DayZ 1.27
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◆ UpdateNavmesh()

void bsbDebugPrint::UpdateNavmesh ( )
protected

См. определение в файле BaseBuildingBase.c строка 2174

2176{
2177 const string ANIMATION_DEPLOYED = "Deployed";
2178
2179 float m_ConstructionKitHealth; //stored health value for used construction kit
2180
2182
2183 bool m_HasBase;
2184 //variables for synchronization of base building parts (2x31 is the current limit)
2185 int m_SyncParts01; //synchronization for already built parts (31 parts)
2186 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2187 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2188 int m_InteractedPartId; //construction part id that an action was performed on
2189 int m_PerformedActionId; //action id that was performed on a construction part
2190
2191 //Sounds
2192 //build
2193 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2194 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2195 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2196 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2197 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2198 //dismantle
2199 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2200 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2201 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2202 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2203 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2204
2205 protected EffectSound m_Sound;
2206
2210
2211 // Constructor
2212 void BaseBuildingBase()
2213 {
2215
2216 //synchronized variables
2217 RegisterNetSyncVariableInt( "m_SyncParts01" );
2218 RegisterNetSyncVariableInt( "m_SyncParts02" );
2219 RegisterNetSyncVariableInt( "m_SyncParts03" );
2220 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2221 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2222 RegisterNetSyncVariableBool( "m_HasBase" );
2223
2224 //Construction init
2226
2227 if (ConfigIsExisting("hybridAttachments"))
2228 {
2230 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2231 }
2232 if (ConfigIsExisting("mountables"))
2233 {
2235 ConfigGetTextArray("mountables", m_Mountables);
2236 }
2237
2238 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2239 }
2240
2241 override void EEDelete(EntityAI parent)
2242 {
2243 super.EEDelete(parent);
2244
2245 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2246 {
2247 areaDamage.Destroy();
2248 }
2249
2250 }
2251
2252 override string GetInvulnerabilityTypeString()
2253 {
2254 return "disableBaseDamage";
2255 }
2256
2257 override bool CanObstruct()
2258 {
2259 return true;
2260 }
2261
2262 override int GetHideIconMask()
2263 {
2264 return EInventoryIconVisibility.HIDE_VICINITY;
2265 }
2266
2267 // --- SYNCHRONIZATION
2269 {
2270 if ( GetGame().IsServer() )
2271 {
2272 SetSynchDirty();
2273 }
2274 }
2275
2276 override void OnVariablesSynchronized()
2277 {
2278 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2279 super.OnVariablesSynchronized();
2280
2282 }
2283
2284 protected void OnSynchronizedClient()
2285 {
2286 //update parts
2288
2289 //update action on part
2291
2292 //update visuals (client)
2293 UpdateVisuals();
2294 }
2295
2296 //parts synchronization
2297 void RegisterPartForSync( int part_id )
2298 {
2299 //part_id must starts from index = 1
2300 int offset;
2301 int mask;
2302
2303 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2304 {
2305 offset = part_id - 1;
2306 mask = 1 << offset;
2307
2308 m_SyncParts01 = m_SyncParts01 | mask;
2309 }
2310 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2311 {
2312 offset = ( part_id % 32 );
2313 mask = 1 << offset;
2314
2315 m_SyncParts02 = m_SyncParts02 | mask;
2316 }
2317 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2318 {
2319 offset = ( part_id % 63 );
2320 mask = 1 << offset;
2321
2322 m_SyncParts03 = m_SyncParts03 | mask;
2323 }
2324 }
2325
2326 void UnregisterPartForSync( int part_id )
2327 {
2328 //part_id must starts from index = 1
2329 int offset;
2330 int mask;
2331
2332 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2333 {
2334 offset = part_id - 1;
2335 mask = 1 << offset;
2336
2337 m_SyncParts01 = m_SyncParts01 & ~mask;
