DayZ 1.27
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◆ DestroyConstruction()

void bsbDebugPrint::DestroyConstruction ( )
protected

См. определение в файле BaseBuildingBase.c строка 1678

1680{
1681 const string ANIMATION_DEPLOYED = "Deployed";
1682
1683 float m_ConstructionKitHealth; //stored health value for used construction kit
1684
1686
1687 bool m_HasBase;
1688 //variables for synchronization of base building parts (2x31 is the current limit)
1689 int m_SyncParts01; //synchronization for already built parts (31 parts)
1690 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1691 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1692 int m_InteractedPartId; //construction part id that an action was performed on
1693 int m_PerformedActionId; //action id that was performed on a construction part
1694
1695 //Sounds
1696 //build
1697 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1698 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1699 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1700 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1701 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1702 //dismantle
1703 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1704 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1705 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1706 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1707 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1708
1709 protected EffectSound m_Sound;
1710
1714
1715 // Constructor
1716 void BaseBuildingBase()
1717 {
1719
1720 //synchronized variables
1721 RegisterNetSyncVariableInt( "m_SyncParts01" );
1722 RegisterNetSyncVariableInt( "m_SyncParts02" );
1723 RegisterNetSyncVariableInt( "m_SyncParts03" );
1724 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1725 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1726 RegisterNetSyncVariableBool( "m_HasBase" );
1727
1728 //Construction init
1730
1731 if (ConfigIsExisting("hybridAttachments"))
1732 {
1734 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1735 }
1736 if (ConfigIsExisting("mountables"))
1737 {
1739 ConfigGetTextArray("mountables", m_Mountables);
1740 }
1741
1742 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1743 }
1744
1745 override void EEDelete(EntityAI parent)
1746 {
1747 super.EEDelete(parent);
1748
1749 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1750 {
1751 areaDamage.Destroy();
1752 }
1753
1754 }
1755
1756 override string GetInvulnerabilityTypeString()
1757 {
1758 return "disableBaseDamage";
1759 }
1760
1761 override bool CanObstruct()
1762 {
1763 return true;
1764 }
1765
1766 override int GetHideIconMask()
1767 {
1768 return EInventoryIconVisibility.HIDE_VICINITY;
1769 }
1770
1771 // --- SYNCHRONIZATION
1773 {
1774 if ( GetGame().IsServer() )
1775 {
1776 SetSynchDirty();
1777 }
1778 }
1779
1780 override void OnVariablesSynchronized()
1781 {
1782 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1783 super.OnVariablesSynchronized();
1784
1786 }
1787
1788 protected void OnSynchronizedClient()
1789 {
1790 //update parts
1792
1793 //update action on part
1795
1796 //update visuals (client)
1797 UpdateVisuals();
1798 }
1799
1800 //parts synchronization
1801 void RegisterPartForSync( int part_id )
1802 {
1803 //part_id must starts from index = 1
1804 int offset;
1805 int mask;
1806
1807 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1808 {
1809 offset = part_id - 1;
1810 mask = 1 << offset;
1811
1812 m_SyncParts01 = m_SyncParts01 | mask;
1813 }
1814 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1815 {
1816 offset = ( part_id % 32 );
1817 mask = 1 << offset;
1818
1819 m_SyncParts02 = m_SyncParts02 | mask;
1820 }
1821 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1822 {
1823 offset = ( part_id % 63 );
1824 mask = 1 << offset;
1825
1826 m_SyncParts03 = m_SyncParts03 | mask;
1827 }
1828 }
1829
1830 void UnregisterPartForSync( int part_id )
1831 {
1832 //part_id must starts from index = 1
1833 int offset;
1834 int mask;
1835
1836 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1837 {
1838 offset = part_id - 1;
1839 mask = 1 << offset;
1840
1841 m_SyncParts01 = m_SyncParts01 & ~mask;
1842 }
