DayZ 1.28
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◆ UpdateNavmesh()

void bsbDebugPrint::UpdateNavmesh ( )
protected

См. определение в файле BaseBuildingBase.c строка 2214

2216{
2217 const string ANIMATION_DEPLOYED = "Deployed";
2218
2219 float m_ConstructionKitHealth; //stored health value for used construction kit
2220
2222
2223 bool m_HasBase;
2224 //variables for synchronization of base building parts (2x31 is the current limit)
2225 int m_SyncParts01; //synchronization for already built parts (31 parts)
2226 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2227 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2228 int m_InteractedPartId; //construction part id that an action was performed on
2229 int m_PerformedActionId; //action id that was performed on a construction part
2230
2231 //Sounds
2232 //build
2233 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2234 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2235 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2236 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2237 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2238 //dismantle
2239 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2240 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2241 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2242 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2243 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2244
2245 protected EffectSound m_Sound;
2246
2250
2251 // Constructor
2252 void BaseBuildingBase()
2253 {
2255
2256 //synchronized variables
2257 RegisterNetSyncVariableInt( "m_SyncParts01" );
2258 RegisterNetSyncVariableInt( "m_SyncParts02" );
2259 RegisterNetSyncVariableInt( "m_SyncParts03" );
2260 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2261 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2262 RegisterNetSyncVariableBool( "m_HasBase" );
2263
2264 //Construction init
2266
2267 if (ConfigIsExisting("hybridAttachments"))
2268 {
2270 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2271 }
2272 if (ConfigIsExisting("mountables"))
2273 {
2275 ConfigGetTextArray("mountables", m_Mountables);
2276 }
2277
2278 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2279 }
2280
2281 override void EEDelete(EntityAI parent)
2282 {
2283 super.EEDelete(parent);
2284
2285 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2286 {
2287 areaDamage.Destroy();
2288 }
2289
2290 }
2291
2292 override string GetInvulnerabilityTypeString()
2293 {
2294 return "disableBaseDamage";
2295 }
2296
2297 override bool CanObstruct()
2298 {
2299 return true;
2300 }
2301
2302 override int GetHideIconMask()
2303 {
2304 return EInventoryIconVisibility.HIDE_VICINITY;
2305 }
2306
2307 override void InitItemSounds()
2308 {
2309 super.InitItemSounds();
2310
2312 SoundParameters params = new SoundParameters();
2313 params.m_Loop = true;
2314
2315 if (GetFoldSoundset() != string.Empty)
2316 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2317 if (GetLoopFoldSoundset() != string.Empty)
2318 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2319 }
2320
2321 override string GetFoldSoundset()
2322 {
2323 return "putDown_FenceKit_SoundSet";
2324 }
2325
2326 override string GetLoopFoldSoundset()
2327 {
2328 return "Shelter_Site_Build_Loop_SoundSet";
2329 }
2330
2331 // --- SYNCHRONIZATION
2333 {
2334 if ( GetGame().IsServer() )
2335 {
2336 SetSynchDirty();
2337 }
2338 }
2339
2340 override void OnVariablesSynchronized()
2341 {
2342 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2343 super.OnVariablesSynchronized();
2344
2346 }
2347
2348 protected void OnSynchronizedClient()
2349 {
2350 //update parts
2352
2353 //update action on part
2355
2356 //update visuals (client)
2357 UpdateVisuals();
2358 }
2359
2360 //parts synchronization
2361 void RegisterPartForSync( int part_id )
2362 {
2363 //part_id must starts from index = 1
2364 int offset;
2365 int mask;
2366
2367 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2368 {
2369 offset = part_id - 1;
2370 mask = 1 << offset;
2371
2372 m_SyncParts01 = m_SyncParts01 | mask;
2373 }
2374 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2375 {
2376 offset = ( part_id % 32 );
2377 mask = 1 << offset;
2378
2379 m_SyncParts02 = m_SyncParts02 | mask;
2380 }
