DayZ 1.27
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◆ RegisterActionForSync()

void bsbDebugPrint::RegisterActionForSync ( int part_id,
int action_id )
protected

См. определение в файле BaseBuildingBase.c строка 1511

1513{
1514 const string ANIMATION_DEPLOYED = "Deployed";
1515
1516 float m_ConstructionKitHealth; //stored health value for used construction kit
1517
1519
1520 bool m_HasBase;
1521 //variables for synchronization of base building parts (2x31 is the current limit)
1522 int m_SyncParts01; //synchronization for already built parts (31 parts)
1523 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1524 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1525 int m_InteractedPartId; //construction part id that an action was performed on
1526 int m_PerformedActionId; //action id that was performed on a construction part
1527
1528 //Sounds
1529 //build
1530 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1531 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1532 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1533 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1534 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1535 //dismantle
1536 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1537 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1538 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1539 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1540 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1541
1542 protected EffectSound m_Sound;
1543
1547
1548 // Constructor
1549 void BaseBuildingBase()
1550 {
1552
1553 //synchronized variables
1554 RegisterNetSyncVariableInt( "m_SyncParts01" );
1555 RegisterNetSyncVariableInt( "m_SyncParts02" );
1556 RegisterNetSyncVariableInt( "m_SyncParts03" );
1557 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1558 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1559 RegisterNetSyncVariableBool( "m_HasBase" );
1560
1561 //Construction init
1563
1564 if (ConfigIsExisting("hybridAttachments"))
1565 {
1567 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1568 }
1569 if (ConfigIsExisting("mountables"))
1570 {
1572 ConfigGetTextArray("mountables", m_Mountables);
1573 }
1574
1575 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1576 }
1577
1578 override void EEDelete(EntityAI parent)
1579 {
1580 super.EEDelete(parent);
1581
1582 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1583 {
1584 areaDamage.Destroy();
1585 }
1586
1587 }
1588
1589 override string GetInvulnerabilityTypeString()
1590 {
1591 return "disableBaseDamage";
1592 }
1593
1594 override bool CanObstruct()
1595 {
1596 return true;
1597 }
1598
1599 override int GetHideIconMask()
1600 {
1601 return EInventoryIconVisibility.HIDE_VICINITY;
1602 }
1603
1604 // --- SYNCHRONIZATION
1606 {
1607 if ( GetGame().IsServer() )
1608 {
1609 SetSynchDirty();
1610 }
1611 }
1612
1613 override void OnVariablesSynchronized()
1614 {
1615 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1616 super.OnVariablesSynchronized();
1617
1619 }
1620
1621 protected void OnSynchronizedClient()
1622 {
1623 //update parts
1625
1626 //update action on part
1628
1629 //update visuals (client)
1630 UpdateVisuals();
1631 }
1632
1633 //parts synchronization
1634 void RegisterPartForSync( int part_id )
1635 {
1636 //part_id must starts from index = 1
1637 int offset;
1638 int mask;
1639
1640 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1641 {
1642 offset = part_id - 1;
1643 mask = 1 << offset;
1644
1645 m_SyncParts01 = m_SyncParts01 | mask;
1646 }
1647 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1648 {
1649 offset = ( part_id % 32 );
1650 mask = 1 << offset;
1651
1652 m_SyncParts02 = m_SyncParts02 | mask;
1653 }
1654 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1655 {
1656 offset = ( part_id % 63 );
1657 mask = 1 << offset;
1658
1659 m_SyncParts03 = m_SyncParts03 | mask;
1660 }
1661 }
1662
1663 void UnregisterPartForSync( int part_id )
1664 {
1665 //part_id must starts from index = 1
1666 int offset;
1667 int mask;
1668
1669 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1670 {
1671 offset = part_id - 1;
1672 mask = 1 << offset;
1673
1674 m_SyncParts01 = m_SyncParts01 & ~mask;
