DayZ 1.28
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◆ InitBaseState()

void bsbDebugPrint::InitBaseState ( )
protected

См. определение в файле BaseBuildingBase.c строка 2070

2072{
2073 const string ANIMATION_DEPLOYED = "Deployed";
2074
2075 float m_ConstructionKitHealth; //stored health value for used construction kit
2076
2078
2079 bool m_HasBase;
2080 //variables for synchronization of base building parts (2x31 is the current limit)
2081 int m_SyncParts01; //synchronization for already built parts (31 parts)
2082 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2083 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2084 int m_InteractedPartId; //construction part id that an action was performed on
2085 int m_PerformedActionId; //action id that was performed on a construction part
2086
2087 //Sounds
2088 //build
2089 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2090 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2091 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2092 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2093 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2094 //dismantle
2095 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2096 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2097 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2098 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2099 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2100
2101 protected EffectSound m_Sound;
2102
2106
2107 // Constructor
2108 void BaseBuildingBase()
2109 {
2111
2112 //synchronized variables
2113 RegisterNetSyncVariableInt( "m_SyncParts01" );
2114 RegisterNetSyncVariableInt( "m_SyncParts02" );
2115 RegisterNetSyncVariableInt( "m_SyncParts03" );
2116 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2117 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2118 RegisterNetSyncVariableBool( "m_HasBase" );
2119
2120 //Construction init
2122
2123 if (ConfigIsExisting("hybridAttachments"))
2124 {
2126 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2127 }
2128 if (ConfigIsExisting("mountables"))
2129 {
2131 ConfigGetTextArray("mountables", m_Mountables);
2132 }
2133
2134 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2135 }
2136
2137 override void EEDelete(EntityAI parent)
2138 {
2139 super.EEDelete(parent);
2140
2141 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2142 {
2143 areaDamage.Destroy();
2144 }
2145
2146 }
2147
2148 override string GetInvulnerabilityTypeString()
2149 {
2150 return "disableBaseDamage";
2151 }
2152
2153 override bool CanObstruct()
2154 {
2155 return true;
2156 }
2157
2158 override int GetHideIconMask()
2159 {
2160 return EInventoryIconVisibility.HIDE_VICINITY;
2161 }
2162
2163 override void InitItemSounds()
2164 {
2165 super.InitItemSounds();
2166
2168 SoundParameters params = new SoundParameters();
2169 params.m_Loop = true;
2170
2171 if (GetFoldSoundset() != string.Empty)
2172 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2173 if (GetLoopFoldSoundset() != string.Empty)
2174 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2175 }
2176
2177 override string GetFoldSoundset()
2178 {
2179 return "putDown_FenceKit_SoundSet";
2180 }
2181
2182 override string GetLoopFoldSoundset()
2183 {
2184 return "Shelter_Site_Build_Loop_SoundSet";
2185 }
2186
2187 // --- SYNCHRONIZATION
2189 {
2190 if ( GetGame().IsServer() )
2191 {
2192 SetSynchDirty();
2193 }
2194 }
2195
2196 override void OnVariablesSynchronized()
2197 {
2198 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2199 super.OnVariablesSynchronized();
2200
2202 }
2203
2204 protected void OnSynchronizedClient()
2205 {
2206 //update parts
2208
2209 //update action on part
2211
2212 //update visuals (client)
2213 UpdateVisuals();
2214 }
2215
2216 //parts synchronization
2217 void RegisterPartForSync( int part_id )
2218 {
2219 //part_id must starts from index = 1
2220 int offset;
2221 int mask;
2222
2223 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2224 {
2225 offset = part_id - 1;
2226 mask = 1 << offset;
2227
