DayZ 1.27
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ CanObstruct()

override bool bsbDebugPrint::CanObstruct ( )
protected

См. определение в файле BaseBuildingBase.c строка 1373

1375{
1376 const string ANIMATION_DEPLOYED = "Deployed";
1377
1378 float m_ConstructionKitHealth; //stored health value for used construction kit
1379
1381
1382 bool m_HasBase;
1383 //variables for synchronization of base building parts (2x31 is the current limit)
1384 int m_SyncParts01; //synchronization for already built parts (31 parts)
1385 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1386 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1387 int m_InteractedPartId; //construction part id that an action was performed on
1388 int m_PerformedActionId; //action id that was performed on a construction part
1389
1390 //Sounds
1391 //build
1392 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1393 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1394 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1395 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1396 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1397 //dismantle
1398 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1399 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1400 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1401 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1402 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1403
1404 protected EffectSound m_Sound;
1405
1409
1410 // Constructor
1411 void BaseBuildingBase()
1412 {
1414
1415 //synchronized variables
1416 RegisterNetSyncVariableInt( "m_SyncParts01" );
1417 RegisterNetSyncVariableInt( "m_SyncParts02" );
1418 RegisterNetSyncVariableInt( "m_SyncParts03" );
1419 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1420 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1421 RegisterNetSyncVariableBool( "m_HasBase" );
1422
1423 //Construction init
1425
1426 if (ConfigIsExisting("hybridAttachments"))
1427 {
1429 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1430 }
1431 if (ConfigIsExisting("mountables"))
1432 {
1434 ConfigGetTextArray("mountables", m_Mountables);
1435 }
1436
1437 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1438 }
1439
1440 override void EEDelete(EntityAI parent)
1441 {
1442 super.EEDelete(parent);
1443
1444 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1445 {
1446 areaDamage.Destroy();
1447 }
1448
1449 }
1450
1451 override string GetInvulnerabilityTypeString()
1452 {
1453 return "disableBaseDamage";
1454 }
1455
1456 override bool CanObstruct()
1457 {
1458 return true;
1459 }
1460
1461 override int GetHideIconMask()
1462 {
1463 return EInventoryIconVisibility.HIDE_VICINITY;
1464 }
1465
1466 // --- SYNCHRONIZATION
1468 {
1469 if ( GetGame().IsServer() )
1470 {
1471 SetSynchDirty();
1472 }
1473 }
1474
1475 override void OnVariablesSynchronized()
1476 {
1477 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1478 super.OnVariablesSynchronized();
1479
1481 }
1482
1483 protected void OnSynchronizedClient()
1484 {
1485 //update parts
1487
1488 //update action on part
1490
1491 //update visuals (client)
1492 UpdateVisuals();
1493 }
1494
1495 //parts synchronization
1496 void RegisterPartForSync( int part_id )
1497 {
1498 //part_id must starts from index = 1
1499 int offset;
1500 int mask;
1501
1502 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1503 {
1504 offset = part_id - 1;
1505 mask = 1 << offset;
1506
1507 m_SyncParts01 = m_SyncParts01 | mask;
1508 }
1509 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1510 {
1511 offset = ( part_id % 32 );
1512 mask = 1 << offset;
1513
1514 m_SyncParts02 = m_SyncParts02 | mask;
1515 }
1516 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1517 {
1518 offset = ( part_id % 63 );
1519 mask = 1 << offset;
1520
1521 m_SyncParts03 = m_SyncParts03 | mask;
1522 }
1523 }
1524
1525 void UnregisterPartForSync( int part_id )
1526 {
1527 //part_id must starts from index = 1
1528 int offset;
1529 int mask;
1530
1531 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1532 {
1533 offset = part_id - 1;
1534 mask = 1 << offset;
1535
1536 m_SyncParts01 = m_SyncParts01 & ~mask;
1537 }