1675 }
1676 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1677 {
1678 offset = ( part_id % 32 );
1679 mask = 1 << offset;
1680
1681 m_SyncParts02 = m_SyncParts02 & ~mask;
1682 }
1683 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1684 {
1685 offset = ( part_id % 63 );
1686 mask = 1 << offset;
1687
1688 m_SyncParts03 = m_SyncParts03 & ~mask;
1689 }
1690 }
1691
1692 bool IsPartBuildInSyncData( int part_id )
1693 {
1694 //part_id must starts from index = 1
1695 int offset;
1696 int mask;
1697
1698 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1699 {
1700 offset = part_id - 1;
1701 mask = 1 << offset;
1702
1703 if ( ( m_SyncParts01 & mask ) > 0 )
1704 {
1705 return true;
1706 }
1707 }
1708 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1709 {
1710 offset = ( part_id % 32 );
1711 mask = 1 << offset;
1712
1713 if ( ( m_SyncParts02 & mask ) > 0 )
1714 {
1715 return true;
1716 }
1717 }
1718 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1719 {
1720 offset = ( part_id % 63 );
1721 mask = 1 << offset;
1722
1723 if ( ( m_SyncParts03 & mask ) > 0 )
1724 {
1725 return true;
1726 }
1727 }
1728
1729 return false;
1730 }
1731
1732 protected void RegisterActionForSync( int part_id, int action_id )
1733 {
1734 m_InteractedPartId = part_id;
1735 m_PerformedActionId = action_id;
1736 }
1737
1738 protected void ResetActionSyncData()
1739 {
1740 //reset data
1741 m_InteractedPartId = -1;
1743 }
1744
1745 protected void SetActionFromSyncData()
1746 {
1747 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1748 {
1750 int build_action_id = m_PerformedActionId;
1751
1752 switch( build_action_id )
1753 {
1754 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1755 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1756 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1757 }
1758 }
1759 }
1760 //------
1761
1763 {
1764 string key = part.m_PartName;
1765 bool is_base = part.IsBase();
1766 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1767 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1768 if ( is_part_built_sync )
1769 {
1770 if ( !part.IsBuilt() )
1771 {
1772 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1773 GetConstruction().AddToConstructedParts( key );
1774 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1775
1776 if (is_base)
1777 {
1779 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1780 }
1781 }
1782 }
1783 else
1784 {
1785 if ( part.IsBuilt() )
1786 {
1787 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1788 GetConstruction().RemoveFromConstructedParts( key );
1789 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1790
1791 if (is_base)
1792 {
1794 AddProxyPhysics( ANIMATION_DEPLOYED );
1795 }
1796 }
1797 }
1798
1799 //check slot lock for material attachments
1800 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1801 }
1802
1803 //set construction parts based on synchronized data
1805 {
1806 Construction construction = GetConstruction();
1807 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1808
1809 for ( int i = 0; i < construction_parts.Count(); ++i )
1810 {
1811 string key = construction_parts.GetKey( i );
1812 ConstructionPart value = construction_parts.Get( key );
1813 SetPartFromSyncData(value);
1814 }
1815
1816 //regenerate navmesh
1817 UpdateNavmesh();
1818 }
1819
1820 protected ConstructionPart GetConstructionPartById( int id )
1821 {
1822 Construction construction = GetConstruction();
1823 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1824
1825 for ( int i = 0; i < construction_parts.Count(); ++i )
1826 {
1827 string key = construction_parts.GetKey( i );
1828 ConstructionPart value = construction_parts.Get( key );
1829
1830 if ( value.GetId() == id )
1831 {
1832 return value;
1833 }
1834 }
1835
1836 return NULL;
1837 }
1838 //
1839
1840 //Base
1841 bool HasBase()
1842 {
1843 return m_HasBase;
1844 }
1845
1846 void SetBaseState( bool has_base )
1847 {
1848 m_HasBase = has_base;
1849 }
1850
1851 override bool IsDeployable()
1852 {
1853 return true;
1854 }
1855
1856 bool IsOpened()
1857 {
1858 return false;
1859 }
1860
1861 //--- CONSTRUCTION KIT
1863 {
1864 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1865 if ( m_ConstructionKitHealth > 0 )