2228 m_SyncParts01 = m_SyncParts01 | mask;
2229 }
2230 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2231 {
2232 offset = ( part_id % 32 );
2233 mask = 1 << offset;
2234
2235 m_SyncParts02 = m_SyncParts02 | mask;
2236 }
2237 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2238 {
2239 offset = ( part_id % 63 );
2240 mask = 1 << offset;
2241
2242 m_SyncParts03 = m_SyncParts03 | mask;
2243 }
2244 }
2245
2246 void UnregisterPartForSync( int part_id )
2247 {
2248 //part_id must starts from index = 1
2249 int offset;
2250 int mask;
2251
2252 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2253 {
2254 offset = part_id - 1;
2255 mask = 1 << offset;
2256
2257 m_SyncParts01 = m_SyncParts01 & ~mask;
2258 }
2259 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2260 {
2261 offset = ( part_id % 32 );
2262 mask = 1 << offset;
2263
2264 m_SyncParts02 = m_SyncParts02 & ~mask;
2265 }
2266 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2267 {
2268 offset = ( part_id % 63 );
2269 mask = 1 << offset;
2270
2271 m_SyncParts03 = m_SyncParts03 & ~mask;
2272 }
2273 }
2274
2275 bool IsPartBuildInSyncData( int part_id )
2276 {
2277 //part_id must starts from index = 1
2278 int offset;
2279 int mask;
2280
2281 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2282 {
2283 offset = part_id - 1;
2284 mask = 1 << offset;
2285
2286 if ( ( m_SyncParts01 & mask ) > 0 )
2287 {
2288 return true;
2289 }
2290 }
2291 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2292 {
2293 offset = ( part_id % 32 );
2294 mask = 1 << offset;
2295
2296 if ( ( m_SyncParts02 & mask ) > 0 )
2297 {
2298 return true;
2299 }
2300 }
2301 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2302 {
2303 offset = ( part_id % 63 );
2304 mask = 1 << offset;
2305
2306 if ( ( m_SyncParts03 & mask ) > 0 )
2307 {
2308 return true;
2309 }
2310 }
2311
2312 return false;
2313 }
2314
2315 protected void RegisterActionForSync( int part_id, int action_id )
2316 {
2317 m_InteractedPartId = part_id;
2318 m_PerformedActionId = action_id;
2319 }
2320
2321 protected void ResetActionSyncData()
2322 {
2323 //reset data
2324 m_InteractedPartId = -1;
2326 }
2327
2328 protected void SetActionFromSyncData()
2329 {
2330 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2331 {
2333 int build_action_id = m_PerformedActionId;
2334
2335 switch( build_action_id )
2336 {
2337 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2338 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2339 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2340 }
2341 }
2342 }
2343 //------
2344
2346 {
2347 string key = part.m_PartName;
2348 bool is_base = part.IsBase();
2349 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2350 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2351 if ( is_part_built_sync )
2352 {
2353 if ( !part.IsBuilt() )
2354 {
2355 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2356 GetConstruction().AddToConstructedParts( key );
2357 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2358
2359 if (is_base)
2360 {
2362 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2363 }
2364 }
2365 }
2366 else
2367 {
2368 if ( part.IsBuilt() )
2369 {
2370 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2371 GetConstruction().RemoveFromConstructedParts( key );
2372 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2373
2374 if (is_base)
2375 {
2377 AddProxyPhysics( ANIMATION_DEPLOYED );
2378 }
2379 }
2380 }
2381
2382 //check slot lock for material attachments
2383 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2384 }
2385
2386 //set construction parts based on synchronized data
2388 {
2389 Construction construction = GetConstruction();
2390 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2391
2392 for ( int i = 0; i < construction_parts.Count(); ++i )
2393 {
2394 string key = construction_parts.GetKey( i );
2395 ConstructionPart value = construction_parts.Get( key );
2396 SetPartFromSyncData(value);
2397 }
2398
2399 //regenerate navmesh
2400 UpdateNavmesh();
2401 }
2402
2403 protected ConstructionPart GetConstructionPartById( int id )
