitRotation = toFloat(dbAssoc["house_exit_rot_z"]);
this.exitInterior = toInteger(dbAssoc["house_exit_int"]);
this.exitDimension = toInteger(dbAssoc["house_exit_vw"]);
this.exitPickupModel = toInteger(dbAssoc["house_exit_pickup"]);
this.exitBlipModel = toInteger(dbAssoc["house_exit_blip"]);
}
}
};
// ===========================================================================
/**
* @class Representing a houses's location data. Multiple can be used for a single house. Used for things like doors, garage entry/exit/vehspawn, gates, etc. Loaded and saved in the database
*/
class HouseLocationData {
constructor(dbAssoc = false) {
this.databaseId = 0;
this.name = "";
this.type = 0;
this.house = 0;
this.enabled = false;
this.index = -1;
this.houseIndex = -1;
this.needsSaved = false;
this.position = toVector3(0.0, 0.0, 0.0);
this.interior = 0;
this.dimension = 0;
if(dbAssoc) {
this.databaseId = toInteger(dbAssoc["house_loc_id"]);
this.name = toString(dbAssoc["house_loc_name"]);
this.type = toInteger(dbAssoc["house_loc_type"]);
this.house = toInteger(dbAssoc["house_loc_house"]);
this.enabled = intToBool(toInteger(dbAssoc["house_loc_enabled"]));
this.index = -1;
this.position = toVector3(toFloat(dbAssoc["house_loc_pos_x"]), toFloat(dbAssoc["house_loc_pos_y"]), toFloat(dbAssoc["house_loc_pos_z"]));
this.interior = toInteger(dbAssoc["house_loc_int"]);
this.dimension = toInteger(dbAssoc["house_loc_vw"]);
}
};
//saveToDatabase = () => {
// saveHouseLocationToDatabase(this.houseIndex, this.index);
//}
};
// ===========================================================================
/**
* @class Representing a house's game scripts. Multiple can be used for a single house
*/
class HouseGameScriptData {
constructor(dbAssoc = false) {
this.databaseId = 0;
this.name = "";
this.business = 0;
this.state = false;
this.index = -1;
this.houseIndex = -1;
this.needsSaved = false;
if(dbAssoc) {
this.databaseId = toInteger(dbAssoc["house_script_id"]);
this.name = toString(dbAssoc["house_script_name"]);
this.state = toInteger(dbAssoc["house_script_state"]);
this.business = toInteger(dbAssoc["house_script_biz"]);
}
}
};
// ===========================================================================
function initHouseScript() {
logToConsole(LOG_INFO, "[VRR.House]: Initializing house script ...");
getServerData().houses = loadHousesFromDatabase();