2381 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2382 {
2383 offset = ( part_id % 63 );
2384 mask = 1 << offset;
2385
2386 m_SyncParts03 = m_SyncParts03 | mask;
2387 }
2388 }
2389
2390 void UnregisterPartForSync( int part_id )
2391 {
2392 //part_id must starts from index = 1
2393 int offset;
2394 int mask;
2395
2396 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2397 {
2398 offset = part_id - 1;
2399 mask = 1 << offset;
2400
2401 m_SyncParts01 = m_SyncParts01 & ~mask;
2402 }
2403 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2404 {
2405 offset = ( part_id % 32 );
2406 mask = 1 << offset;
2407
2408 m_SyncParts02 = m_SyncParts02 & ~mask;
2409 }
2410 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2411 {
2412 offset = ( part_id % 63 );
2413 mask = 1 << offset;
2414
2415 m_SyncParts03 = m_SyncParts03 & ~mask;
2416 }
2417 }
2418
2419 bool IsPartBuildInSyncData( int part_id )
2420 {
2421 //part_id must starts from index = 1
2422 int offset;
2423 int mask;
2424
2425 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2426 {
2427 offset = part_id - 1;
2428 mask = 1 << offset;
2429
2430 if ( ( m_SyncParts01 & mask ) > 0 )
2431 {
2432 return true;
2433 }
2434 }
2435 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2436 {
2437 offset = ( part_id % 32 );
2438 mask = 1 << offset;
2439
2440 if ( ( m_SyncParts02 & mask ) > 0 )
2441 {
2442 return true;
2443 }
2444 }
2445 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2446 {
2447 offset = ( part_id % 63 );
2448 mask = 1 << offset;
2449
2450 if ( ( m_SyncParts03 & mask ) > 0 )
2451 {
2452 return true;
2453 }
2454 }
2455
2456 return false;
2457 }
2458
2459 protected void RegisterActionForSync( int part_id, int action_id )
2460 {
2461 m_InteractedPartId = part_id;
2462 m_PerformedActionId = action_id;
2463 }
2464
2465 protected void ResetActionSyncData()
2466 {
2467 //reset data
2468 m_InteractedPartId = -1;
2470 }
2471
2472 protected void SetActionFromSyncData()
2473 {
2474 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2475 {
2477 int build_action_id = m_PerformedActionId;
2478
2479 switch( build_action_id )
2480 {
2481 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2482 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2483 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2484 }
2485 }
2486 }
2487 //------
2488
2490 {
2491 string key = part.m_PartName;
2492 bool is_base = part.IsBase();
2493 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2494 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2495 if ( is_part_built_sync )
2496 {
2497 if ( !part.IsBuilt() )
2498 {
2499 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2500 GetConstruction().AddToConstructedParts( key );
2501 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2502
2503 if (is_base)
2504 {
2506 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2507 }
2508 }
2509 }
2510 else
2511 {
2512 if ( part.IsBuilt() )
2513 {
2514 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2515 GetConstruction().RemoveFromConstructedParts( key );
2516 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2517
2518 if (is_base)
2519 {
2521 AddProxyPhysics( ANIMATION_DEPLOYED );
2522 }
2523 }
2524 }
2525
2526 //check slot lock for material attachments
2527 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2528 }
2529
2530 //set construction parts based on synchronized data
2532 {
2533 Construction construction = GetConstruction();
2534 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2535
2536 for ( int i = 0; i < construction_parts.Count(); ++i )
2537 {
2538 string key = construction_parts.GetKey( i );
2539 ConstructionPart value = construction_parts.Get( key );
2540 SetPartFromSyncData(value);
2541 }
2542
2543 //regenerate navmesh
2544 UpdateNavmesh();
2545 }
2546
2547 protected ConstructionPart GetConstructionPartById( int id )
2548 {
2549 Construction construction = GetConstruction();
2550 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2551
2552 for ( int i = 0; i < construction_parts.Count(); ++i )
2553 {
2554 string key = construction_parts.GetKey( i );
2555 ConstructionPart value = construction_parts.Get( key );
2556
2557 if ( value.GetId() == id )
2558 {
2559 return value;
2560 }
2561 }
2562
2563 return NULL;
2564 }
2565 //
2566
2567 //Base
2568 bool HasBase()
2569 {
