DayZ 1.27
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◆ FullyBuild()

void bsbDebugPrint::FullyBuild ( )
protected

См. определение в файле BaseBuildingBase.c строка 2539

2541{
2542 const string ANIMATION_DEPLOYED = "Deployed";
2543
2544 float m_ConstructionKitHealth; //stored health value for used construction kit
2545
2547
2548 bool m_HasBase;
2549 //variables for synchronization of base building parts (2x31 is the current limit)
2550 int m_SyncParts01; //synchronization for already built parts (31 parts)
2551 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2552 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2553 int m_InteractedPartId; //construction part id that an action was performed on
2554 int m_PerformedActionId; //action id that was performed on a construction part
2555
2556 //Sounds
2557 //build
2558 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2559 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2560 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2561 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2562 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2563 //dismantle
2564 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2565 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2566 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2567 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2568 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2569
2570 protected EffectSound m_Sound;
2571
2575
2576 // Constructor
2577 void BaseBuildingBase()
2578 {
2580
2581 //synchronized variables
2582 RegisterNetSyncVariableInt( "m_SyncParts01" );
2583 RegisterNetSyncVariableInt( "m_SyncParts02" );
2584 RegisterNetSyncVariableInt( "m_SyncParts03" );
2585 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2586 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2587 RegisterNetSyncVariableBool( "m_HasBase" );
2588
2589 //Construction init
2591
2592 if (ConfigIsExisting("hybridAttachments"))
2593 {
2595 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2596 }
2597 if (ConfigIsExisting("mountables"))
2598 {
2600 ConfigGetTextArray("mountables", m_Mountables);
2601 }
2602
2603 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2604 }
2605
2606 override void EEDelete(EntityAI parent)
2607 {
2608 super.EEDelete(parent);
2609
2610 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2611 {
2612 areaDamage.Destroy();
2613 }
2614
2615 }
2616
2617 override string GetInvulnerabilityTypeString()
2618 {
2619 return "disableBaseDamage";
2620 }
2621
2622 override bool CanObstruct()
2623 {
2624 return true;
2625 }
2626
2627 override int GetHideIconMask()
2628 {
2629 return EInventoryIconVisibility.HIDE_VICINITY;
2630 }
2631
2632 // --- SYNCHRONIZATION
2634 {
2635 if ( GetGame().IsServer() )
2636 {
2637 SetSynchDirty();
2638 }
2639 }
2640
2641 override void OnVariablesSynchronized()
2642 {
2643 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2644 super.OnVariablesSynchronized();
2645
2647 }
2648
2649 protected void OnSynchronizedClient()
2650 {
2651 //update parts
2653
2654 //update action on part
2656
2657 //update visuals (client)
2658 UpdateVisuals();
2659 }
2660
2661 //parts synchronization
2662 void RegisterPartForSync( int part_id )
2663 {
2664 //part_id must starts from index = 1
2665 int offset;
2666 int mask;
2667
2668 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2669 {
2670 offset = part_id - 1;
2671 mask = 1 << offset;
2672
2673 m_SyncParts01 = m_SyncParts01 | mask;
2674 }
2675 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2676 {
2677 offset = ( part_id % 32 );
2678 mask = 1 << offset;
2679
2680 m_SyncParts02 = m_SyncParts02 | mask;
2681 }
2682 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2683 {
2684 offset = ( part_id % 63 );
2685 mask = 1 << offset;
2686
2687 m_SyncParts03 = m_SyncParts03 | mask;
2688 }
2689 }
2690
2691 void UnregisterPartForSync( int part_id )
2692 {
2693 //part_id must starts from index = 1
2694 int offset;
2695 int mask;
2696
2697 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2698 {
2699 offset = part_id - 1;
2700 mask = 1 << offset;
2701
2702 m_SyncParts01 = m_SyncParts01 & ~mask;
2703 }
