DayZ 1.28
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◆ SetPartsFromSyncData()

void bsbDebugPrint::SetPartsFromSyncData ( )
protected

См. определение в файле BaseBuildingBase.c строка 1627

1629{
1630 const string ANIMATION_DEPLOYED = "Deployed";
1631
1632 float m_ConstructionKitHealth; //stored health value for used construction kit
1633
1635
1636 bool m_HasBase;
1637 //variables for synchronization of base building parts (2x31 is the current limit)
1638 int m_SyncParts01; //synchronization for already built parts (31 parts)
1639 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1640 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1641 int m_InteractedPartId; //construction part id that an action was performed on
1642 int m_PerformedActionId; //action id that was performed on a construction part
1643
1644 //Sounds
1645 //build
1646 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1647 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1648 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1649 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1650 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1651 //dismantle
1652 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1653 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1654 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1655 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1656 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1657
1658 protected EffectSound m_Sound;
1659
1663
1664 // Constructor
1665 void BaseBuildingBase()
1666 {
1668
1669 //synchronized variables
1670 RegisterNetSyncVariableInt( "m_SyncParts01" );
1671 RegisterNetSyncVariableInt( "m_SyncParts02" );
1672 RegisterNetSyncVariableInt( "m_SyncParts03" );
1673 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1674 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1675 RegisterNetSyncVariableBool( "m_HasBase" );
1676
1677 //Construction init
1679
1680 if (ConfigIsExisting("hybridAttachments"))
1681 {
1683 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1684 }
1685 if (ConfigIsExisting("mountables"))
1686 {
1688 ConfigGetTextArray("mountables", m_Mountables);
1689 }
1690
1691 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1692 }
1693
1694 override void EEDelete(EntityAI parent)
1695 {
1696 super.EEDelete(parent);
1697
1698 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1699 {
1700 areaDamage.Destroy();
1701 }
1702
1703 }
1704
1705 override string GetInvulnerabilityTypeString()
1706 {
1707 return "disableBaseDamage";
1708 }
1709
1710 override bool CanObstruct()
1711 {
1712 return true;
1713 }
1714
1715 override int GetHideIconMask()
1716 {
1717 return EInventoryIconVisibility.HIDE_VICINITY;
1718 }
1719
1720 override void InitItemSounds()
1721 {
1722 super.InitItemSounds();
1723
1725 SoundParameters params = new SoundParameters();
1726 params.m_Loop = true;
1727
1728 if (GetFoldSoundset() != string.Empty)
1729 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1730 if (GetLoopFoldSoundset() != string.Empty)
1731 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1732 }
1733
1734 override string GetFoldSoundset()
1735 {
1736 return "putDown_FenceKit_SoundSet";
1737 }
1738
1739 override string GetLoopFoldSoundset()
1740 {
1741 return "Shelter_Site_Build_Loop_SoundSet";
1742 }
1743
1744 // --- SYNCHRONIZATION
1746 {
1747 if ( GetGame().IsServer() )
1748 {
1749 SetSynchDirty();
1750 }
1751 }
1752
1753 override void OnVariablesSynchronized()
1754 {
1755 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1756 super.OnVariablesSynchronized();
1757
1759 }
1760
1761 protected void OnSynchronizedClient()
1762 {
1763 //update parts
1765
1766 //update action on part
1768
1769 //update visuals (client)
1770 UpdateVisuals();
1771 }
1772
1773 //parts synchronization
1774 void RegisterPartForSync( int part_id )
1775 {
1776 //part_id must starts from index = 1
1777 int offset;
1778 int mask;
1779
1780 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1781 {
1782 offset = part_id - 1;
1783 mask = 1 << offset;
1784
1785 m_SyncParts01 = m_SyncParts01 | mask;
1786 }
1787 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1788 {
1789 offset = ( part_id % 32 );
1790 mask = 1 << offset;
1791
1792 m_SyncParts02 = m_SyncParts02 | mask;
1793 }
1794 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1795 {
