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TrafficStopCallout.cs
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TrafficStopCallout.cs
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using CitizenFX.Core;
using CitizenFX.Core.Native;
using FivePD.API;
using FivePD.API.Utils;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace TrafficStopCallout
{
[CalloutProperties("TrafficStop", "HuskyNinja", "v2.0")]
internal class TrafficStopCallout : Callout
{
private static readonly Random _rng = new Random();
private Ped _player = null;
private Ped _driver = null;
private Vehicle _veh = null;
public TrafficStopCallout()
{
_player = Game.PlayerPed;
PlayerData playerData = Utilities.GetPlayerData();
InitInfo(_player.Position);
ResponseCode = 1;
StartDistance = 50f;
ShortName = $"Traffic Stop on {World.GetStreetName(_player.Position)}";
CalloutDescription = $"Officer {playerData.Callsign} is performing a Traffic Stop on {World.GetStreetName(_player.Position)}.";
}
//Only start the callout if the player is on a traffic stop
public override async Task<bool> CheckRequirements()
{
await Task.FromResult(0);
if(Utilities.IsPlayerPerformingTrafficStop())
{
return true;
}
return false;
}
public override async Task OnAccept()
{
UpdateData();
InitBlip(25f);
await Task.FromResult(0);
}
public override async void OnStart(Ped Closest)
{
base.OnStart(Closest);
//Ped and Vehicle Data
_veh = Utilities.GetVehicleFromTrafficStop();
VehicleData vehData = await _veh.GetData();
_driver = Utilities.GetDriverFromTrafficStop();
PedData driverData = await _driver.GetData();
//Edit the Driver to match the vehicle owner info
driverData.FirstName = vehData.OwnerFirstName;
driverData.LastName = vehData.OwnerLastName;
//Set the data
_driver.SetData(driverData);
//Interaction roll determines what happens on the traffic stop
int interactionRoll = _rng.Next(0, 100);
//5% chance to have a meele weapon
if (interactionRoll <= 4)
{
//wait for officer to get close
while (World.GetDistance(Game.PlayerPed.Position, _driver.Position) > 8f) { await BaseScript.Delay(10); }
//Give Knife
_driver.Weapons.Give(GetMeeleWeapon(), 1, true, true);
//Get Out of vehicle
_driver.Task.LeaveVehicle();
//Give driver time to leave the vehicle
await BaseScript.Delay(1500);
//Attack Officer
_driver.Task.FightAgainst(Game.PlayerPed);
}
//1% chance they fire out of their car while the driver walks up
if (interactionRoll == 69)
{
//wait for officer to get close
while (World.GetDistance(Game.PlayerPed.Position, _driver.Position) > 5f) { await BaseScript.Delay(10); }
//Give gun
_driver.Weapons.Give(WeaponHash.Pistol, 5, true, true);
_driver.Accuracy = 12;
//Fire at officer
_driver.Task.ShootAt(Game.PlayerPed, -1, FiringPattern.SingleShot);
//Wait a bit to shoot before taking off
await BaseScript.Delay(_rng.Next(3000, 3500));
//This ends in a pursuit
var pursuit = Pursuit.RegisterPursuit(_driver);
pursuit.Init(true, 35f, 50f, true);
pursuit.ActivatePursuit();
}
//10% chance the driver drives away after the officer gets out of their car
if (interactionRoll >= 10 && interactionRoll <= 19)
{
//wait for officer to get close
while (World.GetDistance(Game.PlayerPed.Position, _driver.Position) > 5f) { await BaseScript.Delay(10); }
//Wait for the cop to get close before taking off
//This ends in a pursuit
var pursuit = Pursuit.RegisterPursuit(_driver);
pursuit.Init(true, 35f, 50f, true);
pursuit.ActivatePursuit();
}
//15% chance the driver takes off on foot
if (interactionRoll >= 30 && interactionRoll <= 44)
{
//wait for officer to get close
while (World.GetDistance(Game.PlayerPed.Position, _driver.Position) > 10f) { await BaseScript.Delay(10); }
//driver exits vehicle
_driver.Task.LeaveVehicle();
//Give time for the driver to exit the vehicle