2570 return m_HasBase;
2571 }
2572
2573 void SetBaseState( bool has_base )
2574 {
2575 m_HasBase = has_base;
2576 }
2577
2578 override bool IsDeployable()
2579 {
2580 return true;
2581 }
2582
2583 bool IsOpened()
2584 {
2585 return false;
2586 }
2587
2588 //--- CONSTRUCTION KIT
2590 {
2591 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2592 if ( m_ConstructionKitHealth > 0 )
2593 {
2594 construction_kit.SetHealth( m_ConstructionKitHealth );
2595 }
2596
2597 return construction_kit;
2598 }
2599
2600 void CreateConstructionKitInHands(notnull PlayerBase player)
2601 {
2602 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2603 if ( m_ConstructionKitHealth > 0 )
2604 {
2605 construction_kit.SetHealth( m_ConstructionKitHealth );
2606 }
2607 }
2608
2609 protected vector GetKitSpawnPosition()
2610 {
2611 return GetPosition();
2612 }
2613
2614 protected string GetConstructionKitType()
2615 {
2616 return "";
2617 }
2618
2619 void DestroyConstructionKit( ItemBase construction_kit )
2620 {
2621 m_ConstructionKitHealth = construction_kit.GetHealth();
2622 GetGame().ObjectDelete( construction_kit );
2623 }
2624
2625 //--- CONSTRUCTION
2626 void DestroyConstruction()
2627 {
2628 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2629 GetGame().ObjectDelete( this );
2630 }
2631
2632 // --- EVENTS
2633 override void OnStoreSave( ParamsWriteContext ctx )
2634 {
2635 super.OnStoreSave( ctx );
2636
2637 //sync parts 01
2638 ctx.Write( m_SyncParts01 );
2639 ctx.Write( m_SyncParts02 );
2640 ctx.Write( m_SyncParts03 );
2641
2642 ctx.Write( m_HasBase );
2643 }
2644
2645 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2646 {
2647 if ( !super.OnStoreLoad( ctx, version ) )
2648 return false;
2649
2650 //--- Base building data ---
2651 //Restore synced parts data
2652 if ( !ctx.Read( m_SyncParts01 ) )
2653 {
2654 m_SyncParts01 = 0; //set default
2655 return false;
2656 }
2657 if ( !ctx.Read( m_SyncParts02 ) )
2658 {
2659 m_SyncParts02 = 0; //set default
2660 return false;
2661 }
2662 if ( !ctx.Read( m_SyncParts03 ) )
2663 {
2664 m_SyncParts03 = 0; //set default
2665 return false;
2666 }
2667
2668 //has base
2669 if ( !ctx.Read( m_HasBase ) )
2670 {
2671 m_HasBase = false;
2672 return false;
2673 }
2674 //---
2675
2676 return true;
2677 }
2678
2679 override void AfterStoreLoad()
2680 {
2681 super.AfterStoreLoad();
2682
2684 {
2686 }
2687 }
2688
2690 {
2691 //update server data
2693
2694 //set base state
2695 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2696 SetBaseState( construction_part.IsBuilt() ) ;
2697
2698 //synchronize after load
2700 }
2701
2702 override void OnCreatePhysics()
2703 {
2704 super.OnCreatePhysics();
2707 }
2708
2709 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2710 {
2712 return;
2713
2714 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2715
2716 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2717 return;
2718
2719 Construction construction = GetConstruction();
2720 string part_name = zone;
2721 part_name.ToLower();
2722
2723 if ( newLevel == GameConstants.STATE_RUINED )
2724 {
2725 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2726
2727 if ( construction_part && construction.IsPartConstructed( part_name ) )
2728 {
2729 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2730 construction.DestroyConnectedParts(part_name);
2731 }
2732
2733 //barbed wire handling (hack-ish)
2734 if ( part_name.Contains("barbed") )
2735 {
2736 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2737 if (barbed_wire)
2738 barbed_wire.SetMountedState( false );
2739 }
2740 }
2741 }
2742
2743 override void EEOnAfterLoad()
2744 {
2746 {
2748 }
2749
2750 super.EEOnAfterLoad();
2751 }
2752
2753 override void EEInit()
2754 {
2755 super.EEInit();
2756
2757 // init visuals and physics
2758 InitBaseState();
2759
2760 //debug
2761 #ifdef DEVELOPER
2763 #endif
2764 }
2765
2766 override void EEItemAttached( EntityAI item, string slot_name )
2767 {
2768 super.EEItemAttached( item, slot_name );
2769
2770 CheckForHybridAttachments( item, slot_name );
2771 UpdateVisuals();
2772 UpdateAttachmentPhysics( slot_name, false );
2773 }
2774
2775 override void EEItemDetached( EntityAI item, string slot_name )
2776 {
2777 super.EEItemDetached( item, slot_name );
2778
2779 UpdateVisuals();
2780 UpdateAttachmentPhysics( slot_name, false );