2704 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2705 {
2706 offset = ( part_id % 32 );
2707 mask = 1 << offset;
2708
2709 m_SyncParts02 = m_SyncParts02 & ~mask;
2710 }
2711 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2712 {
2713 offset = ( part_id % 63 );
2714 mask = 1 << offset;
2715
2716 m_SyncParts03 = m_SyncParts03 & ~mask;
2717 }
2718 }
2719
2720 bool IsPartBuildInSyncData( int part_id )
2721 {
2722 //part_id must starts from index = 1
2723 int offset;
2724 int mask;
2725
2726 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2727 {
2728 offset = part_id - 1;
2729 mask = 1 << offset;
2730
2731 if ( ( m_SyncParts01 & mask ) > 0 )
2732 {
2733 return true;
2734 }
2735 }
2736 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2737 {
2738 offset = ( part_id % 32 );
2739 mask = 1 << offset;
2740
2741 if ( ( m_SyncParts02 & mask ) > 0 )
2742 {
2743 return true;
2744 }
2745 }
2746 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2747 {
2748 offset = ( part_id % 63 );
2749 mask = 1 << offset;
2750
2751 if ( ( m_SyncParts03 & mask ) > 0 )
2752 {
2753 return true;
2754 }
2755 }
2756
2757 return false;
2758 }
2759
2760 protected void RegisterActionForSync( int part_id, int action_id )
2761 {
2762 m_InteractedPartId = part_id;
2763 m_PerformedActionId = action_id;
2764 }
2765
2766 protected void ResetActionSyncData()
2767 {
2768 //reset data
2769 m_InteractedPartId = -1;
2771 }
2772
2773 protected void SetActionFromSyncData()
2774 {
2775 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2776 {
2778 int build_action_id = m_PerformedActionId;
2779
2780 switch( build_action_id )
2781 {
2782 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2783 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2784 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2785 }
2786 }
2787 }
2788 //------
2789
2791 {
2792 string key = part.m_PartName;
2793 bool is_base = part.IsBase();
2794 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2795 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2796 if ( is_part_built_sync )
2797 {
2798 if ( !part.IsBuilt() )
2799 {
2800 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2801 GetConstruction().AddToConstructedParts( key );
2802 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2803
2804 if (is_base)
2805 {
2807 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2808 }
2809 }
2810 }
2811 else
2812 {
2813 if ( part.IsBuilt() )
2814 {
2815 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2816 GetConstruction().RemoveFromConstructedParts( key );
2817 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2818
2819 if (is_base)
2820 {
2822 AddProxyPhysics( ANIMATION_DEPLOYED );
2823 }
2824 }
2825 }
2826
2827 //check slot lock for material attachments
2828 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2829 }
2830
2831 //set construction parts based on synchronized data
2833 {
2834 Construction construction = GetConstruction();
2835 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2836
2837 for ( int i = 0; i < construction_parts.Count(); ++i )
2838 {
2839 string key = construction_parts.GetKey( i );
2840 ConstructionPart value = construction_parts.Get( key );
2841 SetPartFromSyncData(value);
2842 }
2843
2844 //regenerate navmesh
2845 UpdateNavmesh();
2846 }
2847
2848 protected ConstructionPart GetConstructionPartById( int id )
2849 {
2850 Construction construction = GetConstruction();
2851 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2852
2853 for ( int i = 0; i < construction_parts.Count(); ++i )
2854 {
2855 string key = construction_parts.GetKey( i );
2856 ConstructionPart value = construction_parts.Get( key );
2857
2858 if ( value.GetId() == id )
2859 {
2860 return value;
2861 }
2862 }
2863
2864 return NULL;
2865 }
2866 //
2867
2868 //Base
2869 bool HasBase()
2870 {
2871 return m_HasBase;
2872 }
2873
2874 void SetBaseState( bool has_base )
2875 {
2876 m_HasBase = has_base;
2877 }
2878
2879 override bool IsDeployable()
2880 {
2881 return true;
2882 }
2883
2884 bool IsOpened()
2885 {
2886 return false;
2887 }
2888
2889 //--- CONSTRUCTION KIT
2891 {
2892 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2893 if ( m_ConstructionKitHealth > 0 )