2338 }
2339 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2340 {
2341 offset = ( part_id % 32 );
2342 mask = 1 << offset;
2343
2344 m_SyncParts02 = m_SyncParts02 & ~mask;
2345 }
2346 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2347 {
2348 offset = ( part_id % 63 );
2349 mask = 1 << offset;
2350
2351 m_SyncParts03 = m_SyncParts03 & ~mask;
2352 }
2353 }
2354
2355 bool IsPartBuildInSyncData( int part_id )
2356 {
2357 //part_id must starts from index = 1
2358 int offset;
2359 int mask;
2360
2361 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2362 {
2363 offset = part_id - 1;
2364 mask = 1 << offset;
2365
2366 if ( ( m_SyncParts01 & mask ) > 0 )
2367 {
2368 return true;
2369 }
2370 }
2371 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2372 {
2373 offset = ( part_id % 32 );
2374 mask = 1 << offset;
2375
2376 if ( ( m_SyncParts02 & mask ) > 0 )
2377 {
2378 return true;
2379 }
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 if ( ( m_SyncParts03 & mask ) > 0 )
2387 {
2388 return true;
2389 }
2390 }
2391
2392 return false;
2393 }
2394
2395 protected void RegisterActionForSync( int part_id, int action_id )
2396 {
2397 m_InteractedPartId = part_id;
2398 m_PerformedActionId = action_id;
2399 }
2400
2401 protected void ResetActionSyncData()
2402 {
2403 //reset data
2404 m_InteractedPartId = -1;
2406 }
2407
2408 protected void SetActionFromSyncData()
2409 {
2410 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2411 {
2413 int build_action_id = m_PerformedActionId;
2414
2415 switch( build_action_id )
2416 {
2417 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2418 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2419 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2420 }
2421 }
2422 }
2423 //------
2424
2426 {
2427 string key = part.m_PartName;
2428 bool is_base = part.IsBase();
2429 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2430 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2431 if ( is_part_built_sync )
2432 {
2433 if ( !part.IsBuilt() )
2434 {
2435 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2436 GetConstruction().AddToConstructedParts( key );
2437 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2438
2439 if (is_base)
2440 {
2442 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2443 }
2444 }
2445 }
2446 else
2447 {
2448 if ( part.IsBuilt() )
2449 {
2450 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2451 GetConstruction().RemoveFromConstructedParts( key );
2452 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2453
2454 if (is_base)
2455 {
2457 AddProxyPhysics( ANIMATION_DEPLOYED );
2458 }
2459 }
2460 }
2461
2462 //check slot lock for material attachments
2463 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2464 }
2465
2466 //set construction parts based on synchronized data
2468 {
2469 Construction construction = GetConstruction();
2470 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2471
2472 for ( int i = 0; i < construction_parts.Count(); ++i )
2473 {
2474 string key = construction_parts.GetKey( i );
2475 ConstructionPart value = construction_parts.Get( key );
2476 SetPartFromSyncData(value);
2477 }
2478
2479 //regenerate navmesh
2480 UpdateNavmesh();
2481 }
2482
2483 protected ConstructionPart GetConstructionPartById( int id )
2484 {
2485 Construction construction = GetConstruction();
2486 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2487
2488 for ( int i = 0; i < construction_parts.Count(); ++i )
2489 {
2490 string key = construction_parts.GetKey( i );
2491 ConstructionPart value = construction_parts.Get( key );
2492
2493 if ( value.GetId() == id )
2494 {
2495 return value;
2496 }
2497 }
2498
2499 return NULL;
2500 }
2501 //
2502
2503 //Base
2504 bool HasBase()
2505 {
2506 return m_HasBase;
2507 }
2508
2509 void SetBaseState( bool has_base )
2510 {
2511 m_HasBase = has_base;
2512 }
2513
2514 override bool IsDeployable()
2515 {
2516 return true;
2517 }
2518
2519 bool IsOpened()
2520 {
2521 return false;
2522 }
2523
2524 //--- CONSTRUCTION KIT
2526 {
2527 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2528 if ( m_ConstructionKitHealth > 0 )
2529 {