1843 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1844 {
1845 offset = ( part_id % 32 );
1846 mask = 1 << offset;
1847
1848 m_SyncParts02 = m_SyncParts02 & ~mask;
1849 }
1850 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1851 {
1852 offset = ( part_id % 63 );
1853 mask = 1 << offset;
1854
1855 m_SyncParts03 = m_SyncParts03 & ~mask;
1856 }
1857 }
1858
1859 bool IsPartBuildInSyncData( int part_id )
1860 {
1861 //part_id must starts from index = 1
1862 int offset;
1863 int mask;
1864
1865 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1866 {
1867 offset = part_id - 1;
1868 mask = 1 << offset;
1869
1870 if ( ( m_SyncParts01 & mask ) > 0 )
1871 {
1872 return true;
1873 }
1874 }
1875 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1876 {
1877 offset = ( part_id % 32 );
1878 mask = 1 << offset;
1879
1880 if ( ( m_SyncParts02 & mask ) > 0 )
1881 {
1882 return true;
1883 }
1884 }
1885 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1886 {
1887 offset = ( part_id % 63 );
1888 mask = 1 << offset;
1889
1890 if ( ( m_SyncParts03 & mask ) > 0 )
1891 {
1892 return true;
1893 }
1894 }
1895
1896 return false;
1897 }
1898
1899 protected void RegisterActionForSync( int part_id, int action_id )
1900 {
1901 m_InteractedPartId = part_id;
1902 m_PerformedActionId = action_id;
1903 }
1904
1905 protected void ResetActionSyncData()
1906 {
1907 //reset data
1908 m_InteractedPartId = -1;
1910 }
1911
1912 protected void SetActionFromSyncData()
1913 {
1914 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1915 {
1917 int build_action_id = m_PerformedActionId;
1918
1919 switch( build_action_id )
1920 {
1921 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1922 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1923 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1924 }
1925 }
1926 }
1927 //------
1928
1930 {
1931 string key = part.m_PartName;
1932 bool is_base = part.IsBase();
1933 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1934 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1935 if ( is_part_built_sync )
1936 {
1937 if ( !part.IsBuilt() )
1938 {
1939 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1940 GetConstruction().AddToConstructedParts( key );
1941 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1942
1943 if (is_base)
1944 {
1946 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1947 }
1948 }
1949 }
1950 else
1951 {
1952 if ( part.IsBuilt() )
1953 {
1954 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1955 GetConstruction().RemoveFromConstructedParts( key );
1956 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1957
1958 if (is_base)
1959 {
1961 AddProxyPhysics( ANIMATION_DEPLOYED );
1962 }
1963 }
1964 }
1965
1966 //check slot lock for material attachments
1967 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1968 }
1969
1970 //set construction parts based on synchronized data
1972 {
1973 Construction construction = GetConstruction();
1974 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1975
1976 for ( int i = 0; i < construction_parts.Count(); ++i )
1977 {
1978 string key = construction_parts.GetKey( i );
1979 ConstructionPart value = construction_parts.Get( key );
1980 SetPartFromSyncData(value);
1981 }
1982
1983 //regenerate navmesh
1984 UpdateNavmesh();
1985 }
1986
1987 protected ConstructionPart GetConstructionPartById( int id )
1988 {
1989 Construction construction = GetConstruction();
1990 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1991
1992 for ( int i = 0; i < construction_parts.Count(); ++i )
1993 {
1994 string key = construction_parts.GetKey( i );
1995 ConstructionPart value = construction_parts.Get( key );
1996
1997 if ( value.GetId() == id )
1998 {
1999 return value;
2000 }
2001 }
2002
2003 return NULL;
2004 }
2005 //
2006
2007 //Base
2008 bool HasBase()
2009 {
2010 return m_HasBase;
2011 }
2012
2013 void SetBaseState( bool has_base )
2014 {
2015 m_HasBase = has_base;
2016 }
2017
2018 override bool IsDeployable()
2019 {
2020 return true;
2021 }
2022
2023 bool IsOpened()
2024 {
2025 return false;
2026 }
2027
2028 //--- CONSTRUCTION KIT
2030 {
2031 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2032 if ( m_ConstructionKitHealth > 0 )