2894 {
2895 construction_kit.SetHealth( m_ConstructionKitHealth );
2896 }
2897
2898 return construction_kit;
2899 }
2900
2901 void CreateConstructionKitInHands(notnull PlayerBase player)
2902 {
2903 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2904 if ( m_ConstructionKitHealth > 0 )
2905 {
2906 construction_kit.SetHealth( m_ConstructionKitHealth );
2907 }
2908 }
2909
2910 protected vector GetKitSpawnPosition()
2911 {
2912 return GetPosition();
2913 }
2914
2915 protected string GetConstructionKitType()
2916 {
2917 return "";
2918 }
2919
2920 void DestroyConstructionKit( ItemBase construction_kit )
2921 {
2922 m_ConstructionKitHealth = construction_kit.GetHealth();
2923 GetGame().ObjectDelete( construction_kit );
2924 }
2925
2926 //--- CONSTRUCTION
2927 void DestroyConstruction()
2928 {
2929 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2930 GetGame().ObjectDelete( this );
2931 }
2932
2933 // --- EVENTS
2934 override void OnStoreSave( ParamsWriteContext ctx )
2935 {
2936 super.OnStoreSave( ctx );
2937
2938 //sync parts 01
2939 ctx.Write( m_SyncParts01 );
2940 ctx.Write( m_SyncParts02 );
2941 ctx.Write( m_SyncParts03 );
2942
2943 ctx.Write( m_HasBase );
2944 }
2945
2946 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2947 {
2948 if ( !super.OnStoreLoad( ctx, version ) )
2949 return false;
2950
2951 //--- Base building data ---
2952 //Restore synced parts data
2953 if ( !ctx.Read( m_SyncParts01 ) )
2954 {
2955 m_SyncParts01 = 0; //set default
2956 return false;
2957 }
2958 if ( !ctx.Read( m_SyncParts02 ) )
2959 {
2960 m_SyncParts02 = 0; //set default
2961 return false;
2962 }
2963 if ( !ctx.Read( m_SyncParts03 ) )
2964 {
2965 m_SyncParts03 = 0; //set default
2966 return false;
2967 }
2968
2969 //has base
2970 if ( !ctx.Read( m_HasBase ) )
2971 {
2972 m_HasBase = false;
2973 return false;
2974 }
2975 //---
2976
2977 return true;
2978 }
2979
2980 override void AfterStoreLoad()
2981 {
2982 super.AfterStoreLoad();
2983
2985 {
2987 }
2988 }
2989
2991 {
2992 //update server data
2994
2995 //set base state
2996 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2997 SetBaseState( construction_part.IsBuilt() ) ;
2998
2999 //synchronize after load
3001 }
3002
3003 override void OnCreatePhysics()
3004 {
3005 super.OnCreatePhysics();
3008 }
3009
3010 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
3011 {
3013 return;
3014
3015 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
3016
3017 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
3018 return;
3019
3020 Construction construction = GetConstruction();
3021 string part_name = zone;
3022 part_name.ToLower();
3023
3024 if ( newLevel == GameConstants.STATE_RUINED )
3025 {
3026 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
3027
3028 if ( construction_part && construction.IsPartConstructed( part_name ) )
3029 {
3030 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
3031 construction.DestroyConnectedParts(part_name);
3032 }
3033
3034 //barbed wire handling (hack-ish)
3035 if ( part_name.Contains("barbed") )
3036 {
3037 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
3038 if (barbed_wire)
3039 barbed_wire.SetMountedState( false );
3040 }
3041 }
3042 }
3043
3044 override void EEOnAfterLoad()
3045 {
3047 {
3049 }
3050
3051 super.EEOnAfterLoad();
3052 }
3053
3054 override void EEInit()
3055 {
3056 super.EEInit();
3057
3058 // init visuals and physics
3059 InitBaseState();
3060
3061 //debug
3062 #ifdef DEVELOPER
3064 #endif
3065 }
3066
3067 override void EEItemAttached( EntityAI item, string slot_name )
3068 {
3069 super.EEItemAttached( item, slot_name );
3070
3071 CheckForHybridAttachments( item, slot_name );
3072 UpdateVisuals();
3073 UpdateAttachmentPhysics( slot_name, false );
3074 }
3075
3076 override void EEItemDetached( EntityAI item, string slot_name )
3077 {
3078 super.EEItemDetached( item, slot_name );
3079
3080 UpdateVisuals();
3081 UpdateAttachmentPhysics( slot_name, false );
3082 }
3083
3084 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
3085 {
3086 string slot_name = InventorySlots.GetSlotName( slotId );
3087 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
3088
3089 UpdateAttachmentVisuals( slot_name, locked );