2404 {
2405 Construction construction = GetConstruction();
2406 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2407
2408 for ( int i = 0; i < construction_parts.Count(); ++i )
2409 {
2410 string key = construction_parts.GetKey( i );
2411 ConstructionPart value = construction_parts.Get( key );
2412
2413 if ( value.GetId() == id )
2414 {
2415 return value;
2416 }
2417 }
2418
2419 return NULL;
2420 }
2421 //
2422
2423 //Base
2424 bool HasBase()
2425 {
2426 return m_HasBase;
2427 }
2428
2429 void SetBaseState( bool has_base )
2430 {
2431 m_HasBase = has_base;
2432 }
2433
2434 override bool IsDeployable()
2435 {
2436 return true;
2437 }
2438
2439 bool IsOpened()
2440 {
2441 return false;
2442 }
2443
2444 //--- CONSTRUCTION KIT
2446 {
2447 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2448 if ( m_ConstructionKitHealth > 0 )
2449 {
2450 construction_kit.SetHealth( m_ConstructionKitHealth );
2451 }
2452
2453 return construction_kit;
2454 }
2455
2456 void CreateConstructionKitInHands(notnull PlayerBase player)
2457 {
2458 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2459 if ( m_ConstructionKitHealth > 0 )
2460 {
2461 construction_kit.SetHealth( m_ConstructionKitHealth );
2462 }
2463 }
2464
2465 protected vector GetKitSpawnPosition()
2466 {
2467 return GetPosition();
2468 }
2469
2470 protected string GetConstructionKitType()
2471 {
2472 return "";
2473 }
2474
2475 void DestroyConstructionKit( ItemBase construction_kit )
2476 {
2477 m_ConstructionKitHealth = construction_kit.GetHealth();
2478 GetGame().ObjectDelete( construction_kit );
2479 }
2480
2481 //--- CONSTRUCTION
2482 void DestroyConstruction()
2483 {
2484 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2485 GetGame().ObjectDelete( this );
2486 }
2487
2488 // --- EVENTS
2489 override void OnStoreSave( ParamsWriteContext ctx )
2490 {
2491 super.OnStoreSave( ctx );
2492
2493 //sync parts 01
2494 ctx.Write( m_SyncParts01 );
2495 ctx.Write( m_SyncParts02 );
2496 ctx.Write( m_SyncParts03 );
2497
2498 ctx.Write( m_HasBase );
2499 }
2500
2501 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2502 {
2503 if ( !super.OnStoreLoad( ctx, version ) )
2504 return false;
2505
2506 //--- Base building data ---
2507 //Restore synced parts data
2508 if ( !ctx.Read( m_SyncParts01 ) )
2509 {
2510 m_SyncParts01 = 0; //set default
2511 return false;
2512 }
2513 if ( !ctx.Read( m_SyncParts02 ) )
2514 {
2515 m_SyncParts02 = 0; //set default
2516 return false;
2517 }
2518 if ( !ctx.Read( m_SyncParts03 ) )
2519 {
2520 m_SyncParts03 = 0; //set default
2521 return false;
2522 }
2523
2524 //has base
2525 if ( !ctx.Read( m_HasBase ) )
2526 {
2527 m_HasBase = false;
2528 return false;
2529 }
2530 //---
2531
2532 return true;
2533 }
2534
2535 override void AfterStoreLoad()
2536 {
2537 super.AfterStoreLoad();
2538
2540 {
2542 }
2543 }
2544
2546 {
2547 //update server data
2549
2550 //set base state
2551 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2552 SetBaseState( construction_part.IsBuilt() ) ;
2553
2554 //synchronize after load
2556 }
2557
2558 override void OnCreatePhysics()
2559 {
2560 super.OnCreatePhysics();
2563 }
2564
2565 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2566 {
2568 return;
2569
2570 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2571
2572 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2573 return;
2574
2575 Construction construction = GetConstruction();
2576 string part_name = zone;
2577 part_name.ToLower();
2578
2579 if ( newLevel == GameConstants.STATE_RUINED )
2580 {
2581 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2582
2583 if ( construction_part && construction.IsPartConstructed( part_name ) )
2584 {
2585 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2586 construction.DestroyConnectedParts(part_name);
2587 }
2588
2589 //barbed wire handling (hack-ish)
2590 if ( part_name.Contains("barbed") )
2591 {
2592 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2593 if (barbed_wire)
2594 barbed_wire.SetMountedState( false );
2595 }
2596 }
2597 }
2598
2599 override void EEOnAfterLoad()