2781 }
2782
2783 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2784 {
2785 string slot_name = InventorySlots.GetSlotName( slotId );
2786 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2787
2788 UpdateAttachmentVisuals( slot_name, locked );
2789 UpdateAttachmentPhysics( slot_name, locked );
2790 }
2791
2792 //ignore out of reach condition
2793 override bool IgnoreOutOfReachCondition()
2794 {
2795 return true;
2796 }
2797
2798 //CONSTRUCTION EVENTS
2799 //Build
2800 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2801 {
2802 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2803
2804 //check base state
2805 if (construtionPart.IsBase())
2806 {
2807 SetBaseState(true);
2808
2809 //spawn kit
2811 }
2812
2813 //register constructed parts for synchronization
2814 RegisterPartForSync(construtionPart.GetId());
2815
2816 //register action that was performed on part
2817 RegisterActionForSync(construtionPart.GetId(), action_id);
2818
2819 //synchronize
2821
2822 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2823
2824 UpdateNavmesh();
2825
2826 //update visuals
2827 UpdateVisuals();
2828
2829 //reset action sync data
2831 }
2832
2833 void OnPartBuiltClient(string part_name, int action_id)
2834 {
2835 //play sound
2836 SoundBuildStart( part_name );
2837 }
2838
2839 //Dismantle
2840 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2841 {
2842 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2843 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2844
2845 //register constructed parts for synchronization
2846 UnregisterPartForSync(construtionPart.GetId());
2847
2848 //register action that was performed on part
2849 RegisterActionForSync(construtionPart.GetId(), action_id);
2850
2851 //synchronize
2853
2854 // server part of sync, client will be synced from SetPartsFromSyncData
2855 SetPartFromSyncData(construtionPart);
2856
2857 UpdateNavmesh();
2858
2859 //update visuals
2860 UpdateVisuals();
2861
2862 //reset action sync data
2864
2865 //check base state
2866 if (construtionPart.IsBase())
2867 {
2868 //Destroy construction
2870 }
2871 }
2872
2873 void OnPartDismantledClient( string part_name, int action_id )
2874 {
2875 //play sound
2876 SoundDismantleStart( part_name );
2877 }
2878
2879 //Destroy
2880 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2881 {
2882 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2883 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2884
2885 //register constructed parts for synchronization
2886 UnregisterPartForSync(construtionPart.GetId());
2887
2888 //register action that was performed on part
2889 RegisterActionForSync(construtionPart.GetId(), action_id);
2890
2891 //synchronize
2893
2894 // server part of sync, client will be synced from SetPartsFromSyncData
2895 SetPartFromSyncData(construtionPart);
2896
2897 UpdateNavmesh();
2898
2899 //update visuals
2900 UpdateVisuals();
2901
2902 //reset action sync data
2904
2905 //check base state
2906 if (construtionPart.IsBase())
2907 {
2908 //Destroy construction
2910 }
2911 }
2912
2913 void OnPartDestroyedClient( string part_name, int action_id )
2914 {
2915 //play sound
2916 SoundDestroyStart( part_name );
2917 }
2918
2920 protected void HandleItemFalling(ConstructionPart part)
2921 {
2922 bool process = false;
2923
2924 //TODO: add a parameter to parts' config classes?
2925 process |= part.m_PartName.Contains("_roof");
2926 process |= part.m_PartName.Contains("_platform");
2927 process |= part.m_PartName.Contains("_stair");
2928
2929 if (process)
2930 {
2931 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2932 {
2933 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2934 return;
2935 }
2936
2937 vector mins, maxs;
2938 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2939 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2940
2941 //sanitize minmaxs
2942 vector minTmp, maxTmp;
2943 minTmp[0] = Math.Min(mins[0],maxs[0]);
2944 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2945 minTmp[1] = Math.Min(mins[1],maxs[1]);
2946 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2947 minTmp[2] = Math.Min(mins[2],maxs[2]);
2948 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2949 mins = minTmp;
2950 maxs = maxTmp;
2951
2952 maxs[1] = maxs[1] + 0.35; //reach a little above..