1538 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1539 {
1540 offset = ( part_id % 32 );
1541 mask = 1 << offset;
1542
1543 m_SyncParts02 = m_SyncParts02 & ~mask;
1544 }
1545 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1546 {
1547 offset = ( part_id % 63 );
1548 mask = 1 << offset;
1549
1550 m_SyncParts03 = m_SyncParts03 & ~mask;
1551 }
1552 }
1553
1554 bool IsPartBuildInSyncData( int part_id )
1555 {
1556 //part_id must starts from index = 1
1557 int offset;
1558 int mask;
1559
1560 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1561 {
1562 offset = part_id - 1;
1563 mask = 1 << offset;
1564
1565 if ( ( m_SyncParts01 & mask ) > 0 )
1566 {
1567 return true;
1568 }
1569 }
1570 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1571 {
1572 offset = ( part_id % 32 );
1573 mask = 1 << offset;
1574
1575 if ( ( m_SyncParts02 & mask ) > 0 )
1576 {
1577 return true;
1578 }
1579 }
1580 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1581 {
1582 offset = ( part_id % 63 );
1583 mask = 1 << offset;
1584
1585 if ( ( m_SyncParts03 & mask ) > 0 )
1586 {
1587 return true;
1588 }
1589 }
1590
1591 return false;
1592 }
1593
1594 protected void RegisterActionForSync( int part_id, int action_id )
1595 {
1596 m_InteractedPartId = part_id;
1597 m_PerformedActionId = action_id;
1598 }
1599
1600 protected void ResetActionSyncData()
1601 {
1602 //reset data
1603 m_InteractedPartId = -1;
1605 }
1606
1607 protected void SetActionFromSyncData()
1608 {
1609 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1610 {
1612 int build_action_id = m_PerformedActionId;
1613
1614 switch( build_action_id )
1615 {
1616 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1617 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1618 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1619 }
1620 }
1621 }
1622 //------
1623
1625 {
1626 string key = part.m_PartName;
1627 bool is_base = part.IsBase();
1628 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1629 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1630 if ( is_part_built_sync )
1631 {
1632 if ( !part.IsBuilt() )
1633 {
1634 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1635 GetConstruction().AddToConstructedParts( key );
1636 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1637
1638 if (is_base)
1639 {
1641 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1642 }
1643 }
1644 }
1645 else
1646 {
1647 if ( part.IsBuilt() )
1648 {
1649 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1650 GetConstruction().RemoveFromConstructedParts( key );
1651 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1652
1653 if (is_base)
1654 {
1656 AddProxyPhysics( ANIMATION_DEPLOYED );
1657 }
1658 }
1659 }
1660
1661 //check slot lock for material attachments
1662 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1663 }
1664
1665 //set construction parts based on synchronized data
1667 {
1668 Construction construction = GetConstruction();
1669 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1670
1671 for ( int i = 0; i < construction_parts.Count(); ++i )
1672 {
1673 string key = construction_parts.GetKey( i );
1674 ConstructionPart value = construction_parts.Get( key );
1675 SetPartFromSyncData(value);
1676 }
1677
1678 //regenerate navmesh
1679 UpdateNavmesh();
1680 }
1681
1682 protected ConstructionPart GetConstructionPartById( int id )
1683 {
1684 Construction construction = GetConstruction();
1685 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1686
1687 for ( int i = 0; i < construction_parts.Count(); ++i )
1688 {
1689 string key = construction_parts.GetKey( i );
1690 ConstructionPart value = construction_parts.Get( key );
1691
1692 if ( value.GetId() == id )
1693 {
1694 return value;
1695 }
1696 }
1697
1698 return NULL;
1699 }
1700 //
1701
1702 //Base
1703 bool HasBase()
1704 {
1705 return m_HasBase;
1706 }
1707
1708 void SetBaseState( bool has_base )
1709 {
1710 m_HasBase = has_base;
1711 }
1712
1713 override bool IsDeployable()
1714 {
1715 return true;
1716 }
1717
1718 bool IsOpened()
1719 {
1720 return false;
1721 }
1722
1723 //--- CONSTRUCTION KIT
1725 {
1726 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1727 if ( m_ConstructionKitHealth > 0 )