3090 UpdateAttachmentPhysics( slot_name, locked );
3091 }
3092
3093 //ignore out of reach condition
3094 override bool IgnoreOutOfReachCondition()
3095 {
3096 return true;
3097 }
3098
3099 //CONSTRUCTION EVENTS
3100 //Build
3101 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
3102 {
3103 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3104
3105 //check base state
3106 if (construtionPart.IsBase())
3107 {
3108 SetBaseState(true);
3109
3110 //spawn kit
3112 }
3113
3114 //register constructed parts for synchronization
3115 RegisterPartForSync(construtionPart.GetId());
3116
3117 //register action that was performed on part
3118 RegisterActionForSync(construtionPart.GetId(), action_id);
3119
3120 //synchronize
3122
3123 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3124
3125 UpdateNavmesh();
3126
3127 //update visuals
3128 UpdateVisuals();
3129
3130 //reset action sync data
3132 }
3133
3134 void OnPartBuiltClient(string part_name, int action_id)
3135 {
3136 //play sound
3137 SoundBuildStart( part_name );
3138 }
3139
3140 //Dismantle
3141 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3142 {
3143 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3144 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3145
3146 //register constructed parts for synchronization
3147 UnregisterPartForSync(construtionPart.GetId());
3148
3149 //register action that was performed on part
3150 RegisterActionForSync(construtionPart.GetId(), action_id);
3151
3152 //synchronize
3154
3155 // server part of sync, client will be synced from SetPartsFromSyncData
3156 SetPartFromSyncData(construtionPart);
3157
3158 UpdateNavmesh();
3159
3160 //update visuals
3161 UpdateVisuals();
3162
3163 //reset action sync data
3165
3166 //check base state
3167 if (construtionPart.IsBase())
3168 {
3169 //Destroy construction
3171 }
3172
3173 if (GetGame().IsServer())
3174 HandleItemFalling(construtionPart);
3175 }
3176
3177 void OnPartDismantledClient( string part_name, int action_id )
3178 {
3179 //play sound
3180 SoundDismantleStart( part_name );
3181 }
3182
3183 //Destroy
3184 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3185 {
3186 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3187 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3188
3189 //register constructed parts for synchronization
3190 UnregisterPartForSync(construtionPart.GetId());
3191
3192 //register action that was performed on part
3193 RegisterActionForSync(construtionPart.GetId(), action_id);
3194
3195 //synchronize
3197
3198 // server part of sync, client will be synced from SetPartsFromSyncData
3199 SetPartFromSyncData(construtionPart);
3200
3201 UpdateNavmesh();
3202
3203 //update visuals
3204 UpdateVisuals();
3205
3206 //reset action sync data
3208
3209 //check base state
3210 if (construtionPart.IsBase())
3211 {
3212 //Destroy construction
3214 }
3215
3216 if (GetGame().IsServer())
3217 HandleItemFalling(construtionPart);
3218 }
3219
3220 void OnPartDestroyedClient( string part_name, int action_id )
3221 {
3222 //play sound
3223 SoundDestroyStart( part_name );
3224 }
3225
3226 protected void HandleItemFalling(ConstructionPart part)
3227 {
3228 bool process = false;
3229
3230 //TODO: add a parameter to parts' config classes?
3231 process |= part.m_PartName.Contains("_roof");
3232 process |= part.m_PartName.Contains("_platform");
3233 process |= part.m_PartName.Contains("_stair");
3234
3235 if (process)
3236 {
3237 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
3238 {
3239 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
3240 return;
3241 }
3242
3243 vector mins, maxs;
3244 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
3245 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3246
3247 //sanitize minmaxs
3248 vector minTmp, maxTmp;
3249 minTmp[0] = Math.Min(mins[0],maxs[0]);
3250 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3251 minTmp[1] = Math.Min(mins[1],maxs[1]);
3252 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3253 minTmp[2] = Math.Min(mins[2],maxs[2]);
3254 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3255 mins = minTmp;
3256 maxs = maxTmp;
3257
3258 maxs[1] = maxs[1] + 0.35; //reach a little above..