2600 {
2602 {
2604 }
2605
2606 super.EEOnAfterLoad();
2607 }
2608
2609 override void EEInit()
2610 {
2611 super.EEInit();
2612
2613 // init visuals and physics
2614 InitBaseState();
2615
2616 //debug
2617 #ifdef DEVELOPER
2619 #endif
2620 }
2621
2622 override void EEItemAttached( EntityAI item, string slot_name )
2623 {
2624 super.EEItemAttached( item, slot_name );
2625
2626 CheckForHybridAttachments( item, slot_name );
2627 UpdateVisuals();
2628 UpdateAttachmentPhysics( slot_name, false );
2629 }
2630
2631 override void EEItemDetached( EntityAI item, string slot_name )
2632 {
2633 super.EEItemDetached( item, slot_name );
2634
2635 UpdateVisuals();
2636 UpdateAttachmentPhysics( slot_name, false );
2637 }
2638
2639 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2640 {
2641 string slot_name = InventorySlots.GetSlotName( slotId );
2642 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2643
2644 UpdateAttachmentVisuals( slot_name, locked );
2645 UpdateAttachmentPhysics( slot_name, locked );
2646 }
2647
2648 //ignore out of reach condition
2649 override bool IgnoreOutOfReachCondition()
2650 {
2651 return true;
2652 }
2653
2654 //CONSTRUCTION EVENTS
2655 //Build
2656 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2657 {
2658 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2659
2660 //check base state
2661 if (construtionPart.IsBase())
2662 {
2663 SetBaseState(true);
2664
2665 //spawn kit
2667 }
2668
2669 //register constructed parts for synchronization
2670 RegisterPartForSync(construtionPart.GetId());
2671
2672 //register action that was performed on part
2673 RegisterActionForSync(construtionPart.GetId(), action_id);
2674
2675 //synchronize
2677
2678 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2679
2680 UpdateNavmesh();
2681
2682 //update visuals
2683 UpdateVisuals();
2684
2685 //reset action sync data
2687 }
2688
2689 void OnPartBuiltClient(string part_name, int action_id)
2690 {
2691 //play sound
2692 SoundBuildStart( part_name );
2693 }
2694
2695 //Dismantle
2696 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2697 {
2698 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2699 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2700
2701 //register constructed parts for synchronization
2702 UnregisterPartForSync(construtionPart.GetId());
2703
2704 //register action that was performed on part
2705 RegisterActionForSync(construtionPart.GetId(), action_id);
2706
2707 //synchronize
2709
2710 // server part of sync, client will be synced from SetPartsFromSyncData
2711 SetPartFromSyncData(construtionPart);
2712
2713 UpdateNavmesh();
2714
2715 //update visuals
2716 UpdateVisuals();
2717
2718 //reset action sync data
2720
2721 //check base state
2722 if (construtionPart.IsBase())
2723 {
2724 //Destroy construction
2726 }
2727 }
2728
2729 void OnPartDismantledClient( string part_name, int action_id )
2730 {
2731 //play sound
2732 SoundDismantleStart( part_name );
2733 }
2734
2735 //Destroy
2736 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2737 {
2738 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2739 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2740
2741 //register constructed parts for synchronization
2742 UnregisterPartForSync(construtionPart.GetId());
2743
2744 //register action that was performed on part
2745 RegisterActionForSync(construtionPart.GetId(), action_id);
2746
2747 //synchronize
2749
2750 // server part of sync, client will be synced from SetPartsFromSyncData
2751 SetPartFromSyncData(construtionPart);
2752
2753 UpdateNavmesh();
2754
2755 //update visuals
2756 UpdateVisuals();
2757
2758 //reset action sync data
2760
2761 //check base state
2762 if (construtionPart.IsBase())
2763 {
2764 //Destroy construction
2766 }
2767 }
2768
2769 void OnPartDestroyedClient( string part_name, int action_id )
2770 {
2771 //play sound
2772 SoundDestroyStart( part_name );
2773 }
2774
2776 protected void HandleItemFalling(ConstructionPart part)
2777 {
2778 bool process = false;
2779
2780 //TODO: add a parameter to parts' config classes?