2033 {
2034 construction_kit.SetHealth( m_ConstructionKitHealth );
2035 }
2036
2037 return construction_kit;
2038 }
2039
2040 void CreateConstructionKitInHands(notnull PlayerBase player)
2041 {
2042 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2043 if ( m_ConstructionKitHealth > 0 )
2044 {
2045 construction_kit.SetHealth( m_ConstructionKitHealth );
2046 }
2047 }
2048
2049 protected vector GetKitSpawnPosition()
2050 {
2051 return GetPosition();
2052 }
2053
2054 protected string GetConstructionKitType()
2055 {
2056 return "";
2057 }
2058
2059 void DestroyConstructionKit( ItemBase construction_kit )
2060 {
2061 m_ConstructionKitHealth = construction_kit.GetHealth();
2062 GetGame().ObjectDelete( construction_kit );
2063 }
2064
2065 //--- CONSTRUCTION
2066 void DestroyConstruction()
2067 {
2068 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2069 GetGame().ObjectDelete( this );
2070 }
2071
2072 // --- EVENTS
2073 override void OnStoreSave( ParamsWriteContext ctx )
2074 {
2075 super.OnStoreSave( ctx );
2076
2077 //sync parts 01
2078 ctx.Write( m_SyncParts01 );
2079 ctx.Write( m_SyncParts02 );
2080 ctx.Write( m_SyncParts03 );
2081
2082 ctx.Write( m_HasBase );
2083 }
2084
2085 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2086 {
2087 if ( !super.OnStoreLoad( ctx, version ) )
2088 return false;
2089
2090 //--- Base building data ---
2091 //Restore synced parts data
2092 if ( !ctx.Read( m_SyncParts01 ) )
2093 {
2094 m_SyncParts01 = 0; //set default
2095 return false;
2096 }
2097 if ( !ctx.Read( m_SyncParts02 ) )
2098 {
2099 m_SyncParts02 = 0; //set default
2100 return false;
2101 }
2102 if ( !ctx.Read( m_SyncParts03 ) )
2103 {
2104 m_SyncParts03 = 0; //set default
2105 return false;
2106 }
2107
2108 //has base
2109 if ( !ctx.Read( m_HasBase ) )
2110 {
2111 m_HasBase = false;
2112 return false;
2113 }
2114 //---
2115
2116 return true;
2117 }
2118
2119 override void AfterStoreLoad()
2120 {
2121 super.AfterStoreLoad();
2122
2124 {
2126 }
2127 }
2128
2130 {
2131 //update server data
2133
2134 //set base state
2135 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2136 SetBaseState( construction_part.IsBuilt() ) ;
2137
2138 //synchronize after load
2140 }
2141
2142 override void OnCreatePhysics()
2143 {
2144 super.OnCreatePhysics();
2147 }
2148
2149 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2150 {
2152 return;
2153
2154 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2155
2156 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2157 return;
2158
2159 Construction construction = GetConstruction();
2160 string part_name = zone;
2161 part_name.ToLower();
2162
2163 if ( newLevel == GameConstants.STATE_RUINED )
2164 {
2165 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2166
2167 if ( construction_part && construction.IsPartConstructed( part_name ) )
2168 {
2169 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2170 construction.DestroyConnectedParts(part_name);
2171 }
2172
2173 //barbed wire handling (hack-ish)
2174 if ( part_name.Contains("barbed") )
2175 {
2176 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2177 if (barbed_wire)
2178 barbed_wire.SetMountedState( false );
2179 }
2180 }
2181 }
2182
2183 override void EEOnAfterLoad()
2184 {
2186 {
2188 }
2189
2190 super.EEOnAfterLoad();
2191 }
2192
2193 override void EEInit()
2194 {
2195 super.EEInit();
2196
2197 // init visuals and physics
2198 InitBaseState();
2199
2200 //debug
2201 #ifdef DEVELOPER
2203 #endif
2204 }
2205
2206 override void EEItemAttached( EntityAI item, string slot_name )
2207 {
2208 super.EEItemAttached( item, slot_name );
2209
2210 CheckForHybridAttachments( item, slot_name );
2211 UpdateVisuals();
2212 UpdateAttachmentPhysics( slot_name, false );
2213 }
2214
2215 override void EEItemDetached( EntityAI item, string slot_name )
2216 {
2217 super.EEItemDetached( item, slot_name );
2218
2219 UpdateVisuals();
2220 UpdateAttachmentPhysics( slot_name, false );
2221 }
2222
2223 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2224 {
2225 string slot_name = InventorySlots.GetSlotName( slotId );
2226 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2227
2228 UpdateAttachmentVisuals( slot_name, locked );