2530 construction_kit.SetHealth( m_ConstructionKitHealth );
2531 }
2532
2533 return construction_kit;
2534 }
2535
2536 void CreateConstructionKitInHands(notnull PlayerBase player)
2537 {
2538 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2539 if ( m_ConstructionKitHealth > 0 )
2540 {
2541 construction_kit.SetHealth( m_ConstructionKitHealth );
2542 }
2543 }
2544
2545 protected vector GetKitSpawnPosition()
2546 {
2547 return GetPosition();
2548 }
2549
2550 protected string GetConstructionKitType()
2551 {
2552 return "";
2553 }
2554
2555 void DestroyConstructionKit( ItemBase construction_kit )
2556 {
2557 m_ConstructionKitHealth = construction_kit.GetHealth();
2558 GetGame().ObjectDelete( construction_kit );
2559 }
2560
2561 //--- CONSTRUCTION
2562 void DestroyConstruction()
2563 {
2564 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2565 GetGame().ObjectDelete( this );
2566 }
2567
2568 // --- EVENTS
2569 override void OnStoreSave( ParamsWriteContext ctx )
2570 {
2571 super.OnStoreSave( ctx );
2572
2573 //sync parts 01
2574 ctx.Write( m_SyncParts01 );
2575 ctx.Write( m_SyncParts02 );
2576 ctx.Write( m_SyncParts03 );
2577
2578 ctx.Write( m_HasBase );
2579 }
2580
2581 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2582 {
2583 if ( !super.OnStoreLoad( ctx, version ) )
2584 return false;
2585
2586 //--- Base building data ---
2587 //Restore synced parts data
2588 if ( !ctx.Read( m_SyncParts01 ) )
2589 {
2590 m_SyncParts01 = 0; //set default
2591 return false;
2592 }
2593 if ( !ctx.Read( m_SyncParts02 ) )
2594 {
2595 m_SyncParts02 = 0; //set default
2596 return false;
2597 }
2598 if ( !ctx.Read( m_SyncParts03 ) )
2599 {
2600 m_SyncParts03 = 0; //set default
2601 return false;
2602 }
2603
2604 //has base
2605 if ( !ctx.Read( m_HasBase ) )
2606 {
2607 m_HasBase = false;
2608 return false;
2609 }
2610 //---
2611
2612 return true;
2613 }
2614
2615 override void AfterStoreLoad()
2616 {
2617 super.AfterStoreLoad();
2618
2620 {
2622 }
2623 }
2624
2626 {
2627 //update server data
2629
2630 //set base state
2631 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2632 SetBaseState( construction_part.IsBuilt() ) ;
2633
2634 //synchronize after load
2636 }
2637
2638 override void OnCreatePhysics()
2639 {
2640 super.OnCreatePhysics();
2643 }
2644
2645 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2646 {
2648 return;
2649
2650 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2651
2652 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2653 return;
2654
2655 Construction construction = GetConstruction();
2656 string part_name = zone;
2657 part_name.ToLower();
2658
2659 if ( newLevel == GameConstants.STATE_RUINED )
2660 {
2661 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2662
2663 if ( construction_part && construction.IsPartConstructed( part_name ) )
2664 {
2665 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2666 construction.DestroyConnectedParts(part_name);
2667 }
2668
2669 //barbed wire handling (hack-ish)
2670 if ( part_name.Contains("barbed") )
2671 {
2672 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2673 if (barbed_wire)
2674 barbed_wire.SetMountedState( false );
2675 }
2676 }
2677 }
2678
2679 override void EEOnAfterLoad()
2680 {
2682 {
2684 }
2685
2686 super.EEOnAfterLoad();
2687 }
2688
2689 override void EEInit()
2690 {
2691 super.EEInit();
2692
2693 // init visuals and physics
2694 InitBaseState();
2695
2696 //debug
2697 #ifdef DEVELOPER
2699 #endif
2700 }
2701
2702 override void EEItemAttached( EntityAI item, string slot_name )
2703 {
2704 super.EEItemAttached( item, slot_name );
2705
2706 CheckForHybridAttachments( item, slot_name );
2707 UpdateVisuals();
2708 UpdateAttachmentPhysics( slot_name, false );
2709 }
2710
2711 override void EEItemDetached( EntityAI item, string slot_name )
2712 {
2713 super.EEItemDetached( item, slot_name );
2714
2715 UpdateVisuals();
2716 UpdateAttachmentPhysics( slot_name, false );
2717 }
2718
2719 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2720 {
2721 string slot_name = InventorySlots.GetSlotName( slotId );
2722 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2723
2724 UpdateAttachmentVisuals( slot_name, locked );