1796 offset = ( part_id % 63 );
1797 mask = 1 << offset;
1798
1799 m_SyncParts03 = m_SyncParts03 | mask;
1800 }
1801 }
1802
1803 void UnregisterPartForSync( int part_id )
1804 {
1805 //part_id must starts from index = 1
1806 int offset;
1807 int mask;
1808
1809 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1810 {
1811 offset = part_id - 1;
1812 mask = 1 << offset;
1813
1814 m_SyncParts01 = m_SyncParts01 & ~mask;
1815 }
1816 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1817 {
1818 offset = ( part_id % 32 );
1819 mask = 1 << offset;
1820
1821 m_SyncParts02 = m_SyncParts02 & ~mask;
1822 }
1823 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1824 {
1825 offset = ( part_id % 63 );
1826 mask = 1 << offset;
1827
1828 m_SyncParts03 = m_SyncParts03 & ~mask;
1829 }
1830 }
1831
1832 bool IsPartBuildInSyncData( int part_id )
1833 {
1834 //part_id must starts from index = 1
1835 int offset;
1836 int mask;
1837
1838 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1839 {
1840 offset = part_id - 1;
1841 mask = 1 << offset;
1842
1843 if ( ( m_SyncParts01 & mask ) > 0 )
1844 {
1845 return true;
1846 }
1847 }
1848 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1849 {
1850 offset = ( part_id % 32 );
1851 mask = 1 << offset;
1852
1853 if ( ( m_SyncParts02 & mask ) > 0 )
1854 {
1855 return true;
1856 }
1857 }
1858 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1859 {
1860 offset = ( part_id % 63 );
1861 mask = 1 << offset;
1862
1863 if ( ( m_SyncParts03 & mask ) > 0 )
1864 {
1865 return true;
1866 }
1867 }
1868
1869 return false;
1870 }
1871
1872 protected void RegisterActionForSync( int part_id, int action_id )
1873 {
1874 m_InteractedPartId = part_id;
1875 m_PerformedActionId = action_id;
1876 }
1877
1878 protected void ResetActionSyncData()
1879 {
1880 //reset data
1881 m_InteractedPartId = -1;
1883 }
1884
1885 protected void SetActionFromSyncData()
1886 {
1887 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1888 {
1890 int build_action_id = m_PerformedActionId;
1891
1892 switch( build_action_id )
1893 {
1894 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1895 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1896 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1897 }
1898 }
1899 }
1900 //------
1901
1903 {
1904 string key = part.m_PartName;
1905 bool is_base = part.IsBase();
1906 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1907 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1908 if ( is_part_built_sync )
1909 {
1910 if ( !part.IsBuilt() )
1911 {
1912 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1913 GetConstruction().AddToConstructedParts( key );
1914 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1915
1916 if (is_base)
1917 {
1919 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1920 }
1921 }
1922 }
1923 else
1924 {
1925 if ( part.IsBuilt() )
1926 {
1927 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1928 GetConstruction().RemoveFromConstructedParts( key );
1929 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1930
1931 if (is_base)
1932 {
1934 AddProxyPhysics( ANIMATION_DEPLOYED );
1935 }
1936 }
1937 }
1938
1939 //check slot lock for material attachments
1940 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1941 }
1942
1943 //set construction parts based on synchronized data
1945 {
1946 Construction construction = GetConstruction();
1947 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1948
1949 for ( int i = 0; i < construction_parts.Count(); ++i )
1950 {
1951 string key = construction_parts.GetKey( i );
1952 ConstructionPart value = construction_parts.Get( key );
1953 SetPartFromSyncData(value);
1954 }
1955
1956 //regenerate navmesh
1957 UpdateNavmesh();
1958 }
1959
1960 protected ConstructionPart GetConstructionPartById( int id )
1961 {
1962 Construction construction = GetConstruction();
1963 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1964
1965 for ( int i = 0; i < construction_parts.Count(); ++i )
1966 {
1967 string key = construction_parts.GetKey( i );
1968 ConstructionPart value = construction_parts.Get( key );
1969
1970 if ( value.GetId() == id )
1971 {
1972 return value;
1973 }
1974 }
1975
1976 return NULL;
1977 }
1978 //
1979
1980 //Base
1981 bool HasBase()
1982 {
1983 return m_HasBase;
1984 }
1985
1986 void SetBaseState( bool has_base )
1987 {
1988 m_HasBase = has_base;
1989 }