3259
3260 ItemFall(mins,maxs);
3261 }
3262 }
3263
3264 protected void ItemFall(vector min, vector max)
3265 {
3266 array<EntityAI> foundEntities = new array<EntityAI>();
3267 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3268
3269 //filtering
3270 ItemBase item;
3271 foreach (EntityAI entity : foundEntities)
3272 {
3273 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3274 item.ThrowPhysically(null,vector.Zero);
3275 }
3276 }
3277
3278 // --- UPDATE
3279 void InitBaseState()
3280 {
3281 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3282
3283 InitVisuals();
3284 UpdateNavmesh(); //regenerate navmesh
3285 GetConstruction().InitBaseState();
3286 }
3287
3288 void InitVisuals()
3289 {
3290 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3291 //check base
3292 if ( !HasBase() )
3293 {
3294 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3295 }
3296 else
3297 {
3298 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3299 }
3300
3301 GetConstruction().UpdateVisuals();
3302 }
3303
3304 void UpdateVisuals()
3305 {
3306 array<string> attachmentSlots = new array<string>;
3307
3308 GetAttachmentSlots(this, attachmentSlots);
3309 foreach (string slotName : attachmentSlots)
3310 {
3312 }
3313
3314 //check base
3315 if (!HasBase())
3316 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3317 else
3318 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3319
3320 GetConstruction().UpdateVisuals();
3321 }
3322
3323 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3324 {
3325 string slotNameMounted = slot_name + "_Mounted";
3326 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3327
3328 if (attachment)
3329 {
3330 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3331 if (barbedWire && barbedWire.IsMounted())
3332 CreateAreaDamage(slotNameMounted);
3333 else
3334 DestroyAreaDamage(slotNameMounted);
3335
3336 if (is_locked)
3337 {
3338 SetAnimationPhase(slotNameMounted, 0);
3339 SetAnimationPhase(slot_name, 1);
3340 }
3341 else
3342 {
3343 SetAnimationPhase(slotNameMounted, 1);
3344 SetAnimationPhase(slot_name, 0);
3345 }
3346 }
3347 else
3348 {
3349 SetAnimationPhase(slotNameMounted, 1);
3350 SetAnimationPhase(slot_name, 1);
3351
3352 DestroyAreaDamage(slotNameMounted);
3353 }
3354 }
3355
3356 // avoid calling this function on frequent occasions, it's a massive performance hit
3357 void UpdatePhysics()
3358 {
3360 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3361
3362 array<string> attachmentSlots = new array<string>;
3363 GetAttachmentSlots(this, attachmentSlots);
3364
3366 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3367
3368 foreach (string slotName : attachmentSlots)
3369 {
3371 }
3372
3373 //check base
3374 if (!HasBase())
3375 {
3377 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3378
3379 AddProxyPhysics(ANIMATION_DEPLOYED);
3380 }
3381 else
3382 {
3384 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3385
3386 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3387 }
3388
3389 GetConstruction().UpdatePhysics();
3390 UpdateNavmesh();
3391 }
3392
3393 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3394 {
3395 //checks for invalid appends; hotfix
3396 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3397 return;
3398 //----------------------------------
3399 string slot_name_mounted = slot_name + "_Mounted";
3400 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3401
3402 //remove proxy physics
3403 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3404 RemoveProxyPhysics( slot_name_mounted );
3405 RemoveProxyPhysics( slot_name );
3406
3407 if ( attachment )
3408 {
3409 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3410 if ( is_locked )
3411 {
3412 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3413 AddProxyPhysics( slot_name_mounted );
3414 }
3415 else
3416 {
3417 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3418 AddProxyPhysics( slot_name );
3419 }
3420 }
3421 }
3422
3423 protected void UpdateNavmesh()
3424 {
3425 SetAffectPathgraph( true, false );
3426 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3427 }
3428
3429 override bool CanUseConstruction()
3430 {
3431 return true;
3432 }
3433
3434 override bool CanUseConstructionBuild()
3435 {
3436 return true;
3437 }
3438
3439 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3440 {
3441 if ( attachment )
3442 {
3443 InventoryLocation inventory_location = new InventoryLocation;
3444 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3445
3446 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3447 }
3448
3449 return false;
3450 }
3451
3452 protected bool IsAttachmentSlotLocked( string slot_name )
3453 {
3454 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3455 }
3456
3457 //--- ATTACHMENT SLOTS
3458 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3459 {
3460 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3461 if ( GetGame().ConfigIsExisting( config_path ) )
3462 {
3463 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3464 }
3465 }
3466
3467 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3468 {
3469 return true;
3470 }
3471
3472 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3473 {
3474 return true;
3475 }
3476
3477 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3478 {
3479 return true;
3480 }
3481
3482 // --- INIT
3483 void ConstructionInit()
