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denizen-scripts/scripts/vehicles/vehicles_tasks.dsc
2025-11-29 22:53:32 +02:00

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vehicle_relative_location:
debug: false
type: procedure
definitions: location|relative
script:
- define relative <[relative].split[,]>
- define location <[location].forward_flat[<[relative].get[1]>]>
- define location <[location].above[<[relative].get[2]>]>
- define location <[location].left[<[relative].get[3]>]>
- determine <[location]>
vehicle_create:
debug: false
type: task
definitions: vehicle_id|owner|location
script:
- define location <[location].with_pitch[0]>
#
- define vehicle_id <[vehicle_id].to_lowercase>
- define vehicle <map[]>
- define vehicle_data <script[vehicles_config].data_key[vehicles].get[<[vehicle_id]>]>
- define vehicle <[vehicle].with[id].as[<[vehicle_id]>]>
- define vehicle <[vehicle].with[owner].as[<[owner]>]>
- define vehicle <[vehicle].with[acceleration].as[<[vehicle_data].get[acceleration]>]>
- define vehicle <[vehicle].with[max_speed].as[<[vehicle_data].get[max-speed]>]>
- define vehicle <[vehicle].with[turn_speed_percentage].as[<[vehicle_data].get[turn-speed-percentage]>]>
#
- define vehicle_item <item[<[vehicle_data].get[material]>[custom_model_data=<[vehicle_data].get[custom-model-data]>]]>
- define vehicle <[vehicle].with[name].as[<[vehicle_data].get[name].parsed>]>
- define vehicle <[vehicle].with[item].as[<[vehicle_item]>]>
#
- spawn armor_stand <[location]> persistent reason:custom save:model
- define model_entity <entry[model].spawned_entity>
- adjust <[model_entity]> invulnerable:true
- adjust <[model_entity]> visible:false
- adjust <[model_entity]> equipment:<map[].with[helmet].as[<[vehicle_item]>]>
- flag <[model_entity]> vehicles:model
- define vehicle <[vehicle].with[model_entity].as[<[model_entity]>]>
#
- define driver_offset <[vehicle_data].get[driver-offset]>
- define driver_location <proc[vehicle_relative_location].context[<[location]>|<[driver_offset]>]>
- spawn armor_stand <[driver_location]> persistent reason:custom save:driver
- define driver_entity <entry[driver].spawned_entity>
- adjust <[driver_entity]> invulnerable:true
- adjust <[driver_entity]> visible:false
- adjust <[driver_entity]> gravity:false
- flag <[driver_entity]> vehicles:driver
- flag <[driver_entity]> vehicles_data:<[model_entity]>
- define vehicle <[vehicle].with[driver_entity].as[<[driver_entity]>]>
- define vehicle <[vehicle].with[driver_offset].as[<[driver_offset]>]>
#
- define passenger_entities <map[]>
- foreach <[vehicle_data].get[passengers]> as:passenger_offset:
- define passenger_location <proc[vehicle_relative_location].context[<[location]>|<[passenger_offset]>]>
- spawn armor_stand <[location].add[<[passenger_offset]>]> persistent reason:custom save:passenger<[loop_index]>
- define passenger_entity <entry[passenger<[loop_index]>].spawned_entity>
- adjust <[passenger_entity]> invulnerable:true
- adjust <[passenger_entity]> visible:false
- adjust <[passenger_entity]> gravity:false
- flag <[passenger_entity]> vehicles:passenger
- flag <[passenger_entity]> vehicles_data:<[model_entity]>
- define passenger_entities <[passenger_entities].with[<[passenger_entity]>].as[<[passenger_offset]>]>
- define vehicle <[vehicle].with[passenger_entities].as[<[passenger_entities]>]>
#
- flag <[model_entity]> vehicles_data:<[vehicle]>
- flag <[model_entity]> vehicles_last_location:<[model_entity].location.add[0,1,0]>
- flag server vehicles:<server.flag[vehicles].if_null[<list[]>].include[<[model_entity]>]>
- determine <[model_entity]>
vehicle_destroy:
debug: false
type: task
definitions: vehicle_entity
script:
- define vehicle <[vehicle_entity].flag[vehicles_data].if_null[null]>
- if <[vehicle]> == null:
- debug error "Vehicle entity <[vehicle_entity]> is not a vehicle!"
- stop
- remove <[vehicle].get[driver_entity]>
- remove <[vehicle].get[passenger_entities].keys>
- remove <[vehicle_entity]>
vehicle_find_snap_location:
debug: false
type: procedure
definitions: next_location
script:
- if <[next_location].above[0.15].material.is_solid>:
- if !<[next_location].above.material.is_solid>:
- determine <[next_location].above[0.5]>
- else:
- determine collide
- determine null
vehicle_pickup:
debug: false
type: task
definitions: vehicle_entity
script:
- define owner <[vehicle_entity].flag[vehicles_data].get[owner]>
- define item <[vehicle_entity].flag[vehicles_data].get[item]>
- adjust def:item display:<[vehicle_entity].flag[vehicles_data].get[name]>
- flag <[item]> vehicles:<[vehicle_entity].flag[vehicles_data].get[id]>
- if <[owner].inventory.can_fit[<[item]>]>:
- give <[item]> player:<[owner]>
- run vehicle_destroy def.vehicle_entity:<[vehicle_entity]>
- flag <[owner]> vehicles:!
- if <[owner].is_online>:
- narrate targets:<[owner]> format:formats_prefix "Picked up previous vehicle!"
- else:
- if <[owner].is_online>:
- narrate "<&c>You don't have enough space in your inventory to pick up the vehicle!"
- else:
# praying there's nothing there... will special-flag just in case
- flag <[owner]> vehicles_i_need_help:<player.inventory.map_slots.get[18]>
- inventory set slot:18 origin:<[item]> player:<[owner]>
- run vehicle_destroy def.vehicle_entity:<[vehicle_entity]>
- flag <[owner]> vehicles:!