2781 process |= part.m_PartName.Contains("_roof");
2782 process |= part.m_PartName.Contains("_platform");
2783 process |= part.m_PartName.Contains("_stair");
2784
2785 if (process)
2786 {
2787 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2788 {
2789 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2790 return;
2791 }
2792
2793 vector mins, maxs;
2794 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2795 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2796
2797 //sanitize minmaxs
2798 vector minTmp, maxTmp;
2799 minTmp[0] = Math.Min(mins[0],maxs[0]);
2800 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2801 minTmp[1] = Math.Min(mins[1],maxs[1]);
2802 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2803 minTmp[2] = Math.Min(mins[2],maxs[2]);
2804 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2805 mins = minTmp;
2806 maxs = maxTmp;
2807
2808 maxs[1] = maxs[1] + 0.35; //reach a little above..
2809
2810 ItemFall(mins,maxs);
2811 }
2812 }
2813
2815 protected void ItemFall(vector min, vector max)
2816 {
2817 array<EntityAI> foundEntities = new array<EntityAI>();
2818 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2819
2820 //filtering
2821 ItemBase item;
2822 foreach (EntityAI entity : foundEntities)
2823 {
2824 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2825 item.ThrowPhysically(null,vector.Zero);
2826 }
2827 }
2828
2829 // --- UPDATE
2830 void InitBaseState()
2831 {
2832 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2833
2834 InitVisuals();
2835 UpdateNavmesh(); //regenerate navmesh
2836 GetConstruction().InitBaseState();
2837 }
2838
2839 void InitVisuals()
2840 {
2841 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2842 //check base
2843 if ( !HasBase() )
2844 {
2845 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2846 }
2847 else
2848 {
2849 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2850 }
2851
2852 GetConstruction().UpdateVisuals();
2853 }
2854
2855 void UpdateVisuals()
2856 {
2857 array<string> attachmentSlots = new array<string>;
2858
2859 GetAttachmentSlots(this, attachmentSlots);
2860 foreach (string slotName : attachmentSlots)
2861 {
2863 }
2864
2865 //check base
2866 if (!HasBase())
2867 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2868 else
2869 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2870
2871 GetConstruction().UpdateVisuals();
2872 }
2873
2874 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2875 {
2876 string slotNameMounted = slot_name + "_Mounted";
2877 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2878
2879 if (attachment)
2880 {
2881 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2882 if (barbedWire && barbedWire.IsMounted())
2883 CreateAreaDamage(slotNameMounted);
2884 else
2885 DestroyAreaDamage(slotNameMounted);
2886
2887 if (is_locked)
2888 {
2889 SetAnimationPhase(slotNameMounted, 0);
2890 SetAnimationPhase(slot_name, 1);
2891 }
2892 else
2893 {
2894 SetAnimationPhase(slotNameMounted, 1);
2895 SetAnimationPhase(slot_name, 0);
2896 }
2897 }
2898 else
2899 {
2900 SetAnimationPhase(slotNameMounted, 1);
2901 SetAnimationPhase(slot_name, 1);
2902
2903 DestroyAreaDamage(slotNameMounted);
2904 }
2905 }
2906
2907 // avoid calling this function on frequent occasions, it's a massive performance hit
2908 void UpdatePhysics()
2909 {
2911 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2912
2913 array<string> attachmentSlots = new array<string>;
2914 GetAttachmentSlots(this, attachmentSlots);
2915
2917 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2918
2919 foreach (string slotName : attachmentSlots)
2920 {
2922 }
2923
2924 //check base
2925 if (!HasBase())
2926 {
2928 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2929
2930 AddProxyPhysics(ANIMATION_DEPLOYED);
2931 }
2932 else
2933 {
2935 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2936
2937 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2938 }
2939
2940 GetConstruction().UpdatePhysics();
2941 UpdateNavmesh();
2942 }
2943
2944 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2945 {
2946 //checks for invalid appends; hotfix
2947 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2948 return;
2949 //----------------------------------
2950 string slot_name_mounted = slot_name + "_Mounted";
2951 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2952
2953 //remove proxy physics
2954 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2955 RemoveProxyPhysics( slot_name_mounted );
2956 RemoveProxyPhysics( slot_name );
2957
2958 if ( attachment )
2959 {
2960 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2961 if ( is_locked )
2962 {
2963 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2964 AddProxyPhysics( slot_name_mounted );
2965 }
2966 else
2967 {
2968 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2969 AddProxyPhysics( slot_name );
2970 }
2971 }
2972 }
2973
2974 protected void UpdateNavmesh()
2975 {
2976 SetAffectPathgraph( true, false );
2977 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2978 }
2979
2980 override bool CanUseConstruction()
2981 {
2982 return true;
2983 }
2984
2985 override bool CanUseConstructionBuild()
2986 {
2987 return true;
2988 }
2989
2990 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2991 {
2992 if ( attachment )
2993 {
2994 InventoryLocation inventory_location = new InventoryLocation;
2995 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2996
2997 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2998 }