2725 UpdateAttachmentPhysics( slot_name, locked );
2726 }
2727
2728 //ignore out of reach condition
2729 override bool IgnoreOutOfReachCondition()
2730 {
2731 return true;
2732 }
2733
2734 //CONSTRUCTION EVENTS
2735 //Build
2736 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2737 {
2738 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2739
2740 //check base state
2741 if (construtionPart.IsBase())
2742 {
2743 SetBaseState(true);
2744
2745 //spawn kit
2747 }
2748
2749 //register constructed parts for synchronization
2750 RegisterPartForSync(construtionPart.GetId());
2751
2752 //register action that was performed on part
2753 RegisterActionForSync(construtionPart.GetId(), action_id);
2754
2755 //synchronize
2757
2758 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2759
2760 UpdateNavmesh();
2761
2762 //update visuals
2763 UpdateVisuals();
2764
2765 //reset action sync data
2767 }
2768
2769 void OnPartBuiltClient(string part_name, int action_id)
2770 {
2771 //play sound
2772 SoundBuildStart( part_name );
2773 }
2774
2775 //Dismantle
2776 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2777 {
2778 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2779 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2780
2781 //register constructed parts for synchronization
2782 UnregisterPartForSync(construtionPart.GetId());
2783
2784 //register action that was performed on part
2785 RegisterActionForSync(construtionPart.GetId(), action_id);
2786
2787 //synchronize
2789
2790 // server part of sync, client will be synced from SetPartsFromSyncData
2791 SetPartFromSyncData(construtionPart);
2792
2793 UpdateNavmesh();
2794
2795 //update visuals
2796 UpdateVisuals();
2797
2798 //reset action sync data
2800
2801 //check base state
2802 if (construtionPart.IsBase())
2803 {
2804 //Destroy construction
2806 }
2807
2808 if (GetGame().IsServer())
2809 HandleItemFalling(construtionPart);
2810 }
2811
2812 void OnPartDismantledClient( string part_name, int action_id )
2813 {
2814 //play sound
2815 SoundDismantleStart( part_name );
2816 }
2817
2818 //Destroy
2819 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2820 {
2821 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2822 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2823
2824 //register constructed parts for synchronization
2825 UnregisterPartForSync(construtionPart.GetId());
2826
2827 //register action that was performed on part
2828 RegisterActionForSync(construtionPart.GetId(), action_id);
2829
2830 //synchronize
2832
2833 // server part of sync, client will be synced from SetPartsFromSyncData
2834 SetPartFromSyncData(construtionPart);
2835
2836 UpdateNavmesh();
2837
2838 //update visuals
2839 UpdateVisuals();
2840
2841 //reset action sync data
2843
2844 //check base state
2845 if (construtionPart.IsBase())
2846 {
2847 //Destroy construction
2849 }
2850
2851 if (GetGame().IsServer())
2852 HandleItemFalling(construtionPart);
2853 }
2854
2855 void OnPartDestroyedClient( string part_name, int action_id )
2856 {
2857 //play sound
2858 SoundDestroyStart( part_name );
2859 }
2860
2861 protected void HandleItemFalling(ConstructionPart part)
2862 {
2863 bool process = false;
2864
2865 //TODO: add a parameter to parts' config classes?
2866 process |= part.m_PartName.Contains("_roof");
2867 process |= part.m_PartName.Contains("_platform");
2868 process |= part.m_PartName.Contains("_stair");
2869
2870 if (process)
2871 {
2872 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2873 {
2874 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2875 return;
2876 }
2877
2878 vector mins, maxs;
2879 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2880 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2881
2882 //sanitize minmaxs
2883 vector minTmp, maxTmp;
2884 minTmp[0] = Math.Min(mins[0],maxs[0]);
2885 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2886 minTmp[1] = Math.Min(mins[1],maxs[1]);
2887 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2888 minTmp[2] = Math.Min(mins[2],maxs[2]);
2889 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2890 mins = minTmp;
2891 maxs = maxTmp;
2892
2893 maxs[1] = maxs[1] + 0.35; //reach a little above..