3484 {
3485 if ( !m_Construction )
3486 {
3487 m_Construction = new Construction( this );
3488 }
3489
3490 GetConstruction().Init();
3491 }
3492
3494 {
3495 return m_Construction;
3496 }
3497
3498 //--- INVENTORY/ATTACHMENTS CONDITIONS
3499 //attachments
3500 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3501 {
3502 return super.CanReceiveAttachment(attachment, slotId);
3503 }
3504
3506 {
3507 int attachment_count = GetInventory().AttachmentCount();
3508 if ( attachment_count > 0 )
3509 {
3510 if ( HasBase() && attachment_count == 1 )
3511 {
3512 return false;
3513 }
3514
3515 return true;
3516 }
3517
3518 return false;
3519 }
3520
3521 override bool ShowZonesHealth()
3522 {
3523 return true;
3524 }
3525
3526 override bool IsTakeable()
3527 {
3528 return false;
3529 }
3530
3531 //this into/outo parent.Cargo
3532 override bool CanPutInCargo( EntityAI parent )
3533 {
3534 return false;
3535 }
3536
3537 override bool CanRemoveFromCargo( EntityAI parent )
3538 {
3539 return false;
3540 }
3541
3542 //hands
3543 override bool CanPutIntoHands( EntityAI parent )
3544 {
3545 return false;
3546 }
3547
3548 //--- ACTION CONDITIONS
3549 //direction
3550 override bool IsFacingPlayer( PlayerBase player, string selection )
3551 {
3552 return true;
3553 }
3554
3555 override bool IsPlayerInside( PlayerBase player, string selection )
3556 {
3557 return true;
3558 }
3559
3562 {
3563 return false;
3564 }
3565
3566 //camera direction check
3567 bool IsFacingCamera( string selection )
3568 {
3569 return true;
3570 }
3571
3572 //roof check
3573 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3574 {
3575 return false;
3576 }
3577
3578 //selection->player distance check
3579 bool HasProperDistance( string selection, PlayerBase player )
3580 {
3581 return true;
3582 }
3583
3584 //folding
3586 {
3587 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3588 {
3589 return false;
3590 }
3591
3592 return true;
3593 }
3594
3596 {
3599
3600 return item;
3601 }
3602
3603 //Damage triggers (barbed wire)
3604 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3605 {
3606 if ( GetGame() && GetGame().IsServer() )
3607 {
3608 //destroy area damage if some already exists
3609 DestroyAreaDamage( slot_name );
3610
3611 //create new area damage
3613 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3614
3615 vector min_max[2];
3616 if ( MemoryPointExists( slot_name + "_min" ) )
3617 {
3618 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3619 }
3620 if ( MemoryPointExists( slot_name + "_max" ) )
3621 {
3622 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3623 }
3624
3625 //get proper trigger extents (min<max)
3626 vector extents[2];
3627 GetConstruction().GetTriggerExtents( min_max, extents );
3628
3629 //get box center
3630 vector center;
3631 center = GetConstruction().GetBoxCenter( min_max );
3632 center = ModelToWorld( center );
3633
3634 //rotate center if needed
3635 vector orientation = GetOrientation();;
3636 CalcDamageAreaRotation( rotation_angle, center, orientation );
3637
3638 areaDamage.SetExtents( extents[0], extents[1] );
3639 areaDamage.SetAreaPosition( center );
3640 areaDamage.SetAreaOrientation( orientation );
3641 areaDamage.SetLoopInterval( 1.0 );
3642 areaDamage.SetDeferDuration( 0.2 );
3643 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3644 areaDamage.SetAmmoName( "BarbedWireHit" );
3645 areaDamage.Spawn();
3646
3647 m_DamageTriggers.Insert( slot_name, areaDamage );
3648 }
3649 }
3650
3651 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3652 {
3653 if ( angle_deg != 0 )
3654 {
3655 //orientation
3656 orientation[0] = orientation[0] - angle_deg;
3657
3658 //center
3659 vector rotate_axis;
3660 if ( MemoryPointExists( "rotate_axis" ) )
3661 {
3662 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3663 }
3664 float r_center_x = ( Math.Cos( angle_deg * Math.DEG2RAD ) * ( center[0] - rotate_axis[0] ) ) - ( Math.Sin( angle_deg * Math.DEG2RAD ) * ( center[2] - rotate_axis[2] ) ) + rotate_axis[0];
3665 float r_center_z = ( Math.Sin( angle_deg * Math.DEG2RAD ) * ( center[0] - rotate_axis[0] ) ) + ( Math.Cos( angle_deg * Math.DEG2RAD ) * ( center[2] - rotate_axis[2] ) ) + rotate_axis[2];
3666 center[0] = r_center_x;
3667 center[2] = r_center_z;
3668 }
3669 }
3670
3671 void DestroyAreaDamage( string slot_name )
3672 {
3673 if (GetGame() && GetGame().IsServer())
3674 {
3676 if (m_DamageTriggers.Find(slot_name, areaDamage))
3677 {
3678 if (areaDamage)
3679 {
3680 areaDamage.Destroy();
3681 }
3682
3683 m_DamageTriggers.Remove( slot_name );
3684 }
3685 }
3686 }
3687
3688 override bool IsIgnoredByConstruction()
3689 {
3690 return true;
3691 }
3692
3693 //================================================================
3694 // SOUNDS
3695 //================================================================
3696 protected void SoundBuildStart( string part_name )
3697 {
3698 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3699 }
3700
3701 protected void SoundDismantleStart( string part_name )
3702 {
3703 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3704 }
3705
3706 protected void SoundDestroyStart( string part_name )
3707 {
3708 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3709 }
3710
3711 protected string GetBuildSoundByMaterial( string part_name )
3712 {
3713 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3714