1728 {
1729 construction_kit.SetHealth( m_ConstructionKitHealth );
1730 }
1731
1732 return construction_kit;
1733 }
1734
1735 void CreateConstructionKitInHands(notnull PlayerBase player)
1736 {
1737 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1738 if ( m_ConstructionKitHealth > 0 )
1739 {
1740 construction_kit.SetHealth( m_ConstructionKitHealth );
1741 }
1742 }
1743
1744 protected vector GetKitSpawnPosition()
1745 {
1746 return GetPosition();
1747 }
1748
1749 protected string GetConstructionKitType()
1750 {
1751 return "";
1752 }
1753
1754 void DestroyConstructionKit( ItemBase construction_kit )
1755 {
1756 m_ConstructionKitHealth = construction_kit.GetHealth();
1757 GetGame().ObjectDelete( construction_kit );
1758 }
1759
1760 //--- CONSTRUCTION
1761 void DestroyConstruction()
1762 {
1763 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1764 GetGame().ObjectDelete( this );
1765 }
1766
1767 // --- EVENTS
1768 override void OnStoreSave( ParamsWriteContext ctx )
1769 {
1770 super.OnStoreSave( ctx );
1771
1772 //sync parts 01
1773 ctx.Write( m_SyncParts01 );
1774 ctx.Write( m_SyncParts02 );
1775 ctx.Write( m_SyncParts03 );
1776
1777 ctx.Write( m_HasBase );
1778 }
1779
1780 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1781 {
1782 if ( !super.OnStoreLoad( ctx, version ) )
1783 return false;
1784
1785 //--- Base building data ---
1786 //Restore synced parts data
1787 if ( !ctx.Read( m_SyncParts01 ) )
1788 {
1789 m_SyncParts01 = 0; //set default
1790 return false;
1791 }
1792 if ( !ctx.Read( m_SyncParts02 ) )
1793 {
1794 m_SyncParts02 = 0; //set default
1795 return false;
1796 }
1797 if ( !ctx.Read( m_SyncParts03 ) )
1798 {
1799 m_SyncParts03 = 0; //set default
1800 return false;
1801 }
1802
1803 //has base
1804 if ( !ctx.Read( m_HasBase ) )
1805 {
1806 m_HasBase = false;
1807 return false;
1808 }
1809 //---
1810
1811 return true;
1812 }
1813
1814 override void AfterStoreLoad()
1815 {
1816 super.AfterStoreLoad();
1817
1819 {
1821 }
1822 }
1823
1825 {
1826 //update server data
1828
1829 //set base state
1830 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
1831 SetBaseState( construction_part.IsBuilt() ) ;
1832
1833 //synchronize after load
1835 }
1836
1837 override void OnCreatePhysics()
1838 {
1839 super.OnCreatePhysics();
1842 }
1843
1844 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1845 {
1847 return;
1848
1849 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1850
1851 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
1852 return;
1853
1854 Construction construction = GetConstruction();
1855 string part_name = zone;
1856 part_name.ToLower();
1857
1858 if ( newLevel == GameConstants.STATE_RUINED )
1859 {
1860 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
1861
1862 if ( construction_part && construction.IsPartConstructed( part_name ) )
1863 {
1864 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
1865 construction.DestroyConnectedParts(part_name);
1866 }
1867
1868 //barbed wire handling (hack-ish)
1869 if ( part_name.Contains("barbed") )
1870 {
1871 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
1872 if (barbed_wire)
1873 barbed_wire.SetMountedState( false );
1874 }
1875 }
1876 }
1877
1878 override void EEOnAfterLoad()
1879 {
1881 {
1883 }
1884
1885 super.EEOnAfterLoad();
1886 }
1887
1888 override void EEInit()
1889 {
1890 super.EEInit();
1891
1892 // init visuals and physics
1893 InitBaseState();
1894
1895 //debug
1896 #ifdef DEVELOPER
1898 #endif
1899 }
1900
1901 override void EEItemAttached( EntityAI item, string slot_name )
1902 {
1903 super.EEItemAttached( item, slot_name );
1904
1905 CheckForHybridAttachments( item, slot_name );
1906 UpdateVisuals();
1907 UpdateAttachmentPhysics( slot_name, false );
1908 }
1909
1910 override void EEItemDetached( EntityAI item, string slot_name )
1911 {
1912 super.EEItemDetached( item, slot_name );
1913
1914 UpdateVisuals();
1915 UpdateAttachmentPhysics( slot_name, false );
1916 }
1917
1918 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
1919 {
1920 string slot_name = InventorySlots.GetSlotName( slotId );
1921 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
1922
1923 UpdateAttachmentVisuals( slot_name, locked );