2999
3000 return false;
3001 }
3002
3003 protected bool IsAttachmentSlotLocked( string slot_name )
3004 {
3005 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3006 }
3007
3008 //--- ATTACHMENT SLOTS
3009 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3010 {
3011 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3012 if ( GetGame().ConfigIsExisting( config_path ) )
3013 {
3014 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3015 }
3016 }
3017
3018 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3019 {
3020 return true;
3021 }
3022
3023 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3024 {
3025 return true;
3026 }
3027
3028 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3029 {
3030 return true;
3031 }
3032
3033 // --- INIT
3034 void ConstructionInit()
3035 {
3036 if ( !m_Construction )
3037 {
3038 m_Construction = new Construction( this );
3039 }
3040
3041 GetConstruction().Init();
3042 }
3043
3045 {
3046 return m_Construction;
3047 }
3048
3049 //--- INVENTORY/ATTACHMENTS CONDITIONS
3050 //attachments
3051 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3052 {
3053 return super.CanReceiveAttachment(attachment, slotId);
3054 }
3055
3057 {
3058 int attachment_count = GetInventory().AttachmentCount();
3059 if ( attachment_count > 0 )
3060 {
3061 if ( HasBase() && attachment_count == 1 )
3062 {
3063 return false;
3064 }
3065
3066 return true;
3067 }
3068
3069 return false;
3070 }
3071
3072 override bool ShowZonesHealth()
3073 {
3074 return true;
3075 }
3076
3077 override bool IsTakeable()
3078 {
3079 return false;
3080 }
3081
3082 //this into/outo parent.Cargo
3083 override bool CanPutInCargo( EntityAI parent )
3084 {
3085 return false;
3086 }
3087
3088 override bool CanRemoveFromCargo( EntityAI parent )
3089 {
3090 return false;
3091 }
3092
3093 //hands
3094 override bool CanPutIntoHands( EntityAI parent )
3095 {
3096 return false;
3097 }
3098
3099 //--- ACTION CONDITIONS
3100 //direction
3101 override bool IsFacingPlayer( PlayerBase player, string selection )
3102 {
3103 return true;
3104 }
3105
3106 override bool IsPlayerInside( PlayerBase player, string selection )
3107 {
3108 return true;
3109 }
3110
3113 {
3114 return false;
3115 }
3116
3117 //camera direction check
3118 bool IsFacingCamera( string selection )
3119 {
3120 return true;
3121 }
3122
3123 //roof check
3124 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3125 {
3126 return false;
3127 }
3128
3129 //selection->player distance check
3130 bool HasProperDistance( string selection, PlayerBase player )
3131 {
3132 return true;
3133 }
3134
3135 //folding
3137 {
3138 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3139 {
3140 return false;
3141 }
3142
3143 return true;
3144 }
3145
3147 {
3150
3151 return item;
3152 }
3153
3154 //Damage triggers (barbed wire)
3155 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3156 {
3157 if ( GetGame() && GetGame().IsServer() )
3158 {
3159 //destroy area damage if some already exists
3160 DestroyAreaDamage( slot_name );
3161
3162 //create new area damage
3164 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3165
3166 vector min_max[2];
3167 if ( MemoryPointExists( slot_name + "_min" ) )
3168 {
3169 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3170 }
3171 if ( MemoryPointExists( slot_name + "_max" ) )
3172 {
3173 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3174 }
3175
3176 //get proper trigger extents (min<max)
3177 vector extents[2];
3178 GetConstruction().GetTriggerExtents( min_max, extents );
3179
3180 //get box center
3181 vector center;
3182 center = GetConstruction().GetBoxCenter( min_max );
3183 center = ModelToWorld( center );
3184
3185 //rotate center if needed
3186 vector orientation = GetOrientation();;
3187 CalcDamageAreaRotation( rotation_angle, center, orientation );
3188
3189 areaDamage.SetExtents( extents[0], extents[1] );
3190 areaDamage.SetAreaPosition( center );
3191 areaDamage.SetAreaOrientation( orientation );
3192 areaDamage.SetLoopInterval( 1.0 );
3193 areaDamage.SetDeferDuration( 0.2 );
3194 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3195 areaDamage.SetAmmoName( "BarbedWireHit" );
3196 areaDamage.Spawn();
3197
3198 m_DamageTriggers.Insert( slot_name, areaDamage );
3199 }
3200 }
3201
3202 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3203 {
3204 if ( angle_deg != 0 )
3205 {
3206 //orientation
3207 orientation[0] = orientation[0] - angle_deg;
3208
3209 //center
3210 vector rotate_axis;
3211 if ( MemoryPointExists( "rotate_axis" ) )
3212 {
3213 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3214 }
3215 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];
3216 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];
3217 center[0] = r_center_x;
3218 center[2] = r_center_z;
3219 }
3220 }
3221
3222 void DestroyAreaDamage( string slot_name )
3223 {
3224 if (GetGame() && GetGame().IsServer())
3225 {
3227 if (m_DamageTriggers.Find(slot_name, areaDamage))
3228 {
3229 if (areaDamage)
3230 {
3231 areaDamage.Destroy();
3232 }
3233
3234 m_DamageTriggers.Remove( slot_name );
3235 }
3236 }
3237 }
3238
3239 override bool IsIgnoredByConstruction()
3240 {
3241 return true;
3242 }
3243
3244 //================================================================
3245 // SOUNDS
3246 //================================================================
3247 protected void SoundBuildStart( string part_name )
3248 {
3249 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3250 }
3251