1990
1991 override bool IsDeployable()
1992 {
1993 return true;
1994 }
1995
1996 bool IsOpened()
1997 {
1998 return false;
1999 }
2000
2001 //--- CONSTRUCTION KIT
2003 {
2004 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2005 if ( m_ConstructionKitHealth > 0 )
2006 {
2007 construction_kit.SetHealth( m_ConstructionKitHealth );
2008 }
2009
2010 return construction_kit;
2011 }
2012
2013 void CreateConstructionKitInHands(notnull PlayerBase player)
2014 {
2015 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2016 if ( m_ConstructionKitHealth > 0 )
2017 {
2018 construction_kit.SetHealth( m_ConstructionKitHealth );
2019 }
2020 }
2021
2022 protected vector GetKitSpawnPosition()
2023 {
2024 return GetPosition();
2025 }
2026
2027 protected string GetConstructionKitType()
2028 {
2029 return "";
2030 }
2031
2032 void DestroyConstructionKit( ItemBase construction_kit )
2033 {
2034 m_ConstructionKitHealth = construction_kit.GetHealth();
2035 GetGame().ObjectDelete( construction_kit );
2036 }
2037
2038 //--- CONSTRUCTION
2039 void DestroyConstruction()
2040 {
2041 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2042 GetGame().ObjectDelete( this );
2043 }
2044
2045 // --- EVENTS
2046 override void OnStoreSave( ParamsWriteContext ctx )
2047 {
2048 super.OnStoreSave( ctx );
2049
2050 //sync parts 01
2051 ctx.Write( m_SyncParts01 );
2052 ctx.Write( m_SyncParts02 );
2053 ctx.Write( m_SyncParts03 );
2054
2055 ctx.Write( m_HasBase );
2056 }
2057
2058 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2059 {
2060 if ( !super.OnStoreLoad( ctx, version ) )
2061 return false;
2062
2063 //--- Base building data ---
2064 //Restore synced parts data
2065 if ( !ctx.Read( m_SyncParts01 ) )
2066 {
2067 m_SyncParts01 = 0; //set default
2068 return false;
2069 }
2070 if ( !ctx.Read( m_SyncParts02 ) )
2071 {
2072 m_SyncParts02 = 0; //set default
2073 return false;
2074 }
2075 if ( !ctx.Read( m_SyncParts03 ) )
2076 {
2077 m_SyncParts03 = 0; //set default
2078 return false;
2079 }
2080
2081 //has base
2082 if ( !ctx.Read( m_HasBase ) )
2083 {
2084 m_HasBase = false;
2085 return false;
2086 }
2087 //---
2088
2089 return true;
2090 }
2091
2092 override void AfterStoreLoad()
2093 {
2094 super.AfterStoreLoad();
2095
2097 {
2099 }
2100 }
2101
2103 {
2104 //update server data
2106
2107 //set base state
2108 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2109 SetBaseState( construction_part.IsBuilt() ) ;
2110
2111 //synchronize after load
2113 }
2114
2115 override void OnCreatePhysics()
2116 {
2117 super.OnCreatePhysics();
2120 }
2121
2122 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2123 {
2125 return;
2126
2127 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2128
2129 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2130 return;
2131
2132 Construction construction = GetConstruction();
2133 string part_name = zone;
2134 part_name.ToLower();
2135
2136 if ( newLevel == GameConstants.STATE_RUINED )
2137 {
2138 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2139
2140 if ( construction_part && construction.IsPartConstructed( part_name ) )
2141 {
2142 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2143 construction.DestroyConnectedParts(part_name);
2144 }
2145
2146 //barbed wire handling (hack-ish)
2147 if ( part_name.Contains("barbed") )
2148 {
2149 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2150 if (barbed_wire)
2151 barbed_wire.SetMountedState( false );
2152 }
2153 }
2154 }
2155
2156 override void EEOnAfterLoad()
2157 {
2159 {
2161 }
2162
2163 super.EEOnAfterLoad();
2164 }
2165
2166 override void EEInit()
2167 {
2168 super.EEInit();
2169
2170 // init visuals and physics
2171 InitBaseState();
2172
2173 //debug
2174 #ifdef DEVELOPER
2176 #endif
2177 }
2178
2179 override void EEItemAttached( EntityAI item, string slot_name )
2180 {
2181 super.EEItemAttached( item, slot_name );
2182
2183 CheckForHybridAttachments( item, slot_name );
2184 UpdateVisuals();
2185 UpdateAttachmentPhysics( slot_name, false );
2186 }
2187
2188 override void EEItemDetached( EntityAI item, string slot_name )
2189 {
2190 super.EEItemDetached( item, slot_name );
2191
2192 UpdateVisuals();
2193 UpdateAttachmentPhysics( slot_name, false );
2194 }
2195
2196 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2197 {
2198 string slot_name = InventorySlots.GetSlotName( slotId );