2229 UpdateAttachmentPhysics( slot_name, locked );
2230 }
2231
2232 //ignore out of reach condition
2233 override bool IgnoreOutOfReachCondition()
2234 {
2235 return true;
2236 }
2237
2238 //CONSTRUCTION EVENTS
2239 //Build
2240 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2241 {
2242 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2243
2244 //check base state
2245 if (construtionPart.IsBase())
2246 {
2247 SetBaseState(true);
2248
2249 //spawn kit
2251 }
2252
2253 //register constructed parts for synchronization
2254 RegisterPartForSync(construtionPart.GetId());
2255
2256 //register action that was performed on part
2257 RegisterActionForSync(construtionPart.GetId(), action_id);
2258
2259 //synchronize
2261
2262 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2263
2264 UpdateNavmesh();
2265
2266 //update visuals
2267 UpdateVisuals();
2268
2269 //reset action sync data
2271 }
2272
2273 void OnPartBuiltClient(string part_name, int action_id)
2274 {
2275 //play sound
2276 SoundBuildStart( part_name );
2277 }
2278
2279 //Dismantle
2280 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2281 {
2282 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2283 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2284
2285 //register constructed parts for synchronization
2286 UnregisterPartForSync(construtionPart.GetId());
2287
2288 //register action that was performed on part
2289 RegisterActionForSync(construtionPart.GetId(), action_id);
2290
2291 //synchronize
2293
2294 // server part of sync, client will be synced from SetPartsFromSyncData
2295 SetPartFromSyncData(construtionPart);
2296
2297 UpdateNavmesh();
2298
2299 //update visuals
2300 UpdateVisuals();
2301
2302 //reset action sync data
2304
2305 //check base state
2306 if (construtionPart.IsBase())
2307 {
2308 //Destroy construction
2310 }
2311
2312 if (GetGame().IsServer())
2313 HandleItemFalling(construtionPart);
2314 }
2315
2316 void OnPartDismantledClient( string part_name, int action_id )
2317 {
2318 //play sound
2319 SoundDismantleStart( part_name );
2320 }
2321
2322 //Destroy
2323 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2324 {
2325 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2326 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2327
2328 //register constructed parts for synchronization
2329 UnregisterPartForSync(construtionPart.GetId());
2330
2331 //register action that was performed on part
2332 RegisterActionForSync(construtionPart.GetId(), action_id);
2333
2334 //synchronize
2336
2337 // server part of sync, client will be synced from SetPartsFromSyncData
2338 SetPartFromSyncData(construtionPart);
2339
2340 UpdateNavmesh();
2341
2342 //update visuals
2343 UpdateVisuals();
2344
2345 //reset action sync data
2347
2348 //check base state
2349 if (construtionPart.IsBase())
2350 {
2351 //Destroy construction
2353 }
2354
2355 if (GetGame().IsServer())
2356 HandleItemFalling(construtionPart);
2357 }
2358
2359 void OnPartDestroyedClient( string part_name, int action_id )
2360 {
2361 //play sound
2362 SoundDestroyStart( part_name );
2363 }
2364
2365 protected void HandleItemFalling(ConstructionPart part)
2366 {
2367 bool process = false;
2368
2369 //TODO: add a parameter to parts' config classes?
2370 process |= part.m_PartName.Contains("_roof");
2371 process |= part.m_PartName.Contains("_platform");
2372 process |= part.m_PartName.Contains("_stair");
2373
2374 if (process)
2375 {
2376 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2377 {
2378 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2379 return;
2380 }
2381
2382 vector mins, maxs;
2383 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2384 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2385
2386 //sanitize minmaxs
2387 vector minTmp, maxTmp;
2388 minTmp[0] = Math.Min(mins[0],maxs[0]);
2389 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2390 minTmp[1] = Math.Min(mins[1],maxs[1]);
2391 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2392 minTmp[2] = Math.Min(mins[2],maxs[2]);
2393 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2394 mins = minTmp;
2395 maxs = maxTmp;
2396
2397 maxs[1] = maxs[1] + 0.35; //reach a little above..