3252 protected void SoundDismantleStart( string part_name )
3253 {
3254 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3255 }
3256
3257 protected void SoundDestroyStart( string part_name )
3258 {
3259 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3260 }
3261
3262 protected string GetBuildSoundByMaterial( string part_name )
3263 {
3264 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3265
3266 switch ( material_type )
3267 {
3268 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3269 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3270 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3271 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3272 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3273 }
3274
3275 return "";
3276 }
3277
3278 protected string GetDismantleSoundByMaterial( string part_name )
3279 {
3280 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3281
3282 switch ( material_type )
3283 {
3284 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3285 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3286 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3287 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3288 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3289 }
3290
3291 return "";
3292 }
3293
3294 //misc
3295 void CheckForHybridAttachments( EntityAI item, string slot_name )
3296 {
3297 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3298 {
3299 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3300 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3301 {
3302 SetHealth(slot_name,"Health",item.GetHealth());
3303 }
3304 }
3305 }
3306
3307 override int GetDamageSystemVersionChange()
3308 {
3309 return 111;
3310 }
3311
3312 override void SetActions()
3313 {
3314 super.SetActions();
3315
3319 }
3320
3321 //================================================================
3322 // DEBUG
3323 //================================================================
3324 protected void DebugCustomState()
3325 {
3326 }
3327
3330 {
3331 return null;
3332 }
3333
3334 override void OnDebugSpawn()
3335 {
3336 FullyBuild();
3337 }
3338
3339 void FullyBuild()
3340 {
3342 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3343
3344 Man p;
3345
3346 #ifdef SERVER
3347 array<Man> players = new array<Man>;
3348 GetGame().GetWorld().GetPlayerList(players);
3349 if (players.Count())
3350 p = players[0];
3351 #else
3352 p = GetGame().GetPlayer();
3353 #endif
3354
3355 foreach (ConstructionPart part : parts)
3356 {
3357 bool excluded = false;
3358 string partName = part.GetPartName();
3359 if (excludes)
3360 {
3361 foreach (string exclude : excludes)
3362 {
3363 if (partName.Contains(exclude))
3364 {
3365 excluded = true;
3366 break;
3367 }
3368 }
3369 }
3370
3371 if (!excluded)
3372 {
3373 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3374 }
3375 }
3376
3377 GetConstruction().UpdateVisuals();
3378 }
3379}
3380
3381void bsbDebugPrint (string s)
3382{
3383#ifdef BSB_DEBUG
3384 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3385#else
3386 //Print("" + s); // comment/uncomment to hide/see debug logs
3387#endif
3388}
3389void bsbDebugSpam (string s)
3390{
3391#ifdef BSB_DEBUG_SPAM
3392 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3393#else
3394 //Print("" + s); // comment/uncomment to hide/see debug logs
3395#endif
3396}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1969
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1313
override int GetHideIconMask()
Определения BaseBuildingBase.c:1398
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1729
void FullyBuild()
Определения BaseBuildingBase.c:2579
void UpdateVisuals()
Определения BaseBuildingBase.c:2095
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1568
int m_SyncParts01
Определения BaseBuildingBase.c:1321
void UpdateNavmesh()
Определения BaseBuildingBase.c:2214
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2263
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2574
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2569
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2497
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1329
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2487
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2114
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2442
override bool CanObstruct()
Определения BaseBuildingBase.c:1393
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2296
override void InitItemSounds()
Определения BaseBuildingBase.c:1403
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1457
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1338
void InitBaseState()
Определения BaseBuildingBase.c:2070
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2291
void BaseBuildingBase()
Определения BaseBuildingBase.c:1348
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1785
void DestroyConstruction()
Определения BaseBuildingBase.c:1722
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1344
int m_InteractedPartId
Определения BaseBuildingBase.c:1324
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
bool m_HasBase
Определения BaseBuildingBase.c:1319
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2518
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2230
void UpdatePhysics()
Определения BaseBuildingBase.c:2148
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2341
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1929
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2370