1866 {
1867 construction_kit.SetHealth( m_ConstructionKitHealth );
1868 }
1869
1870 return construction_kit;
1871 }
1872
1873 void CreateConstructionKitInHands(notnull PlayerBase player)
1874 {
1875 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1876 if ( m_ConstructionKitHealth > 0 )
1877 {
1878 construction_kit.SetHealth( m_ConstructionKitHealth );
1879 }
1880 }
1881
1882 protected vector GetKitSpawnPosition()
1883 {
1884 return GetPosition();
1885 }
1886
1887 protected string GetConstructionKitType()
1888 {
1889 return "";
1890 }
1891
1892 void DestroyConstructionKit( ItemBase construction_kit )
1893 {
1894 m_ConstructionKitHealth = construction_kit.GetHealth();
1895 GetGame().ObjectDelete( construction_kit );
1896 }
1897
1898 //--- CONSTRUCTION
1899 void DestroyConstruction()
1900 {
1901 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1902 GetGame().ObjectDelete( this );
1903 }
1904
1905 // --- EVENTS
1906 override void OnStoreSave( ParamsWriteContext ctx )
1907 {
1908 super.OnStoreSave( ctx );
1909
1910 //sync parts 01
1911 ctx.Write( m_SyncParts01 );
1912 ctx.Write( m_SyncParts02 );
1913 ctx.Write( m_SyncParts03 );
1914
1915 ctx.Write( m_HasBase );
1916 }
1917
1918 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1919 {
1920 if ( !super.OnStoreLoad( ctx, version ) )
1921 return false;
1922
1923 //--- Base building data ---
1924 //Restore synced parts data
1925 if ( !ctx.Read( m_SyncParts01 ) )
1926 {
1927 m_SyncParts01 = 0; //set default
1928 return false;
1929 }
1930 if ( !ctx.Read( m_SyncParts02 ) )
1931 {
1932 m_SyncParts02 = 0; //set default
1933 return false;
1934 }
1935 if ( !ctx.Read( m_SyncParts03 ) )
1936 {
1937 m_SyncParts03 = 0; //set default
1938 return false;
1939 }
1940
1941 //has base
1942 if ( !ctx.Read( m_HasBase ) )
1943 {
1944 m_HasBase = false;
1945 return false;
1946 }
1947 //---
1948
1949 return true;
1950 }
1951
1952 override void AfterStoreLoad()
1953 {
1954 super.AfterStoreLoad();
1955
1957 {
1959 }
1960 }
1961
1963 {
1964 //update server data
1966
1967 //set base state
1968 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
1969 SetBaseState( construction_part.IsBuilt() ) ;
1970
1971 //synchronize after load
1973 }
1974
1975 override void OnCreatePhysics()
1976 {
1977 super.OnCreatePhysics();
1980 }
1981
1982 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1983 {
1985 return;
1986
1987 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1988
1989 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
1990 return;
1991
1992 Construction construction = GetConstruction();
1993 string part_name = zone;
1994 part_name.ToLower();
1995
1996 if ( newLevel == GameConstants.STATE_RUINED )
1997 {
1998 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
1999
2000 if ( construction_part && construction.IsPartConstructed( part_name ) )
2001 {
2002 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2003 construction.DestroyConnectedParts(part_name);
2004 }
2005
2006 //barbed wire handling (hack-ish)
2007 if ( part_name.Contains("barbed") )
2008 {
2009 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2010 if (barbed_wire)
2011 barbed_wire.SetMountedState( false );
2012 }
2013 }
2014 }
2015
2016 override void EEOnAfterLoad()
2017 {
2019 {
2021 }
2022
2023 super.EEOnAfterLoad();
2024 }
2025
2026 override void EEInit()
2027 {
2028 super.EEInit();
2029
2030 // init visuals and physics
2031 InitBaseState();
2032
2033 //debug
2034 #ifdef DEVELOPER
2036 #endif
2037 }
2038
2039 override void EEItemAttached( EntityAI item, string slot_name )
2040 {
2041 super.EEItemAttached( item, slot_name );
2042
2043 CheckForHybridAttachments( item, slot_name );
2044 UpdateVisuals();
2045 UpdateAttachmentPhysics( slot_name, false );
2046 }
2047
2048 override void EEItemDetached( EntityAI item, string slot_name )
2049 {
2050 super.EEItemDetached( item, slot_name );
2051
2052 UpdateVisuals();
2053 UpdateAttachmentPhysics( slot_name, false );
2054 }
2055
2056 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2057 {
2058 string slot_name = InventorySlots.GetSlotName( slotId );
2059 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2060
2061 UpdateAttachmentVisuals( slot_name, locked );