2953
2954 ItemFall(mins,maxs);
2955 }
2956 }
2957
2959 protected void ItemFall(vector min, vector max)
2960 {
2961 array<EntityAI> foundEntities = new array<EntityAI>();
2962 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2963
2964 //filtering
2965 ItemBase item;
2966 foreach (EntityAI entity : foundEntities)
2967 {
2968 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2969 item.ThrowPhysically(null,vector.Zero);
2970 }
2971 }
2972
2973 // --- UPDATE
2974 void InitBaseState()
2975 {
2976 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2977
2978 InitVisuals();
2979 UpdateNavmesh(); //regenerate navmesh
2980 GetConstruction().InitBaseState();
2981 }
2982
2983 void InitVisuals()
2984 {
2985 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2986 //check base
2987 if ( !HasBase() )
2988 {
2989 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2990 }
2991 else
2992 {
2993 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2994 }
2995
2996 GetConstruction().UpdateVisuals();
2997 }
2998
2999 void UpdateVisuals()
3000 {
3001 array<string> attachmentSlots = new array<string>;
3002
3003 GetAttachmentSlots(this, attachmentSlots);
3004 foreach (string slotName : attachmentSlots)
3005 {
3007 }
3008
3009 //check base
3010 if (!HasBase())
3011 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3012 else
3013 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3014
3015 GetConstruction().UpdateVisuals();
3016 }
3017
3018 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3019 {
3020 string slotNameMounted = slot_name + "_Mounted";
3021 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3022
3023 if (attachment)
3024 {
3025 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3026 if (barbedWire && barbedWire.IsMounted())
3027 CreateAreaDamage(slotNameMounted);
3028 else
3029 DestroyAreaDamage(slotNameMounted);
3030
3031 if (is_locked)
3032 {
3033 SetAnimationPhase(slotNameMounted, 0);
3034 SetAnimationPhase(slot_name, 1);
3035 }
3036 else
3037 {
3038 SetAnimationPhase(slotNameMounted, 1);
3039 SetAnimationPhase(slot_name, 0);
3040 }
3041 }
3042 else
3043 {
3044 SetAnimationPhase(slotNameMounted, 1);
3045 SetAnimationPhase(slot_name, 1);
3046
3047 DestroyAreaDamage(slotNameMounted);
3048 }
3049 }
3050
3051 // avoid calling this function on frequent occasions, it's a massive performance hit
3052 void UpdatePhysics()
3053 {
3055 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3056
3057 array<string> attachmentSlots = new array<string>;
3058 GetAttachmentSlots(this, attachmentSlots);
3059
3061 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3062
3063 foreach (string slotName : attachmentSlots)
3064 {
3066 }
3067
3068 //check base
3069 if (!HasBase())
3070 {
3072 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3073
3074 AddProxyPhysics(ANIMATION_DEPLOYED);
3075 }
3076 else
3077 {
3079 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3080
3081 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3082 }
3083
3084 GetConstruction().UpdatePhysics();
3085 UpdateNavmesh();
3086 }
3087
3088 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3089 {
3090 //checks for invalid appends; hotfix
3091 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3092 return;
3093 //----------------------------------
3094 string slot_name_mounted = slot_name + "_Mounted";
3095 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3096
3097 //remove proxy physics
3098 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3099 RemoveProxyPhysics( slot_name_mounted );
3100 RemoveProxyPhysics( slot_name );
3101
3102 if ( attachment )
3103 {
3104 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3105 if ( is_locked )
3106 {
3107 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3108 AddProxyPhysics( slot_name_mounted );
3109 }
3110 else
3111 {
3112 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3113 AddProxyPhysics( slot_name );
3114 }
3115 }
3116 }
3117
3118 protected void UpdateNavmesh()
3119 {
3120 SetAffectPathgraph( true, false );
3121 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3122 }
3123
3124 override bool CanUseConstruction()
3125 {
3126 return true;
3127 }
3128
3129 override bool CanUseConstructionBuild()
3130 {
3131 return true;
3132 }
3133
3134 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3135 {
3136 if ( attachment )
3137 {
3138 InventoryLocation inventory_location = new InventoryLocation;
3139 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3140
3141 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3142 }
3143
3144 return false;
3145 }
3146
3147 protected bool IsAttachmentSlotLocked( string slot_name )
3148 {
3149 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3150 }
3151
3152 //--- ATTACHMENT SLOTS
3153 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3154 {
3155 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3156 if ( GetGame().ConfigIsExisting( config_path ) )
3157 {
3158 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3159 }
3160 }
3161
3162 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3163 {
3164 return true;
3165 }
3166
3167 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3168 {
3169 return true;
3170 }
3171
3172 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3173 {
3174 return true;
3175 }
3176
3177 // --- INIT
3178 void ConstructionInit()
3179 {
3180 if ( !m_Construction )
3181 {