2398
2399 ItemFall(mins,maxs);
2400 }
2401 }
2402
2403 protected void ItemFall(vector min, vector max)
2404 {
2405 array<EntityAI> foundEntities = new array<EntityAI>();
2406 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2407
2408 //filtering
2409 ItemBase item;
2410 foreach (EntityAI entity : foundEntities)
2411 {
2412 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2413 item.ThrowPhysically(null,vector.Zero);
2414 }
2415 }
2416
2417 // --- UPDATE
2418 void InitBaseState()
2419 {
2420 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2421
2422 InitVisuals();
2423 UpdateNavmesh(); //regenerate navmesh
2424 GetConstruction().InitBaseState();
2425 }
2426
2427 void InitVisuals()
2428 {
2429 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2430 //check base
2431 if ( !HasBase() )
2432 {
2433 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2434 }
2435 else
2436 {
2437 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2438 }
2439
2440 GetConstruction().UpdateVisuals();
2441 }
2442
2443 void UpdateVisuals()
2444 {
2445 array<string> attachmentSlots = new array<string>;
2446
2447 GetAttachmentSlots(this, attachmentSlots);
2448 foreach (string slotName : attachmentSlots)
2449 {
2451 }
2452
2453 //check base
2454 if (!HasBase())
2455 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2456 else
2457 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2458
2459 GetConstruction().UpdateVisuals();
2460 }
2461
2462 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2463 {
2464 string slotNameMounted = slot_name + "_Mounted";
2465 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2466
2467 if (attachment)
2468 {
2469 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2470 if (barbedWire && barbedWire.IsMounted())
2471 CreateAreaDamage(slotNameMounted);
2472 else
2473 DestroyAreaDamage(slotNameMounted);
2474
2475 if (is_locked)
2476 {
2477 SetAnimationPhase(slotNameMounted, 0);
2478 SetAnimationPhase(slot_name, 1);
2479 }
2480 else
2481 {
2482 SetAnimationPhase(slotNameMounted, 1);
2483 SetAnimationPhase(slot_name, 0);
2484 }
2485 }
2486 else
2487 {
2488 SetAnimationPhase(slotNameMounted, 1);
2489 SetAnimationPhase(slot_name, 1);
2490
2491 DestroyAreaDamage(slotNameMounted);
2492 }
2493 }
2494
2495 // avoid calling this function on frequent occasions, it's a massive performance hit
2496 void UpdatePhysics()
2497 {
2499 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2500
2501 array<string> attachmentSlots = new array<string>;
2502 GetAttachmentSlots(this, attachmentSlots);
2503
2505 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2506
2507 foreach (string slotName : attachmentSlots)
2508 {
2510 }
2511
2512 //check base
2513 if (!HasBase())
2514 {
2516 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2517
2518 AddProxyPhysics(ANIMATION_DEPLOYED);
2519 }
2520 else
2521 {
2523 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2524
2525 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2526 }
2527
2528 GetConstruction().UpdatePhysics();
2529 UpdateNavmesh();
2530 }
2531
2532 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2533 {
2534 //checks for invalid appends; hotfix
2535 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2536 return;
2537 //----------------------------------
2538 string slot_name_mounted = slot_name + "_Mounted";
2539 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2540
2541 //remove proxy physics
2542 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2543 RemoveProxyPhysics( slot_name_mounted );
2544 RemoveProxyPhysics( slot_name );
2545
2546 if ( attachment )
2547 {
2548 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2549 if ( is_locked )
2550 {
2551 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2552 AddProxyPhysics( slot_name_mounted );
2553 }
2554 else
2555 {
2556 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2557 AddProxyPhysics( slot_name );
2558 }
2559 }
2560 }
2561
2562 protected void UpdateNavmesh()
2563 {
2564 SetAffectPathgraph( true, false );
2565 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2566 }
2567
2568 override bool CanUseConstruction()
2569 {
2570 return true;
2571 }
2572
2573 override bool CanUseConstructionBuild()
2574 {
2575 return true;
2576 }
2577
2578 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2579 {
2580 if ( attachment )
2581 {
2582 InventoryLocation inventory_location = new InventoryLocation;
2583 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2584
2585 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2586 }
2587
2588 return false;
2589 }
2590
2591 protected bool IsAttachmentSlotLocked( string slot_name )
2592 {
2593 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2594 }
2595
2596 //--- ATTACHMENT SLOTS
2597 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2598 {
2599 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2600 if ( GetGame().ConfigIsExisting( config_path ) )
2601 {
2602 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2603 }
2604 }
2605
2606 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2607 {
2608 return true;
2609 }
2610
2611 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2612 {
2613 return true;
2614 }
2615
2616 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2617 {