2062 UpdateAttachmentPhysics( slot_name, locked );
2063 }
2064
2065 //ignore out of reach condition
2066 override bool IgnoreOutOfReachCondition()
2067 {
2068 return true;
2069 }
2070
2071 //CONSTRUCTION EVENTS
2072 //Build
2073 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2074 {
2075 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2076
2077 //check base state
2078 if (construtionPart.IsBase())
2079 {
2080 SetBaseState(true);
2081
2082 //spawn kit
2084 }
2085
2086 //register constructed parts for synchronization
2087 RegisterPartForSync(construtionPart.GetId());
2088
2089 //register action that was performed on part
2090 RegisterActionForSync(construtionPart.GetId(), action_id);
2091
2092 //synchronize
2094
2095 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2096
2097 UpdateNavmesh();
2098
2099 //update visuals
2100 UpdateVisuals();
2101
2102 //reset action sync data
2104 }
2105
2106 void OnPartBuiltClient(string part_name, int action_id)
2107 {
2108 //play sound
2109 SoundBuildStart( part_name );
2110 }
2111
2112 //Dismantle
2113 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2114 {
2115 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2116 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2117
2118 //register constructed parts for synchronization
2119 UnregisterPartForSync(construtionPart.GetId());
2120
2121 //register action that was performed on part
2122 RegisterActionForSync(construtionPart.GetId(), action_id);
2123
2124 //synchronize
2126
2127 // server part of sync, client will be synced from SetPartsFromSyncData
2128 SetPartFromSyncData(construtionPart);
2129
2130 UpdateNavmesh();
2131
2132 //update visuals
2133 UpdateVisuals();
2134
2135 //reset action sync data
2137
2138 //check base state
2139 if (construtionPart.IsBase())
2140 {
2141 //Destroy construction
2143 }
2144
2145 if (GetGame().IsServer())
2146 HandleItemFalling(construtionPart);
2147 }
2148
2149 void OnPartDismantledClient( string part_name, int action_id )
2150 {
2151 //play sound
2152 SoundDismantleStart( part_name );
2153 }
2154
2155 //Destroy
2156 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2157 {
2158 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2159 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2160
2161 //register constructed parts for synchronization
2162 UnregisterPartForSync(construtionPart.GetId());
2163
2164 //register action that was performed on part
2165 RegisterActionForSync(construtionPart.GetId(), action_id);
2166
2167 //synchronize
2169
2170 // server part of sync, client will be synced from SetPartsFromSyncData
2171 SetPartFromSyncData(construtionPart);
2172
2173 UpdateNavmesh();
2174
2175 //update visuals
2176 UpdateVisuals();
2177
2178 //reset action sync data
2180
2181 //check base state
2182 if (construtionPart.IsBase())
2183 {
2184 //Destroy construction
2186 }
2187
2188 if (GetGame().IsServer())
2189 HandleItemFalling(construtionPart);
2190 }
2191
2192 void OnPartDestroyedClient( string part_name, int action_id )
2193 {
2194 //play sound
2195 SoundDestroyStart( part_name );
2196 }
2197
2198 protected void HandleItemFalling(ConstructionPart part)
2199 {
2200 bool process = false;
2201
2202 //TODO: add a parameter to parts' config classes?
2203 process |= part.m_PartName.Contains("_roof");
2204 process |= part.m_PartName.Contains("_platform");
2205 process |= part.m_PartName.Contains("_stair");
2206
2207 if (process)
2208 {
2209 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2210 {
2211 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2212 return;
2213 }
2214
2215 vector mins, maxs;
2216 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2217 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2218
2219 //sanitize minmaxs
2220 vector minTmp, maxTmp;
2221 minTmp[0] = Math.Min(mins[0],maxs[0]);
2222 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2223 minTmp[1] = Math.Min(mins[1],maxs[1]);
2224 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2225 minTmp[2] = Math.Min(mins[2],maxs[2]);
2226 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2227 mins = minTmp;
2228 maxs = maxTmp;
2229
2230 maxs[1] = maxs[1] + 0.35; //reach a little above..