2894
2895 ItemFall(mins,maxs);
2896 }
2897 }
2898
2899 protected void ItemFall(vector min, vector max)
2900 {
2901 array<EntityAI> foundEntities = new array<EntityAI>();
2902 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2903
2904 //filtering
2905 ItemBase item;
2906 foreach (EntityAI entity : foundEntities)
2907 {
2908 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2909 item.ThrowPhysically(null,vector.Zero);
2910 }
2911 }
2912
2913 // --- UPDATE
2914 void InitBaseState()
2915 {
2916 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2917
2918 InitVisuals();
2919 UpdateNavmesh(); //regenerate navmesh
2920 GetConstruction().InitBaseState();
2921 }
2922
2923 void InitVisuals()
2924 {
2925 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2926 //check base
2927 if ( !HasBase() )
2928 {
2929 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2930 }
2931 else
2932 {
2933 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2934 }
2935
2936 GetConstruction().UpdateVisuals();
2937 }
2938
2939 void UpdateVisuals()
2940 {
2941 array<string> attachmentSlots = new array<string>;
2942
2943 GetAttachmentSlots(this, attachmentSlots);
2944 foreach (string slotName : attachmentSlots)
2945 {
2947 }
2948
2949 //check base
2950 if (!HasBase())
2951 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2952 else
2953 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2954
2955 GetConstruction().UpdateVisuals();
2956 }
2957
2958 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2959 {
2960 string slotNameMounted = slot_name + "_Mounted";
2961 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2962
2963 if (attachment)
2964 {
2965 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2966 if (barbedWire && barbedWire.IsMounted())
2967 CreateAreaDamage(slotNameMounted);
2968 else
2969 DestroyAreaDamage(slotNameMounted);
2970
2971 if (is_locked)
2972 {
2973 SetAnimationPhase(slotNameMounted, 0);
2974 SetAnimationPhase(slot_name, 1);
2975 }
2976 else
2977 {
2978 SetAnimationPhase(slotNameMounted, 1);
2979 SetAnimationPhase(slot_name, 0);
2980 }
2981 }
2982 else
2983 {
2984 SetAnimationPhase(slotNameMounted, 1);
2985 SetAnimationPhase(slot_name, 1);
2986
2987 DestroyAreaDamage(slotNameMounted);
2988 }
2989 }
2990
2991 // avoid calling this function on frequent occasions, it's a massive performance hit
2992 void UpdatePhysics()
2993 {
2995 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2996
2997 array<string> attachmentSlots = new array<string>;
2998 GetAttachmentSlots(this, attachmentSlots);
2999
3001 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3002
3003 foreach (string slotName : attachmentSlots)
3004 {
3006 }
3007
3008 //check base
3009 if (!HasBase())
3010 {
3012 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3013
3014 AddProxyPhysics(ANIMATION_DEPLOYED);
3015 }
3016 else
3017 {
3019 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3020
3021 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3022 }
3023
3024 GetConstruction().UpdatePhysics();
3025 UpdateNavmesh();
3026 }
3027
3028 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3029 {
3030 //checks for invalid appends; hotfix
3031 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3032 return;
3033 //----------------------------------
3034 string slot_name_mounted = slot_name + "_Mounted";
3035 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3036
3037 //remove proxy physics
3038 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3039 RemoveProxyPhysics( slot_name_mounted );
3040 RemoveProxyPhysics( slot_name );
3041
3042 if ( attachment )
3043 {
3044 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3045 if ( is_locked )
3046 {
3047 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3048 AddProxyPhysics( slot_name_mounted );
3049 }
3050 else
3051 {
3052 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3053 AddProxyPhysics( slot_name );
3054 }
3055 }
3056 }
3057
3058 protected void UpdateNavmesh()
3059 {
3060 SetAffectPathgraph( true, false );
3061 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3062 }
3063
3064 override bool CanUseConstruction()
3065 {
3066 return true;
3067 }
3068
3069 override bool CanUseConstructionBuild()
3070 {
3071 return true;
3072 }
3073
3074 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3075 {
3076 if ( attachment )
3077 {
3078 InventoryLocation inventory_location = new InventoryLocation;
3079 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3080
3081 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3082 }
3083
3084 return false;