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1798
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1896
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1555
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1330
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1627
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1345
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1333
int m_SyncParts03
Определения BaseBuildingBase.c:1323
void ResetActionSyncData()
Определения BaseBuildingBase.c:1561
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1388
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1936
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2535
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1839
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1871
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1705
ref Construction m_Construction
Определения BaseBuildingBase.c:1317
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2358
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2258
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2249
override bool IsDeployable()
Определения BaseBuildingBase.c:1674
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:2009
override void EEInit()
Определения BaseBuildingBase.c:1849
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1486
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1320
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1436
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2364
Construction GetConstruction()
Определения BaseBuildingBase.c:2284
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2492
void DebugCustomState()
Определения BaseBuildingBase.c:2564
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1643
string GetConstructionKitType()
Определения BaseBuildingBase.c:1710
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2268
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1976
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2376
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2547
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1336
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1862
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1335
void InitVisuals()
Определения BaseBuildingBase.c:2079
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1312
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1331
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2386
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2323
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2220
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1775
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1585
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1805
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1889
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1741
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2312
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2184
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2346
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2502
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1685
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1339
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2352
override bool IsTakeable()
Определения BaseBuildingBase.c:2317
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1315
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1377
override void SetActions()
Определения BaseBuildingBase.c:2552
void HandleItemFalling(ConstructionPart part)
Disconnected temporarily.
Определения BaseBuildingBase.c:2016
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1715
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1696
bool IsOpened()
Определения BaseBuildingBase.c:1679
void ItemFall(vector min, vector max)
Disconnected temporarily.
Определения BaseBuildingBase.c:2055
int m_PerformedActionId
Определения BaseBuildingBase.c:1325
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2225
bool HasBase()
Определения BaseBuildingBase.c:1664
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1444
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1428
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2479
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1343
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1669
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1332
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1879
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2334
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1515
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2328
void ConstructionInit()
Определения BaseBuildingBase.c:2274
int m_SyncParts02
Определения BaseBuildingBase.c:1322
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1337
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2345
void CreateAreaDamage()
Определения FireplaceBase.c:2329
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:9229
bool m_FixDamageSystemInit
Определения ItemBase.c:4907
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения 3_Game/tools/Debug.c:122
Определения 3_Game/tools/Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:911
static bool IsBaseBuildingLogEnable()
Определения 3_Game/tools/Debug.c:698
Определения 3_Game/tools/Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения 3_Game/constants.c:848
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/tools/tools.c:8