1924 UpdateAttachmentPhysics( slot_name, locked );
1925 }
1926
1927 //ignore out of reach condition
1928 override bool IgnoreOutOfReachCondition()
1929 {
1930 return true;
1931 }
1932
1933 //CONSTRUCTION EVENTS
1934 //Build
1935 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
1936 {
1937 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1938
1939 //check base state
1940 if (construtionPart.IsBase())
1941 {
1942 SetBaseState(true);
1943
1944 //spawn kit
1946 }
1947
1948 //register constructed parts for synchronization
1949 RegisterPartForSync(construtionPart.GetId());
1950
1951 //register action that was performed on part
1952 RegisterActionForSync(construtionPart.GetId(), action_id);
1953
1954 //synchronize
1956
1957 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
1958
1959 UpdateNavmesh();
1960
1961 //update visuals
1962 UpdateVisuals();
1963
1964 //reset action sync data
1966 }
1967
1968 void OnPartBuiltClient(string part_name, int action_id)
1969 {
1970 //play sound
1971 SoundBuildStart( part_name );
1972 }
1973
1974 //Dismantle
1975 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
1976 {
1977 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
1978 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1979
1980 //register constructed parts for synchronization
1981 UnregisterPartForSync(construtionPart.GetId());
1982
1983 //register action that was performed on part
1984 RegisterActionForSync(construtionPart.GetId(), action_id);
1985
1986 //synchronize
1988
1989 // server part of sync, client will be synced from SetPartsFromSyncData
1990 SetPartFromSyncData(construtionPart);
1991
1992 UpdateNavmesh();
1993
1994 //update visuals
1995 UpdateVisuals();
1996
1997 //reset action sync data
1999
2000 //check base state
2001 if (construtionPart.IsBase())
2002 {
2003 //Destroy construction
2005 }
2006
2007 if (GetGame().IsServer())
2008 HandleItemFalling(construtionPart);
2009 }
2010
2011 void OnPartDismantledClient( string part_name, int action_id )
2012 {
2013 //play sound
2014 SoundDismantleStart( part_name );
2015 }
2016
2017 //Destroy
2018 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2019 {
2020 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2021 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2022
2023 //register constructed parts for synchronization
2024 UnregisterPartForSync(construtionPart.GetId());
2025
2026 //register action that was performed on part
2027 RegisterActionForSync(construtionPart.GetId(), action_id);
2028
2029 //synchronize
2031
2032 // server part of sync, client will be synced from SetPartsFromSyncData
2033 SetPartFromSyncData(construtionPart);
2034
2035 UpdateNavmesh();
2036
2037 //update visuals
2038 UpdateVisuals();
2039
2040 //reset action sync data
2042
2043 //check base state
2044 if (construtionPart.IsBase())
2045 {
2046 //Destroy construction
2048 }
2049
2050 if (GetGame().IsServer())
2051 HandleItemFalling(construtionPart);
2052 }
2053
2054 void OnPartDestroyedClient( string part_name, int action_id )
2055 {
2056 //play sound
2057 SoundDestroyStart( part_name );
2058 }
2059
2060 protected void HandleItemFalling(ConstructionPart part)
2061 {
2062 bool process = false;
2063
2064 //TODO: add a parameter to parts' config classes?
2065 process |= part.m_PartName.Contains("_roof");
2066 process |= part.m_PartName.Contains("_platform");
2067 process |= part.m_PartName.Contains("_stair");
2068
2069 if (process)
2070 {
2071 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2072 {
2073 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2074 return;
2075 }
2076
2077 vector mins, maxs;
2078 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2079 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2080
2081 //sanitize minmaxs
2082 vector minTmp, maxTmp;
2083 minTmp[0] = Math.Min(mins[0],maxs[0]);
2084 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2085 minTmp[1] = Math.Min(mins[1],maxs[1]);
2086 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2087 minTmp[2] = Math.Min(mins[2],maxs[2]);
2088 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2089 mins = minTmp;
2090 maxs = maxTmp;
2091
2092 maxs[1] = maxs[1] + 0.35; //reach a little above..