await BaseScript.Delay(1500);
//Wait for the cop to get close before taking off
//This ends in a pursuit
var pursuit = Pursuit.RegisterPursuit(_driver);
pursuit.Init(false, 35f, 50f, true);
pursuit.ActivatePursuit();
}
//15% chance the driver gets out with their hands up
if (interactionRoll >= 60 && interactionRoll <= 74)
{
//Load Animations
API.RequestAnimDict("missminuteman_1ig_2");
while (!API.HasAnimDictLoaded("missminuteman_1ig_2")) { await BaseScript.Delay(10); }
//wait for officer to get close
while (World.GetDistance(Game.PlayerPed.Position, _driver.Position) > 5f) { await BaseScript.Delay(10); }
//driver exits vehicle
_driver.Task.LeaveVehicle();
//Wait for the driver to exit the vehicle
await BaseScript.Delay(1500);
//Hands up
_driver.Task.PlayAnimation("missminuteman_1ig_2", "handsup_base", 8.0f, -1, AnimationFlags.Loop);
//Tell AI to get back in car
Tick += BackInCar;
}
//10% chance they just get out of their car and do nothing
if (interactionRoll >= 20 && interactionRoll <= 29)
{
//wait for officer to get close
while (World.GetDistance(Game.PlayerPed.Position, _driver.Position) > 8f) { await BaseScript.Delay(10); }
//driver exits vehicle
_driver.Task.LeaveVehicle();
//Wait for the driver to exit the vehicle
await BaseScript.Delay(1500);
//Make them use their phone
_driver.Task.StartScenario("WORLD_HUMAN_STAND_MOBILE_UPRIGHT", _driver.Position);
//Tell AIU to get abck in car
Tick += BackInCar;
}
await Task.FromResult(0);
}
public override void OnCancelBefore()
{
ShowNetworkedNotification("Remember to ~r~cancel~s~ the ~y~Traffic Stop~s~", "CHAR_CALL911", "CHAR_CALL911", "Dispatch", "Reminder", 1f);
try
{
if(API.DoesEntityExist(_driver.Handle))
{
//Delete all the blips attached to the driver
foreach (Blip b in _driver.AttachedBlips)
{
b.Delete();
}
}
}
catch
{
//Just some error handling if the deleting blips goes wrong
//things will carry on as normal
}
base.OnCancelBefore();
}
//Tick Logic
public async Task BackInCar()
{
if(World.GetDistance(Game.PlayerPed.Position, Utilities.GetDriverFromTrafficStop().Position) >= 3f) { return; }
Draw3dText("~y~Press~s~ ~b~[H]~s~ to ~g~interact~s~", Utilities.GetDriverFromTrafficStop().Position);
if(Game.IsControlJustPressed(0, (Control)74))
{
Tick -= BackInCar;
PlayOutOfVehicleDialogue();
}
await Task.FromResult(0);
}
//Utility functions
public WeaponHash GetMeeleWeapon()
{
List<WeaponHash> weapons = new List<WeaponHash>()
{
WeaponHash.Knife,
WeaponHash.KnuckleDuster,
WeaponHash.Bat,
WeaponHash.Wrench,
WeaponHash.Bottle,
WeaponHash.Crowbar,
WeaponHash.GolfClub,
WeaponHash.PoolCue,
WeaponHash.StunGun,
};
return weapons.SelectRandom();
}
private void Draw3dText(string msg, Vector3 pos)
{
float textX = 0f, textY = 0f;
Vector3 camLoc;
API.World3dToScreen2d(pos.X, pos.Y, pos.Z, ref textX, ref textY);
camLoc = API.GetGameplayCamCoords();
float distance = API.GetDistanceBetweenCoords(camLoc.X, camLoc.Y, camLoc.Z, pos.X, pos.Y, pos.Z, true);
float scale = (1 / distance) * 2;
float fov = (1 / API.GetGameplayCamFov()) * 100;
scale = scale * fov * 0.5f;
API.SetTextScale(0.0f, scale);
API.SetTextFont(0);
API.SetTextProportional(true);
API.SetTextColour(255, 255, 255, 215);
API.SetTextDropshadow(0, 0, 0, 0, 255);
API.SetTextEdge(2, 0, 0, 0, 150);
API.SetTextDropShadow();
API.SetTextOutline();
API.SetTextEntry("STRING");
API.SetTextCentre(true);
API.AddTextComponentString(msg);
API.DrawText(textX, textY);
}
private async void PlayOutOfVehicleDialogue()
{
ShowDialog("~b~Officer~s~: Please return to your vehicle.", 4500, 1f);
await BaseScript.Delay(4500);
ShowDialog("~y~Driver~s~: Sorry ~b~Officer~s~.", 4500, 1f);
Utilities.GetDriverFromTrafficStop().Task.EnterVehicle(Utilities.GetVehicleFromTrafficStop());
await Task.FromResult(0);
}
}
}