2231
2232 ItemFall(mins,maxs);
2233 }
2234 }
2235
2236 protected void ItemFall(vector min, vector max)
2237 {
2238 array<EntityAI> foundEntities = new array<EntityAI>();
2239 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2240
2241 //filtering
2242 ItemBase item;
2243 foreach (EntityAI entity : foundEntities)
2244 {
2245 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2246 item.ThrowPhysically(null,vector.Zero);
2247 }
2248 }
2249
2250 // --- UPDATE
2251 void InitBaseState()
2252 {
2253 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2254
2255 InitVisuals();
2256 UpdateNavmesh(); //regenerate navmesh
2257 GetConstruction().InitBaseState();
2258 }
2259
2260 void InitVisuals()
2261 {
2262 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2263 //check base
2264 if ( !HasBase() )
2265 {
2266 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2267 }
2268 else
2269 {
2270 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2271 }
2272
2273 GetConstruction().UpdateVisuals();
2274 }
2275
2276 void UpdateVisuals()
2277 {
2278 array<string> attachmentSlots = new array<string>;
2279
2280 GetAttachmentSlots(this, attachmentSlots);
2281 foreach (string slotName : attachmentSlots)
2282 {
2284 }
2285
2286 //check base
2287 if (!HasBase())
2288 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2289 else
2290 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2291
2292 GetConstruction().UpdateVisuals();
2293 }
2294
2295 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2296 {
2297 string slotNameMounted = slot_name + "_Mounted";
2298 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2299
2300 if (attachment)
2301 {
2302 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2303 if (barbedWire && barbedWire.IsMounted())
2304 CreateAreaDamage(slotNameMounted);
2305 else
2306 DestroyAreaDamage(slotNameMounted);
2307
2308 if (is_locked)
2309 {
2310 SetAnimationPhase(slotNameMounted, 0);
2311 SetAnimationPhase(slot_name, 1);
2312 }
2313 else
2314 {
2315 SetAnimationPhase(slotNameMounted, 1);
2316 SetAnimationPhase(slot_name, 0);
2317 }
2318 }
2319 else
2320 {
2321 SetAnimationPhase(slotNameMounted, 1);
2322 SetAnimationPhase(slot_name, 1);
2323
2324 DestroyAreaDamage(slotNameMounted);
2325 }
2326 }
2327
2328 // avoid calling this function on frequent occasions, it's a massive performance hit
2329 void UpdatePhysics()
2330 {
2332 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2333
2334 array<string> attachmentSlots = new array<string>;
2335 GetAttachmentSlots(this, attachmentSlots);
2336
2338 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2339
2340 foreach (string slotName : attachmentSlots)
2341 {
2343 }
2344
2345 //check base
2346 if (!HasBase())
2347 {
2349 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2350
2351 AddProxyPhysics(ANIMATION_DEPLOYED);
2352 }
2353 else
2354 {
2356 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2357
2358 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2359 }
2360
2361 GetConstruction().UpdatePhysics();
2362 UpdateNavmesh();
2363 }
2364
2365 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2366 {
2367 //checks for invalid appends; hotfix
2368 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2369 return;
2370 //----------------------------------
2371 string slot_name_mounted = slot_name + "_Mounted";
2372 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2373
2374 //remove proxy physics
2375 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2376 RemoveProxyPhysics( slot_name_mounted );
2377 RemoveProxyPhysics( slot_name );
2378
2379 if ( attachment )
2380 {
2381 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2382 if ( is_locked )
2383 {
2384 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2385 AddProxyPhysics( slot_name_mounted );
2386 }
2387 else
2388 {
2389 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2390 AddProxyPhysics( slot_name );
2391 }
2392 }
2393 }
2394
2395 protected void UpdateNavmesh()
2396 {
2397 SetAffectPathgraph( true, false );
2398 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2399 }
2400
2401 override bool CanUseConstruction()
2402 {
2403 return true;
2404 }
2405
2406 override bool CanUseConstructionBuild()
2407 {
2408 return true;
2409 }
2410
2411 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2412 {
2413 if ( attachment )
2414 {
2415 InventoryLocation inventory_location = new InventoryLocation;
2416 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2417
2418 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2419 }