2618 return true;
2619 }
2620
2621 // --- INIT
2622 void ConstructionInit()
2623 {
2624 if ( !m_Construction )
2625 {
2626 m_Construction = new Construction( this );
2627 }
2628
2629 GetConstruction().Init();
2630 }
2631
2633 {
2634 return m_Construction;
2635 }
2636
2637 //--- INVENTORY/ATTACHMENTS CONDITIONS
2638 //attachments
2639 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2640 {
2641 return super.CanReceiveAttachment(attachment, slotId);
2642 }
2643
2645 {
2646 int attachment_count = GetInventory().AttachmentCount();
2647 if ( attachment_count > 0 )
2648 {
2649 if ( HasBase() && attachment_count == 1 )
2650 {
2651 return false;
2652 }
2653
2654 return true;
2655 }
2656
2657 return false;
2658 }
2659
2660 override bool ShowZonesHealth()
2661 {
2662 return true;
2663 }
2664
2665 override bool IsTakeable()
2666 {
2667 return false;
2668 }
2669
2670 //this into/outo parent.Cargo
2671 override bool CanPutInCargo( EntityAI parent )
2672 {
2673 return false;
2674 }
2675
2676 override bool CanRemoveFromCargo( EntityAI parent )
2677 {
2678 return false;
2679 }
2680
2681 //hands
2682 override bool CanPutIntoHands( EntityAI parent )
2683 {
2684 return false;
2685 }
2686
2687 //--- ACTION CONDITIONS
2688 //direction
2689 override bool IsFacingPlayer( PlayerBase player, string selection )
2690 {
2691 return true;
2692 }
2693
2694 override bool IsPlayerInside( PlayerBase player, string selection )
2695 {
2696 return true;
2697 }
2698
2701 {
2702 return false;
2703 }
2704
2705 //camera direction check
2706 bool IsFacingCamera( string selection )
2707 {
2708 return true;
2709 }
2710
2711 //roof check
2712 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2713 {
2714 return false;
2715 }
2716
2717 //selection->player distance check
2718 bool HasProperDistance( string selection, PlayerBase player )
2719 {
2720 return true;
2721 }
2722
2723 //folding
2725 {
2726 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2727 {
2728 return false;
2729 }
2730
2731 return true;
2732 }
2733
2735 {
2738
2739 return item;
2740 }
2741
2742 //Damage triggers (barbed wire)
2743 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2744 {
2745 if ( GetGame() && GetGame().IsServer() )
2746 {
2747 //destroy area damage if some already exists
2748 DestroyAreaDamage( slot_name );
2749
2750 //create new area damage
2752 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2753
2754 vector min_max[2];
2755 if ( MemoryPointExists( slot_name + "_min" ) )
2756 {
2757 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2758 }
2759 if ( MemoryPointExists( slot_name + "_max" ) )
2760 {
2761 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2762 }
2763
2764 //get proper trigger extents (min<max)
2765 vector extents[2];
2766 GetConstruction().GetTriggerExtents( min_max, extents );
2767
2768 //get box center
2769 vector center;
2770 center = GetConstruction().GetBoxCenter( min_max );
2771 center = ModelToWorld( center );
2772
2773 //rotate center if needed
2774 vector orientation = GetOrientation();;
2775 CalcDamageAreaRotation( rotation_angle, center, orientation );
2776
2777 areaDamage.SetExtents( extents[0], extents[1] );
2778 areaDamage.SetAreaPosition( center );
2779 areaDamage.SetAreaOrientation( orientation );
2780 areaDamage.SetLoopInterval( 1.0 );
2781 areaDamage.SetDeferDuration( 0.2 );
2782 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2783 areaDamage.SetAmmoName( "BarbedWireHit" );
2784 areaDamage.Spawn();
2785
2786 m_DamageTriggers.Insert( slot_name, areaDamage );
2787 }
2788 }
2789
2790 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2791 {
2792 if ( angle_deg != 0 )
2793 {
2794 //orientation
2795 orientation[0] = orientation[0] - angle_deg;
2796
2797 //center
2798 vector rotate_axis;
2799 if ( MemoryPointExists( "rotate_axis" ) )
2800 {
2801 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2802 }
2803 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];
2804 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];
2805 center[0] = r_center_x;
2806 center[2] = r_center_z;
2807 }
2808 }
2809
2810 void DestroyAreaDamage( string slot_name )
2811 {
2812 if (GetGame() && GetGame().IsServer())
2813 {
2815 if (m_DamageTriggers.Find(slot_name, areaDamage))
2816 {
2817 if (areaDamage)
2818 {
2819 areaDamage.Destroy();
2820 }
2821
2822 m_DamageTriggers.Remove( slot_name );
2823 }
2824 }
2825 }
2826
2827 override bool IsIgnoredByConstruction()
2828 {
2829 return true;
2830 }
2831
2832 //================================================================
2833 // SOUNDS
2834 //================================================================
2835 protected void SoundBuildStart( string part_name )
2836 {
2837 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2838 }
2839
2840 protected void SoundDismantleStart( string part_name )
2841 {
2842 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2843 }
2844
2845 protected void SoundDestroyStart( string part_name )
2846 {
2847 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2848 }
2849
2850 protected string GetBuildSoundByMaterial( string part_name )
2851 {
2852 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2853
2854 switch ( material_type )
2855 {