3182 m_Construction = new Construction( this );
3183 }
3184
3185 GetConstruction().Init();
3186 }
3187
3189 {
3190 return m_Construction;
3191 }
3192
3193 //--- INVENTORY/ATTACHMENTS CONDITIONS
3194 //attachments
3195 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3196 {
3197 return super.CanReceiveAttachment(attachment, slotId);
3198 }
3199
3201 {
3202 int attachment_count = GetInventory().AttachmentCount();
3203 if ( attachment_count > 0 )
3204 {
3205 if ( HasBase() && attachment_count == 1 )
3206 {
3207 return false;
3208 }
3209
3210 return true;
3211 }
3212
3213 return false;
3214 }
3215
3216 override bool ShowZonesHealth()
3217 {
3218 return true;
3219 }
3220
3221 override bool IsTakeable()
3222 {
3223 return false;
3224 }
3225
3226 //this into/outo parent.Cargo
3227 override bool CanPutInCargo( EntityAI parent )
3228 {
3229 return false;
3230 }
3231
3232 override bool CanRemoveFromCargo( EntityAI parent )
3233 {
3234 return false;
3235 }
3236
3237 //hands
3238 override bool CanPutIntoHands( EntityAI parent )
3239 {
3240 return false;
3241 }
3242
3243 //--- ACTION CONDITIONS
3244 //direction
3245 override bool IsFacingPlayer( PlayerBase player, string selection )
3246 {
3247 return true;
3248 }
3249
3250 override bool IsPlayerInside( PlayerBase player, string selection )
3251 {
3252 return true;
3253 }
3254
3257 {
3258 return false;
3259 }
3260
3261 //camera direction check
3262 bool IsFacingCamera( string selection )
3263 {
3264 return true;
3265 }
3266
3267 //roof check
3268 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3269 {
3270 return false;
3271 }
3272
3273 //selection->player distance check
3274 bool HasProperDistance( string selection, PlayerBase player )
3275 {
3276 return true;
3277 }
3278
3279 //folding
3281 {
3282 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3283 {
3284 return false;
3285 }
3286
3287 return true;
3288 }
3289
3291 {
3294
3295 return item;
3296 }
3297
3298 //Damage triggers (barbed wire)
3299 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3300 {
3301 if ( GetGame() && GetGame().IsServer() )
3302 {
3303 //destroy area damage if some already exists
3304 DestroyAreaDamage( slot_name );
3305
3306 //create new area damage
3308 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3309
3310 vector min_max[2];
3311 if ( MemoryPointExists( slot_name + "_min" ) )
3312 {
3313 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3314 }
3315 if ( MemoryPointExists( slot_name + "_max" ) )
3316 {
3317 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3318 }
3319
3320 //get proper trigger extents (min<max)
3321 vector extents[2];
3322 GetConstruction().GetTriggerExtents( min_max, extents );
3323
3324 //get box center
3325 vector center;
3326 center = GetConstruction().GetBoxCenter( min_max );
3327 center = ModelToWorld( center );
3328
3329 //rotate center if needed
3330 vector orientation = GetOrientation();;
3331 CalcDamageAreaRotation( rotation_angle, center, orientation );
3332
3333 areaDamage.SetExtents( extents[0], extents[1] );
3334 areaDamage.SetAreaPosition( center );
3335 areaDamage.SetAreaOrientation( orientation );
3336 areaDamage.SetLoopInterval( 1.0 );
3337 areaDamage.SetDeferDuration( 0.2 );
3338 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3339 areaDamage.SetAmmoName( "BarbedWireHit" );
3340 areaDamage.Spawn();
3341
3342 m_DamageTriggers.Insert( slot_name, areaDamage );
3343 }
3344 }
3345
3346 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3347 {
3348 if ( angle_deg != 0 )
3349 {
3350 //orientation
3351 orientation[0] = orientation[0] - angle_deg;
3352
3353 //center
3354 vector rotate_axis;
3355 if ( MemoryPointExists( "rotate_axis" ) )
3356 {
3357 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3358 }
3359 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];
3360 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];
3361 center[0] = r_center_x;
3362 center[2] = r_center_z;
3363 }
3364 }
3365
3366 void DestroyAreaDamage( string slot_name )
3367 {
3368 if (GetGame() && GetGame().IsServer())
3369 {
3371 if (m_DamageTriggers.Find(slot_name, areaDamage))
3372 {
3373 if (areaDamage)
3374 {
3375 areaDamage.Destroy();
3376 }
3377
3378 m_DamageTriggers.Remove( slot_name );
3379 }
3380 }
3381 }
3382
3383 override bool IsIgnoredByConstruction()
3384 {
3385 return true;
3386 }
3387
3388 //================================================================
3389 // SOUNDS
3390 //================================================================
3391 protected void SoundBuildStart( string part_name )
3392 {
3393 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3394 }
3395
3396 protected void SoundDismantleStart( string part_name )
3397 {
3398 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3399 }
3400
3401 protected void SoundDestroyStart( string part_name )
3402 {
3403 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3404 }
3405
3406 protected string GetBuildSoundByMaterial( string part_name )
3407 {
3408 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3409
3410 switch ( material_type )
3411 {
3412 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3413 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3414 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3415 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3416 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3417 }
3418
3419 return "";
3420 }
3421