2093
2094 ItemFall(mins,maxs);
2095 }
2096 }
2097
2098 protected void ItemFall(vector min, vector max)
2099 {
2100 array<EntityAI> foundEntities = new array<EntityAI>();
2101 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2102
2103 //filtering
2104 ItemBase item;
2105 foreach (EntityAI entity : foundEntities)
2106 {
2107 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2108 item.ThrowPhysically(null,vector.Zero);
2109 }
2110 }
2111
2112 // --- UPDATE
2113 void InitBaseState()
2114 {
2115 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2116
2117 InitVisuals();
2118 UpdateNavmesh(); //regenerate navmesh
2119 GetConstruction().InitBaseState();
2120 }
2121
2122 void InitVisuals()
2123 {
2124 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2125 //check base
2126 if ( !HasBase() )
2127 {
2128 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2129 }
2130 else
2131 {
2132 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2133 }
2134
2135 GetConstruction().UpdateVisuals();
2136 }
2137
2138 void UpdateVisuals()
2139 {
2140 array<string> attachmentSlots = new array<string>;
2141
2142 GetAttachmentSlots(this, attachmentSlots);
2143 foreach (string slotName : attachmentSlots)
2144 {
2146 }
2147
2148 //check base
2149 if (!HasBase())
2150 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2151 else
2152 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2153
2154 GetConstruction().UpdateVisuals();
2155 }
2156
2157 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2158 {
2159 string slotNameMounted = slot_name + "_Mounted";
2160 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2161
2162 if (attachment)
2163 {
2164 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2165 if (barbedWire && barbedWire.IsMounted())
2166 CreateAreaDamage(slotNameMounted);
2167 else
2168 DestroyAreaDamage(slotNameMounted);
2169
2170 if (is_locked)
2171 {
2172 SetAnimationPhase(slotNameMounted, 0);
2173 SetAnimationPhase(slot_name, 1);
2174 }
2175 else
2176 {
2177 SetAnimationPhase(slotNameMounted, 1);
2178 SetAnimationPhase(slot_name, 0);
2179 }
2180 }
2181 else
2182 {
2183 SetAnimationPhase(slotNameMounted, 1);
2184 SetAnimationPhase(slot_name, 1);
2185
2186 DestroyAreaDamage(slotNameMounted);
2187 }
2188 }
2189
2190 // avoid calling this function on frequent occasions, it's a massive performance hit
2191 void UpdatePhysics()
2192 {
2194 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2195
2196 array<string> attachmentSlots = new array<string>;
2197 GetAttachmentSlots(this, attachmentSlots);
2198
2200 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2201
2202 foreach (string slotName : attachmentSlots)
2203 {
2205 }
2206
2207 //check base
2208 if (!HasBase())
2209 {
2211 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2212
2213 AddProxyPhysics(ANIMATION_DEPLOYED);
2214 }
2215 else
2216 {
2218 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2219
2220 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2221 }
2222
2223 GetConstruction().UpdatePhysics();
2224 UpdateNavmesh();
2225 }
2226
2227 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2228 {
2229 //checks for invalid appends; hotfix
2230 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2231 return;
2232 //----------------------------------
2233 string slot_name_mounted = slot_name + "_Mounted";
2234 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2235
2236 //remove proxy physics
2237 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2238 RemoveProxyPhysics( slot_name_mounted );
2239 RemoveProxyPhysics( slot_name );
2240
2241 if ( attachment )
2242 {
2243 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2244 if ( is_locked )
2245 {
2246 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2247 AddProxyPhysics( slot_name_mounted );
2248 }
2249 else
2250 {
2251 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2252 AddProxyPhysics( slot_name );
2253 }
2254 }
2255 }
2256
2257 protected void UpdateNavmesh()
2258 {
2259 SetAffectPathgraph( true, false );
2260 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2261 }
2262
2263 override bool CanUseConstruction()
2264 {
2265 return true;
2266 }
2267
2268 override bool CanUseConstructionBuild()
2269 {
2270 return true;
2271 }
2272
2273 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2274 {
2275 if ( attachment )
2276 {
2277 InventoryLocation inventory_location = new InventoryLocation;
2278 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2279