3715 switch ( material_type )
3716 {
3717 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3718 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3719 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3720 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3721 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3722 }
3723
3724 return "";
3725 }
3726
3727 protected string GetDismantleSoundByMaterial( string part_name )
3728 {
3729 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3730
3731 switch ( material_type )
3732 {
3733 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3734 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3735 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3736 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3737 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3738 }
3739
3740 return "";
3741 }
3742
3743 //misc
3744 void CheckForHybridAttachments( EntityAI item, string slot_name )
3745 {
3746 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3747 {
3748 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3749 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3750 {
3751 SetHealth(slot_name,"Health",item.GetHealth());
3752 }
3753 }
3754 }
3755
3756 override int GetDamageSystemVersionChange()
3757 {
3758 return 111;
3759 }
3760
3761 override void SetActions()
3762 {
3763 super.SetActions();
3764
3768 }
3769
3770 //================================================================
3771 // DEBUG
3772 //================================================================
3773 protected void DebugCustomState()
3774 {
3775 }
3776
3779 {
3780 return null;
3781 }
3782
3783 override void OnDebugSpawn()
3784 {
3785 FullyBuild();
3786 }
3787
3788 void FullyBuild()
3789 {
3791 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3792
3793 Man p;
3794
3795 #ifdef SERVER
3796 array<Man> players = new array<Man>;
3797 GetGame().GetWorld().GetPlayerList(players);
3798 if (players.Count())
3799 p = players[0];
3800 #else
3801 p = GetGame().GetPlayer();
3802 #endif
3803
3804 foreach (ConstructionPart part : parts)
3805 {
3806 bool excluded = false;
3807 string partName = part.GetPartName();
3808 if (excludes)
3809 {
3810 foreach (string exclude : excludes)
3811 {
3812 if (partName.Contains(exclude))
3813 {
3814 excluded = true;
3815 break;
3816 }
3817 }
3818 }
3819
3820 if (!excluded)
3821 {
3822 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3823 }
3824 }
3825
3826 GetConstruction().UpdateVisuals();
3827 }
3828}
3829
3830void bsbDebugPrint (string s)
3831{
3832#ifdef BSB_DEBUG
3833 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3834#else
3835 //Print("" + s); // comment/uncomment to hide/see debug logs
3836#endif
3837}
3838void bsbDebugSpam (string s)
3839{
3840#ifdef BSB_DEBUG_SPAM
3841 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3842#else
3843 //Print("" + s); // comment/uncomment to hide/see debug logs
3844#endif
3845}
const int AT_DISMANTLE_PART
Определения _constants.c:7
const int AT_DESTROY_PART
Определения _constants.c:8
const int AT_BUILD_PART
Определения _constants.c:6
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1928
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1293
override int GetHideIconMask()
Определения BaseBuildingBase.c:1378
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1685
void FullyBuild()
Определения BaseBuildingBase.c:2539
void UpdateVisuals()
Определения BaseBuildingBase.c:2055
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1524
int m_SyncParts01
Определения BaseBuildingBase.c:1301
void UpdateNavmesh()
Определения BaseBuildingBase.c:2174
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2223
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2534
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2529
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2457
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1309
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2447
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2074
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2402
override bool CanObstruct()
Определения BaseBuildingBase.c:1373
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2256
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1413
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1318
void InitBaseState()
Определения BaseBuildingBase.c:2030
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2251
void BaseBuildingBase()
Определения BaseBuildingBase.c:1328
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1741
void DestroyConstruction()
Определения BaseBuildingBase.c:1678
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1324
int m_InteractedPartId
Определения BaseBuildingBase.c:1304
bool m_HasBase
Определения BaseBuildingBase.c:1299
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2478
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2190
void UpdatePhysics()
Определения BaseBuildingBase.c:2108
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2301
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1885
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2330
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1754
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1852
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1511