2856 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2857 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2858 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2859 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2860 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2861 }
2862
2863 return "";
2864 }
2865
2866 protected string GetDismantleSoundByMaterial( string part_name )
2867 {
2868 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2869
2870 switch ( material_type )
2871 {
2872 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2873 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2874 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2875 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2876 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2877 }
2878
2879 return "";
2880 }
2881
2882 //misc
2883 void CheckForHybridAttachments( EntityAI item, string slot_name )
2884 {
2885 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2886 {
2887 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2888 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2889 {
2890 SetHealth(slot_name,"Health",item.GetHealth());
2891 }
2892 }
2893 }
2894
2895 override int GetDamageSystemVersionChange()
2896 {
2897 return 111;
2898 }
2899
2900 override void SetActions()
2901 {
2902 super.SetActions();
2903
2907 }
2908
2909 //================================================================
2910 // DEBUG
2911 //================================================================
2912 protected void DebugCustomState()
2913 {
2914 }
2915
2918 {
2919 return null;
2920 }
2921
2922 override void OnDebugSpawn()
2923 {
2924 FullyBuild();
2925 }
2926
2927 void FullyBuild()
2928 {
2930 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2931
2932 Man p;
2933
2934 #ifdef SERVER
2935 array<Man> players = new array<Man>;
2936 GetGame().GetWorld().GetPlayerList(players);
2937 if (players.Count())
2938 p = players[0];
2939 #else
2940 p = GetGame().GetPlayer();
2941 #endif
2942
2943 foreach (ConstructionPart part : parts)
2944 {
2945 bool excluded = false;
2946 string partName = part.GetPartName();
2947 if (excludes)
2948 {
2949 foreach (string exclude : excludes)
2950 {
2951 if (partName.Contains(exclude))
2952 {
2953 excluded = true;
2954 break;
2955 }
2956 }
2957 }
2958
2959 if (!excluded)
2960 {
2961 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2962 }
2963 }
2964
2965 GetConstruction().UpdateVisuals();
2966 }
2967}
2968
2969void bsbDebugPrint (string s)
2970{
2971#ifdef BSB_DEBUG
2972 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2973#else
2974 //Print("" + s); // comment/uncomment to hide/see debug logs
2975#endif
2976}
2977void bsbDebugSpam (string s)
2978{
2979#ifdef BSB_DEBUG_SPAM
2980 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2981#else
2982 //Print("" + s); // comment/uncomment to hide/see debug logs
2983#endif
2984}
const int AT_DISMANTLE_PART
Определения _constants.c:7
const int AT_DESTROY_PART
Определения _constants.c:8
const int AT_BUILD_PART
Определения _constants.c:6
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1928
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1293
override int GetHideIconMask()
Определения BaseBuildingBase.c:1378
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1685
void FullyBuild()
Определения BaseBuildingBase.c:2539
void UpdateVisuals()
Определения BaseBuildingBase.c:2055
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1524
int m_SyncParts01
Определения BaseBuildingBase.c:1301
void UpdateNavmesh()
Определения BaseBuildingBase.c:2174
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2223
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2534
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2529
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2457
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1309
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2447
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2074
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2402
override bool CanObstruct()
Определения BaseBuildingBase.c:1373
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2256
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1413
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1318
void InitBaseState()
Определения BaseBuildingBase.c:2030
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2251
void BaseBuildingBase()
Определения BaseBuildingBase.c:1328
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1741
void DestroyConstruction()
Определения BaseBuildingBase.c:1678
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1324
int m_InteractedPartId
Определения BaseBuildingBase.c:1304
bool m_HasBase
Определения BaseBuildingBase.c:1299
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2478
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2190
void UpdatePhysics()
Определения BaseBuildingBase.c:2108
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2301
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1885
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2330
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1754
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1852
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1511
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1310