2280 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2281 }
2282
2283 return false;
2284 }
2285
2286 protected bool IsAttachmentSlotLocked( string slot_name )
2287 {
2288 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2289 }
2290
2291 //--- ATTACHMENT SLOTS
2292 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2293 {
2294 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2295 if ( GetGame().ConfigIsExisting( config_path ) )
2296 {
2297 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2298 }
2299 }
2300
2301 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2302 {
2303 return true;
2304 }
2305
2306 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2307 {
2308 return true;
2309 }
2310
2311 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2312 {
2313 return true;
2314 }
2315
2316 // --- INIT
2317 void ConstructionInit()
2318 {
2319 if ( !m_Construction )
2320 {
2321 m_Construction = new Construction( this );
2322 }
2323
2324 GetConstruction().Init();
2325 }
2326
2328 {
2329 return m_Construction;
2330 }
2331
2332 //--- INVENTORY/ATTACHMENTS CONDITIONS
2333 //attachments
2334 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2335 {
2336 return super.CanReceiveAttachment(attachment, slotId);
2337 }
2338
2340 {
2341 int attachment_count = GetInventory().AttachmentCount();
2342 if ( attachment_count > 0 )
2343 {
2344 if ( HasBase() && attachment_count == 1 )
2345 {
2346 return false;
2347 }
2348
2349 return true;
2350 }
2351
2352 return false;
2353 }
2354
2355 override bool ShowZonesHealth()
2356 {
2357 return true;
2358 }
2359
2360 override bool IsTakeable()
2361 {
2362 return false;
2363 }
2364
2365 //this into/outo parent.Cargo
2366 override bool CanPutInCargo( EntityAI parent )
2367 {
2368 return false;
2369 }
2370
2371 override bool CanRemoveFromCargo( EntityAI parent )
2372 {
2373 return false;
2374 }
2375
2376 //hands
2377 override bool CanPutIntoHands( EntityAI parent )
2378 {
2379 return false;
2380 }
2381
2382 //--- ACTION CONDITIONS
2383 //direction
2384 override bool IsFacingPlayer( PlayerBase player, string selection )
2385 {
2386 return true;
2387 }
2388
2389 override bool IsPlayerInside( PlayerBase player, string selection )
2390 {
2391 return true;
2392 }
2393
2396 {
2397 return false;
2398 }
2399
2400 //camera direction check
2401 bool IsFacingCamera( string selection )
2402 {
2403 return true;
2404 }
2405
2406 //roof check
2407 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2408 {
2409 return false;
2410 }
2411
2412 //selection->player distance check
2413 bool HasProperDistance( string selection, PlayerBase player )
2414 {
2415 return true;
2416 }
2417
2418 //folding
2420 {
2421 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2422 {
2423 return false;
2424 }
2425
2426 return true;
2427 }
2428
2430 {
2433
2434 return item;
2435 }
2436
2437 //Damage triggers (barbed wire)
2438 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2439 {
2440 if ( GetGame() && GetGame().IsServer() )
2441 {
2442 //destroy area damage if some already exists
2443 DestroyAreaDamage( slot_name );
2444
2445 //create new area damage
2447 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2448
2449 vector min_max[2];
2450 if ( MemoryPointExists( slot_name + "_min" ) )
2451 {
2452 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2453 }
2454 if ( MemoryPointExists( slot_name + "_max" ) )
2455 {
2456 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2457 }
2458
2459 //get proper trigger extents (min<max)
2460 vector extents[2];
2461 GetConstruction().GetTriggerExtents( min_max, extents );
2462
2463 //get box center
2464 vector center;
2465 center = GetConstruction().GetBoxCenter( min_max );
2466 center = ModelToWorld( center );
2467
2468 //rotate center if needed
2469 vector orientation = GetOrientation();;
2470 CalcDamageAreaRotation( rotation_angle, center, orientation );
2471
2472 areaDamage.SetExtents( extents[0], extents[1] );
2473 areaDamage.SetAreaPosition( center );
2474 areaDamage.SetAreaOrientation( orientation );
2475 areaDamage.SetLoopInterval( 1.0 );
2476 areaDamage.SetDeferDuration( 0.2 );
2477 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2478 areaDamage.SetAmmoName( "BarbedWireHit" );
2479 areaDamage.Spawn();
2480
2481 m_DamageTriggers.Insert( slot_name, areaDamage );
2482 }
2483 }
2484
2485 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2486 {
2487 if ( angle_deg != 0 )
2488 {
2489 //orientation