3422 protected string GetDismantleSoundByMaterial( string part_name )
3423 {
3424 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3425
3426 switch ( material_type )
3427 {
3428 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3429 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3430 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3431 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3432 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3433 }
3434
3435 return "";
3436 }
3437
3438 //misc
3439 void CheckForHybridAttachments( EntityAI item, string slot_name )
3440 {
3441 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3442 {
3443 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3444 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3445 {
3446 SetHealth(slot_name,"Health",item.GetHealth());
3447 }
3448 }
3449 }
3450
3451 override int GetDamageSystemVersionChange()
3452 {
3453 return 111;
3454 }
3455
3456 override void SetActions()
3457 {
3458 super.SetActions();
3459
3463 }
3464
3465 //================================================================
3466 // DEBUG
3467 //================================================================
3468 protected void DebugCustomState()
3469 {
3470 }
3471
3474 {
3475 return null;
3476 }
3477
3478 override void OnDebugSpawn()
3479 {
3480 FullyBuild();
3481 }
3482
3483 void FullyBuild()
3484 {
3486 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3487
3488 Man p;
3489
3490 #ifdef SERVER
3491 array<Man> players = new array<Man>;
3492 GetGame().GetWorld().GetPlayerList(players);
3493 if (players.Count())
3494 p = players[0];
3495 #else
3496 p = GetGame().GetPlayer();
3497 #endif
3498
3499 foreach (ConstructionPart part : parts)
3500 {
3501 bool excluded = false;
3502 string partName = part.GetPartName();
3503 if (excludes)
3504 {
3505 foreach (string exclude : excludes)
3506 {
3507 if (partName.Contains(exclude))
3508 {
3509 excluded = true;
3510 break;
3511 }
3512 }
3513 }
3514
3515 if (!excluded)
3516 {
3517 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3518 }
3519 }
3520
3521 GetConstruction().UpdateVisuals();
3522 }
3523}
3524
3525void bsbDebugPrint (string s)
3526{
3527#ifdef BSB_DEBUG
3528 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3529#else
3530 //Print("" + s); // comment/uncomment to hide/see debug logs
3531#endif
3532}
3533void bsbDebugSpam (string s)
3534{
3535#ifdef BSB_DEBUG_SPAM
3536 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3537#else
3538 //Print("" + s); // comment/uncomment to hide/see debug logs
3539#endif
3540}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
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:1969
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1313
override int GetHideIconMask()
Определения BaseBuildingBase.c:1398
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1729
void FullyBuild()
Определения BaseBuildingBase.c:2579
void UpdateVisuals()
Определения BaseBuildingBase.c:2095
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1568
int m_SyncParts01
Определения BaseBuildingBase.c:1321
void UpdateNavmesh()
Определения BaseBuildingBase.c:2214
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2263
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2574
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2569
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2497
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1329
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2487
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2114
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2442
override bool CanObstruct()
Определения BaseBuildingBase.c:1393
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2296
override void InitItemSounds()
Определения BaseBuildingBase.c:1403
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1457
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1338
void InitBaseState()
Определения BaseBuildingBase.c:2070
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2291
void BaseBuildingBase()
Определения BaseBuildingBase.c:1348
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1785
void DestroyConstruction()
Определения BaseBuildingBase.c:1722
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1344
int m_InteractedPartId
Определения BaseBuildingBase.c:1324
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
bool m_HasBase
Определения BaseBuildingBase.c:1319
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2518
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2230
void UpdatePhysics()
Определения BaseBuildingBase.c:2148
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2341
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1929
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2370
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1798
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1896
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1555
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1330
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1627
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1345
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1333
int m_SyncParts03
Определения BaseBuildingBase.c:1323
void ResetActionSyncData()
Определения BaseBuildingBase.c:1561
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1388
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1936