3085 }
3086
3087 protected bool IsAttachmentSlotLocked( string slot_name )
3088 {
3089 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3090 }
3091
3092 //--- ATTACHMENT SLOTS
3093 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3094 {
3095 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3096 if ( GetGame().ConfigIsExisting( config_path ) )
3097 {
3098 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3099 }
3100 }
3101
3102 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3103 {
3104 return true;
3105 }
3106
3107 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3108 {
3109 return true;
3110 }
3111
3112 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3113 {
3114 return true;
3115 }
3116
3117 // --- INIT
3118 void ConstructionInit()
3119 {
3120 if ( !m_Construction )
3121 {
3122 m_Construction = new Construction( this );
3123 }
3124
3125 GetConstruction().Init();
3126 }
3127
3129 {
3130 return m_Construction;
3131 }
3132
3133 //--- INVENTORY/ATTACHMENTS CONDITIONS
3134 //attachments
3135 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3136 {
3137 return super.CanReceiveAttachment(attachment, slotId);
3138 }
3139
3141 {
3142 int attachment_count = GetInventory().AttachmentCount();
3143 if ( attachment_count > 0 )
3144 {
3145 if ( HasBase() && attachment_count == 1 )
3146 {
3147 return false;
3148 }
3149
3150 return true;
3151 }
3152
3153 return false;
3154 }
3155
3156 override bool ShowZonesHealth()
3157 {
3158 return true;
3159 }
3160
3161 override bool IsTakeable()
3162 {
3163 return false;
3164 }
3165
3166 //this into/outo parent.Cargo
3167 override bool CanPutInCargo( EntityAI parent )
3168 {
3169 return false;
3170 }
3171
3172 override bool CanRemoveFromCargo( EntityAI parent )
3173 {
3174 return false;
3175 }
3176
3177 //hands
3178 override bool CanPutIntoHands( EntityAI parent )
3179 {
3180 return false;
3181 }
3182
3183 //--- ACTION CONDITIONS
3184 //direction
3185 override bool IsFacingPlayer( PlayerBase player, string selection )
3186 {
3187 return true;
3188 }
3189
3190 override bool IsPlayerInside( PlayerBase player, string selection )
3191 {
3192 return true;
3193 }
3194
3197 {
3198 return false;
3199 }
3200
3201 //camera direction check
3202 bool IsFacingCamera( string selection )
3203 {
3204 return true;
3205 }
3206
3207 //roof check
3208 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3209 {
3210 return false;
3211 }
3212
3213 //selection->player distance check
3214 bool HasProperDistance( string selection, PlayerBase player )
3215 {
3216 return true;
3217 }
3218
3219 //folding
3221 {
3222 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3223 {
3224 return false;
3225 }
3226
3227 return true;
3228 }
3229
3231 {
3234
3235 return item;
3236 }
3237
3238 //Damage triggers (barbed wire)
3239 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3240 {
3241 if ( GetGame() && GetGame().IsServer() )
3242 {
3243 //destroy area damage if some already exists
3244 DestroyAreaDamage( slot_name );
3245
3246 //create new area damage
3248 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3249
3250 vector min_max[2];
3251 if ( MemoryPointExists( slot_name + "_min" ) )
3252 {
3253 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3254 }
3255 if ( MemoryPointExists( slot_name + "_max" ) )
3256 {
3257 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3258 }
3259
3260 //get proper trigger extents (min<max)
3261 vector extents[2];
3262 GetConstruction().GetTriggerExtents( min_max, extents );
3263
3264 //get box center
3265 vector center;
3266 center = GetConstruction().GetBoxCenter( min_max );
3267 center = ModelToWorld( center );
3268
3269 //rotate center if needed
3270 vector orientation = GetOrientation();;
3271 CalcDamageAreaRotation( rotation_angle, center, orientation );
3272
3273 areaDamage.SetExtents( extents[0], extents[1] );
3274 areaDamage.SetAreaPosition( center );
3275 areaDamage.SetAreaOrientation( orientation );
3276 areaDamage.SetLoopInterval( 1.0 );
3277 areaDamage.SetDeferDuration( 0.2 );
3278 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3279 areaDamage.SetAmmoName( "BarbedWireHit" );
3280 areaDamage.Spawn();
3281
3282 m_DamageTriggers.Insert( slot_name, areaDamage );
3283 }
3284 }
3285
3286 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3287 {
3288 if ( angle_deg != 0 )
3289 {
3290 //orientation
3291 orientation[0] = orientation[0] - angle_deg;
3292
3293 //center
3294 vector rotate_axis;
3295 if ( MemoryPointExists( "rotate_axis" ) )
3296 {
3297 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3298 }