2490 orientation[0] = orientation[0] - angle_deg;
2491
2492 //center
2493 vector rotate_axis;
2494 if ( MemoryPointExists( "rotate_axis" ) )
2495 {
2496 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2497 }
2498 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];
2499 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];
2500 center[0] = r_center_x;
2501 center[2] = r_center_z;
2502 }
2503 }
2504
2505 void DestroyAreaDamage( string slot_name )
2506 {
2507 if (GetGame() && GetGame().IsServer())
2508 {
2510 if (m_DamageTriggers.Find(slot_name, areaDamage))
2511 {
2512 if (areaDamage)
2513 {
2514 areaDamage.Destroy();
2515 }
2516
2517 m_DamageTriggers.Remove( slot_name );
2518 }
2519 }
2520 }
2521
2522 override bool IsIgnoredByConstruction()
2523 {
2524 return true;
2525 }
2526
2527 //================================================================
2528 // SOUNDS
2529 //================================================================
2530 protected void SoundBuildStart( string part_name )
2531 {
2532 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2533 }
2534
2535 protected void SoundDismantleStart( string part_name )
2536 {
2537 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2538 }
2539
2540 protected void SoundDestroyStart( string part_name )
2541 {
2542 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2543 }
2544
2545 protected string GetBuildSoundByMaterial( string part_name )
2546 {
2547 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2548
2549 switch ( material_type )
2550 {
2551 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2552 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2553 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2554 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2555 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2556 }
2557
2558 return "";
2559 }
2560
2561 protected string GetDismantleSoundByMaterial( string part_name )
2562 {
2563 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2564
2565 switch ( material_type )
2566 {
2567 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2568 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2569 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2570 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2571 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2572 }
2573
2574 return "";
2575 }
2576
2577 //misc
2578 void CheckForHybridAttachments( EntityAI item, string slot_name )
2579 {
2580 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2581 {
2582 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2583 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2584 {
2585 SetHealth(slot_name,"Health",item.GetHealth());
2586 }
2587 }
2588 }
2589
2590 override int GetDamageSystemVersionChange()
2591 {
2592 return 111;
2593 }
2594
2595 override void SetActions()
2596 {
2597 super.SetActions();
2598
2602 }
2603
2604 //================================================================
2605 // DEBUG
2606 //================================================================
2607 protected void DebugCustomState()
2608 {
2609 }
2610
2613 {
2614 return null;
2615 }
2616
2617 override void OnDebugSpawn()
2618 {
2619 FullyBuild();
2620 }
2621
2622 void FullyBuild()
2623 {
2625 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2626
2627 Man p;
2628
2629 #ifdef SERVER
2630 array<Man> players = new array<Man>;
2631 GetGame().GetWorld().GetPlayerList(players);
2632 if (players.Count())
2633 p = players[0];
2634 #else
2635 p = GetGame().GetPlayer();
2636 #endif
2637
2638 foreach (ConstructionPart part : parts)
2639 {
2640 bool excluded = false;
2641 string partName = part.GetPartName();
2642 if (excludes)
2643 {
2644 foreach (string exclude : excludes)
2645 {
2646 if (partName.Contains(exclude))
2647 {
2648 excluded = true;
2649 break;
2650 }
2651 }
2652 }
2653
2654 if (!excluded)
2655 {
2656 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2657 }
2658 }
2659
2660 GetConstruction().UpdateVisuals();
2661 }
2662}
2663
2664void bsbDebugPrint (string s)
2665{
2666#ifdef BSB_DEBUG
2667 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2668#else
2669 //Print("" + s); // comment/uncomment to hide/see debug logs
2670#endif
2671}
2672void bsbDebugSpam (string s)
2673{
2674#ifdef BSB_DEBUG_SPAM
2675 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2676#else
2677 //Print("" + s); // comment/uncomment to hide/see debug logs
2678#endif
2679}
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