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2535
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1839
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1871
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1705
ref Construction m_Construction
Определения BaseBuildingBase.c:1317
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2358
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2258
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2249
override bool IsDeployable()
Определения BaseBuildingBase.c:1674
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:2009
override void EEInit()
Определения BaseBuildingBase.c:1849
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1486
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1320
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1436
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2364
Construction GetConstruction()
Определения BaseBuildingBase.c:2284
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2492
void DebugCustomState()
Определения BaseBuildingBase.c:2564
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1643
string GetConstructionKitType()
Определения BaseBuildingBase.c:1710
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2268
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1976
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2376
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2547
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1336
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1862
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1335
void InitVisuals()
Определения BaseBuildingBase.c:2079
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1312
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1331
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2386
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2323
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2220
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1775
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1585
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1805
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1889
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1741
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2312
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2184
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2346
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2502
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1685
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1339
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2352
override bool IsTakeable()
Определения BaseBuildingBase.c:2317
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1315
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1377
override void SetActions()
Определения BaseBuildingBase.c:2552
void HandleItemFalling(ConstructionPart part)
Disconnected temporarily.
Определения BaseBuildingBase.c:2016
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1715
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1696
bool IsOpened()
Определения BaseBuildingBase.c:1679
void ItemFall(vector min, vector max)
Disconnected temporarily.
Определения BaseBuildingBase.c:2055
int m_PerformedActionId
Определения BaseBuildingBase.c:1325
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2225
bool HasBase()
Определения BaseBuildingBase.c:1664
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1444
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1428
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2479
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1343
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1669
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1332
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1879
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2334
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1515
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2328
void ConstructionInit()
Определения BaseBuildingBase.c:2274
int m_SyncParts02
Определения BaseBuildingBase.c:1322
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1337
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:2345
void CreateAreaDamage()
Определения FireplaceBase.c:2329
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:9229
bool m_FixDamageSystemInit
Определения ItemBase.c:4907
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
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 3_Game/tools/Debug.c:122
Определения 3_Game/tools/Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
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:911
static bool IsBaseBuildingLogEnable()
Определения 3_Game/tools/Debug.c:698
Определения 3_Game/tools/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)
bool m_Loop
Определения ItemSoundHandler.c:5
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 3_Game/constants.c:848
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 3_Game/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/tools/tools.c:8

Используется в BaseBuildingBase::CloseFence(), TerritoryFlag::FullyBuild(), ItemBase::InitBaseState(), ItemBase::OnPartBuiltServer(), ItemBase::OnPartDestroyedServer(), ItemBase::OnPartDismantledServer(), BaseBuildingBase::OpenFence(), ItemBase::SetPartsFromSyncData() и ItemBase::UpdatePhysics().