2420
2421 return false;
2422 }
2423
2424 protected bool IsAttachmentSlotLocked( string slot_name )
2425 {
2426 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2427 }
2428
2429 //--- ATTACHMENT SLOTS
2430 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2431 {
2432 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2433 if ( GetGame().ConfigIsExisting( config_path ) )
2434 {
2435 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2436 }
2437 }
2438
2439 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2440 {
2441 return true;
2442 }
2443
2444 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2445 {
2446 return true;
2447 }
2448
2449 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2450 {
2451 return true;
2452 }
2453
2454 // --- INIT
2455 void ConstructionInit()
2456 {
2457 if ( !m_Construction )
2458 {
2459 m_Construction = new Construction( this );
2460 }
2461
2462 GetConstruction().Init();
2463 }
2464
2466 {
2467 return m_Construction;
2468 }
2469
2470 //--- INVENTORY/ATTACHMENTS CONDITIONS
2471 //attachments
2472 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2473 {
2474 return super.CanReceiveAttachment(attachment, slotId);
2475 }
2476
2478 {
2479 int attachment_count = GetInventory().AttachmentCount();
2480 if ( attachment_count > 0 )
2481 {
2482 if ( HasBase() && attachment_count == 1 )
2483 {
2484 return false;
2485 }
2486
2487 return true;
2488 }
2489
2490 return false;
2491 }
2492
2493 override bool ShowZonesHealth()
2494 {
2495 return true;
2496 }
2497
2498 override bool IsTakeable()
2499 {
2500 return false;
2501 }
2502
2503 //this into/outo parent.Cargo
2504 override bool CanPutInCargo( EntityAI parent )
2505 {
2506 return false;
2507 }
2508
2509 override bool CanRemoveFromCargo( EntityAI parent )
2510 {
2511 return false;
2512 }
2513
2514 //hands
2515 override bool CanPutIntoHands( EntityAI parent )
2516 {
2517 return false;
2518 }
2519
2520 //--- ACTION CONDITIONS
2521 //direction
2522 override bool IsFacingPlayer( PlayerBase player, string selection )
2523 {
2524 return true;
2525 }
2526
2527 override bool IsPlayerInside( PlayerBase player, string selection )
2528 {
2529 return true;
2530 }
2531
2534 {
2535 return false;
2536 }
2537
2538 //camera direction check
2539 bool IsFacingCamera( string selection )
2540 {
2541 return true;
2542 }
2543
2544 //roof check
2545 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2546 {
2547 return false;
2548 }
2549
2550 //selection->player distance check
2551 bool HasProperDistance( string selection, PlayerBase player )
2552 {
2553 return true;
2554 }
2555
2556 //folding
2558 {
2559 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2560 {
2561 return false;
2562 }
2563
2564 return true;
2565 }
2566
2568 {
2571
2572 return item;
2573 }
2574
2575 //Damage triggers (barbed wire)
2576 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2577 {
2578 if ( GetGame() && GetGame().IsServer() )
2579 {
2580 //destroy area damage if some already exists
2581 DestroyAreaDamage( slot_name );
2582
2583 //create new area damage
2585 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2586
2587 vector min_max[2];
2588 if ( MemoryPointExists( slot_name + "_min" ) )
2589 {
2590 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2591 }
2592 if ( MemoryPointExists( slot_name + "_max" ) )
2593 {
2594 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2595 }
2596
2597 //get proper trigger extents (min<max)
2598 vector extents[2];
2599 GetConstruction().GetTriggerExtents( min_max, extents );
2600
2601 //get box center
2602 vector center;
2603 center = GetConstruction().GetBoxCenter( min_max );
2604 center = ModelToWorld( center );
2605
2606 //rotate center if needed
2607 vector orientation = GetOrientation();;
2608 CalcDamageAreaRotation( rotation_angle, center, orientation );
2609
2610 areaDamage.SetExtents( extents[0], extents[1] );
2611 areaDamage.SetAreaPosition( center );
2612 areaDamage.SetAreaOrientation( orientation );
2613 areaDamage.SetLoopInterval( 1.0 );
2614 areaDamage.SetDeferDuration( 0.2 );
2615 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2616 areaDamage.SetAmmoName( "BarbedWireHit" );
2617 areaDamage.Spawn();
2618
2619 m_DamageTriggers.Insert( slot_name, areaDamage );
2620 }
2621 }
2622
2623 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2624 {
2625 if ( angle_deg != 0 )
2626 {
2627 //orientation
2628 orientation[0] = orientation[0] - angle_deg;
2629
2630 //center
2631 vector rotate_axis;