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1310
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1583
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1325
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1313
int m_SyncParts03
Определения BaseBuildingBase.c:1303
void ResetActionSyncData()
Определения BaseBuildingBase.c:1517
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1368
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1892
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2495
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1795
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1827
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1661
ref Construction m_Construction
Определения BaseBuildingBase.c:1297
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2318
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2218
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2209
override bool IsDeployable()
Определения BaseBuildingBase.c:1630
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1971
override void EEInit()
Определения BaseBuildingBase.c:1805
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1442
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1300
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1392
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2324
Construction GetConstruction()
Определения BaseBuildingBase.c:2244
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2452
void DebugCustomState()
Определения BaseBuildingBase.c:2524
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1599
string GetConstructionKitType()
Определения BaseBuildingBase.c:1666
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2228
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1935
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2336
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2507
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1316
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1818
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1315
void InitVisuals()
Определения BaseBuildingBase.c:2039
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1292
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1311
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2346
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2283
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2180
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1731
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1541
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1761
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1845
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1697
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2272
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2144
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2306
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2462
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1641
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1319
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2312
override bool IsTakeable()
Определения BaseBuildingBase.c:2277
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1295
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1357
override void SetActions()
Определения BaseBuildingBase.c:2512
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:1977
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1671
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1652
bool IsOpened()
Определения BaseBuildingBase.c:1635
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2015
int m_PerformedActionId
Определения BaseBuildingBase.c:1305
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2185
bool HasBase()
Определения BaseBuildingBase.c:1620
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1400
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1384
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2439
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1323
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1625
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1312
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1835
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2294
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1471
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2288
void ConstructionInit()
Определения BaseBuildingBase.c:2234
int m_SyncParts02
Определения BaseBuildingBase.c:1302
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1317
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2338
void CreateAreaDamage()
Определения FireplaceBase.c:2322
EffectSound m_Sound
Определения HungerSoundHandler.c:18
bool m_FixDamageSystemInit
Определения ItemBase.c:4835
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения Debug.c:122
Определения Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
Определения Building.c:6
Определения constants.c:659
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:891
Определения InventoryItem.c:731
static bool IsBaseBuildingLogEnable()
Определения Debug.c:698
Определения Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения constants.c:846
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения tools.c:8

Используется в ItemBase::OnDebugSpawn().