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1583
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1325
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1313
int m_SyncParts03
Определения BaseBuildingBase.c:1303
void ResetActionSyncData()
Определения BaseBuildingBase.c:1517
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1368
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1892
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2495
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1795
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1827
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1661
ref Construction m_Construction
Определения BaseBuildingBase.c:1297
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2318
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2218
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2209
override bool IsDeployable()
Определения BaseBuildingBase.c:1630
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1971
override void EEInit()
Определения BaseBuildingBase.c:1805
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1442
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1300
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1392
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2324
Construction GetConstruction()
Определения BaseBuildingBase.c:2244
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2452
void DebugCustomState()
Определения BaseBuildingBase.c:2524
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1599
string GetConstructionKitType()
Определения BaseBuildingBase.c:1666
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2228
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1935
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2336
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2507
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1316
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1818
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1315
void InitVisuals()
Определения BaseBuildingBase.c:2039
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1292
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1311
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2346
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2283
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2180
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1731
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1541
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1761
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1845
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1697
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2272
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2144
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2306
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2462
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1641
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1319
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2312
override bool IsTakeable()
Определения BaseBuildingBase.c:2277
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1295
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1357
override void SetActions()
Определения BaseBuildingBase.c:2512
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:1977
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1671
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1652
bool IsOpened()
Определения BaseBuildingBase.c:1635
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2015
int m_PerformedActionId
Определения BaseBuildingBase.c:1305
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2185
bool HasBase()
Определения BaseBuildingBase.c:1620
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1400
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1384
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2439
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1323
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1625
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1312
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1835
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2294
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1471
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2288
void ConstructionInit()
Определения BaseBuildingBase.c:2234
int m_SyncParts02
Определения BaseBuildingBase.c:1302
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1317
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2338
void CreateAreaDamage()
Определения FireplaceBase.c:2322
EffectSound m_Sound
Определения HungerSoundHandler.c:18
bool m_FixDamageSystemInit
Определения ItemBase.c:4835
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения Debug.c:122
Определения Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
Определения Building.c:6
Определения constants.c:659
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:891
Определения InventoryItem.c:731
static bool IsBaseBuildingLogEnable()
Определения Debug.c:698
Определения Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения constants.c:846
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения tools.c:8

Используется в ItemBase::FoldBaseBuildingObject().