2632 if ( MemoryPointExists( "rotate_axis" ) )
2633 {
2634 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2635 }
2636 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];
2637 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];
2638 center[0] = r_center_x;
2639 center[2] = r_center_z;
2640 }
2641 }
2642
2643 void DestroyAreaDamage( string slot_name )
2644 {
2645 if (GetGame() && GetGame().IsServer())
2646 {
2648 if (m_DamageTriggers.Find(slot_name, areaDamage))
2649 {
2650 if (areaDamage)
2651 {
2652 areaDamage.Destroy();
2653 }
2654
2655 m_DamageTriggers.Remove( slot_name );
2656 }
2657 }
2658 }
2659
2660 override bool IsIgnoredByConstruction()
2661 {
2662 return true;
2663 }
2664
2665 //================================================================
2666 // SOUNDS
2667 //================================================================
2668 protected void SoundBuildStart( string part_name )
2669 {
2670 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2671 }
2672
2673 protected void SoundDismantleStart( string part_name )
2674 {
2675 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2676 }
2677
2678 protected void SoundDestroyStart( string part_name )
2679 {
2680 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2681 }
2682
2683 protected string GetBuildSoundByMaterial( string part_name )
2684 {
2685 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2686
2687 switch ( material_type )
2688 {
2689 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2690 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2691 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2692 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2693 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2694 }
2695
2696 return "";
2697 }
2698
2699 protected string GetDismantleSoundByMaterial( string part_name )
2700 {
2701 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2702
2703 switch ( material_type )
2704 {
2705 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2706 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2707 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2708 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2709 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2710 }
2711
2712 return "";
2713 }
2714
2715 //misc
2716 void CheckForHybridAttachments( EntityAI item, string slot_name )
2717 {
2718 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2719 {
2720 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2721 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2722 {
2723 SetHealth(slot_name,"Health",item.GetHealth());
2724 }
2725 }
2726 }
2727
2728 override int GetDamageSystemVersionChange()
2729 {
2730 return 111;
2731 }
2732
2733 override void SetActions()
2734 {
2735 super.SetActions();
2736
2740 }
2741
2742 //================================================================
2743 // DEBUG
2744 //================================================================
2745 protected void DebugCustomState()
2746 {
2747 }
2748
2751 {
2752 return null;
2753 }
2754
2755 override void OnDebugSpawn()
2756 {
2757 FullyBuild();
2758 }
2759
2760 void FullyBuild()
2761 {
2763 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2764
2765 Man p;
2766
2767 #ifdef SERVER
2768 array<Man> players = new array<Man>;
2769 GetGame().GetWorld().GetPlayerList(players);
2770 if (players.Count())
2771 p = players[0];
2772 #else
2773 p = GetGame().GetPlayer();
2774 #endif
2775
2776 foreach (ConstructionPart part : parts)
2777 {
2778 bool excluded = false;
2779 string partName = part.GetPartName();
2780 if (excludes)
2781 {
2782 foreach (string exclude : excludes)
2783 {
2784 if (partName.Contains(exclude))
2785 {
2786 excluded = true;
2787 break;
2788 }
2789 }
2790 }
2791
2792 if (!excluded)
2793 {
2794 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2795 }
2796 }
2797
2798 GetConstruction().UpdateVisuals();
2799 }
2800}
2801
2802void bsbDebugPrint (string s)
2803{
2804#ifdef BSB_DEBUG
2805 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2806#else
2807 //Print("" + s); // comment/uncomment to hide/see debug logs
2808#endif
2809}
2810void bsbDebugSpam (string s)
2811{
2812#ifdef BSB_DEBUG_SPAM
2813 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2814#else
2815 //Print("" + s); // comment/uncomment to hide/see debug logs
2816#endif
2817}
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 TerritoryFlag::FullyBuild(), ItemBase::OnPartBuiltServer(), ItemBase::OnPartDestroyedServer() и ItemBase::OnPartDismantledServer().