3299 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];
3300 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];
3301 center[0] = r_center_x;
3302 center[2] = r_center_z;
3303 }
3304 }
3305
3306 void DestroyAreaDamage( string slot_name )
3307 {
3308 if (GetGame() && GetGame().IsServer())
3309 {
3311 if (m_DamageTriggers.Find(slot_name, areaDamage))
3312 {
3313 if (areaDamage)
3314 {
3315 areaDamage.Destroy();
3316 }
3317
3318 m_DamageTriggers.Remove( slot_name );
3319 }
3320 }
3321 }
3322
3323 override bool IsIgnoredByConstruction()
3324 {
3325 return true;
3326 }
3327
3328 //================================================================
3329 // SOUNDS
3330 //================================================================
3331 protected void SoundBuildStart( string part_name )
3332 {
3333 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3334 }
3335
3336 protected void SoundDismantleStart( string part_name )
3337 {
3338 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3339 }
3340
3341 protected void SoundDestroyStart( string part_name )
3342 {
3343 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3344 }
3345
3346 protected string GetBuildSoundByMaterial( string part_name )
3347 {
3348 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3349
3350 switch ( material_type )
3351 {
3352 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3353 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3354 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3355 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3356 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3357 }
3358
3359 return "";
3360 }
3361
3362 protected string GetDismantleSoundByMaterial( string part_name )
3363 {
3364 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3365
3366 switch ( material_type )
3367 {
3368 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3369 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3370 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3371 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3372 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3373 }
3374
3375 return "";
3376 }
3377
3378 //misc
3379 void CheckForHybridAttachments( EntityAI item, string slot_name )
3380 {
3381 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3382 {
3383 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3384 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3385 {
3386 SetHealth(slot_name,"Health",item.GetHealth());
3387 }
3388 }
3389 }
3390
3391 override int GetDamageSystemVersionChange()
3392 {
3393 return 111;
3394 }
3395
3396 override void SetActions()
3397 {
3398 super.SetActions();
3399
3403 }
3404
3405 //================================================================
3406 // DEBUG
3407 //================================================================
3408 protected void DebugCustomState()
3409 {
3410 }
3411
3414 {
3415 return null;
3416 }
3417
3418 override void OnDebugSpawn()
3419 {
3420 FullyBuild();
3421 }
3422
3423 void FullyBuild()
3424 {
3426 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3427
3428 Man p;
3429
3430 #ifdef SERVER
3431 array<Man> players = new array<Man>;
3432 GetGame().GetWorld().GetPlayerList(players);
3433 if (players.Count())
3434 p = players[0];
3435 #else
3436 p = GetGame().GetPlayer();
3437 #endif
3438
3439 foreach (ConstructionPart part : parts)
3440 {
3441 bool excluded = false;
3442 string partName = part.GetPartName();
3443 if (excludes)
3444 {
3445 foreach (string exclude : excludes)
3446 {
3447 if (partName.Contains(exclude))
3448 {
3449 excluded = true;
3450 break;
3451 }
3452 }
3453 }
3454
3455 if (!excluded)
3456 {
3457 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3458 }
3459 }
3460
3461 GetConstruction().UpdateVisuals();
3462 }
3463}
3464
3465void bsbDebugPrint (string s)
3466{
3467#ifdef BSB_DEBUG
3468 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3469#else
3470 //Print("" + s); // comment/uncomment to hide/see debug logs
3471#endif
3472}
3473void bsbDebugSpam (string s)
3474{
3475#ifdef BSB_DEBUG_SPAM
3476 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3477#else
3478 //Print("" + s); // comment/uncomment to hide/see debug logs
3479#endif
3480}
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 BaseBuildingBase::CloseFence(), TerritoryFlag::FullyBuild(), ItemBase::InitBaseState(), ItemBase::OnPartBuiltServer(), ItemBase::OnPartDestroyedServer(), ItemBase::OnPartDismantledServer(), BaseBuildingBase::OpenFence(), ItemBase::SetPartsFromSyncData() и ItemBase::UpdatePhysics().