2199 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2200
2201 UpdateAttachmentVisuals( slot_name, locked );
2202 UpdateAttachmentPhysics( slot_name, locked );
2203 }
2204
2205 //ignore out of reach condition
2206 override bool IgnoreOutOfReachCondition()
2207 {
2208 return true;
2209 }
2210
2211 //CONSTRUCTION EVENTS
2212 //Build
2213 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2214 {
2215 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2216
2217 //check base state
2218 if (construtionPart.IsBase())
2219 {
2220 SetBaseState(true);
2221
2222 //spawn kit
2224 }
2225
2226 //register constructed parts for synchronization
2227 RegisterPartForSync(construtionPart.GetId());
2228
2229 //register action that was performed on part
2230 RegisterActionForSync(construtionPart.GetId(), action_id);
2231
2232 //synchronize
2234
2235 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2236
2237 UpdateNavmesh();
2238
2239 //update visuals
2240 UpdateVisuals();
2241
2242 //reset action sync data
2244 }
2245
2246 void OnPartBuiltClient(string part_name, int action_id)
2247 {
2248 //play sound
2249 SoundBuildStart( part_name );
2250 }
2251
2252 //Dismantle
2253 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2254 {
2255 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2256 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2257
2258 //register constructed parts for synchronization
2259 UnregisterPartForSync(construtionPart.GetId());
2260
2261 //register action that was performed on part
2262 RegisterActionForSync(construtionPart.GetId(), action_id);
2263
2264 //synchronize
2266
2267 // server part of sync, client will be synced from SetPartsFromSyncData
2268 SetPartFromSyncData(construtionPart);
2269
2270 UpdateNavmesh();
2271
2272 //update visuals
2273 UpdateVisuals();
2274
2275 //reset action sync data
2277
2278 //check base state
2279 if (construtionPart.IsBase())
2280 {
2281 //Destroy construction
2283 }
2284 }
2285
2286 void OnPartDismantledClient( string part_name, int action_id )
2287 {
2288 //play sound
2289 SoundDismantleStart( part_name );
2290 }
2291
2292 //Destroy
2293 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2294 {
2295 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2296 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2297
2298 //register constructed parts for synchronization
2299 UnregisterPartForSync(construtionPart.GetId());
2300
2301 //register action that was performed on part
2302 RegisterActionForSync(construtionPart.GetId(), action_id);
2303
2304 //synchronize
2306
2307 // server part of sync, client will be synced from SetPartsFromSyncData
2308 SetPartFromSyncData(construtionPart);
2309
2310 UpdateNavmesh();
2311
2312 //update visuals
2313 UpdateVisuals();
2314
2315 //reset action sync data
2317
2318 //check base state
2319 if (construtionPart.IsBase())
2320 {
2321 //Destroy construction
2323 }
2324 }
2325
2326 void OnPartDestroyedClient( string part_name, int action_id )
2327 {
2328 //play sound
2329 SoundDestroyStart( part_name );
2330 }
2331
2333 protected void HandleItemFalling(ConstructionPart part)
2334 {
2335 bool process = false;
2336
2337 //TODO: add a parameter to parts' config classes?
2338 process |= part.m_PartName.Contains("_roof");
2339 process |= part.m_PartName.Contains("_platform");
2340 process |= part.m_PartName.Contains("_stair");
2341
2342 if (process)
2343 {
2344 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2345 {
2346 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2347 return;
2348 }
2349
2350 vector mins, maxs;
2351 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2352 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2353
2354 //sanitize minmaxs
2355 vector minTmp, maxTmp;
2356 minTmp[0] = Math.Min(mins[0],maxs[0]);
2357 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2358 minTmp[1] = Math.Min(mins[1],maxs[1]);
2359 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2360 minTmp[2] = Math.Min(mins[2],maxs[2]);
2361 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2362 mins = minTmp;
2363 maxs = maxTmp;
2364
2365 maxs[1] = maxs[1] + 0.35; //reach a little above..
2366
2367 ItemFall(mins,maxs);
2368 }
2369 }
2370
2372 protected void ItemFall(vector min, vector max)
2373 {
2374 array<EntityAI> foundEntities = new array<EntityAI>();
2375 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2376
2377 //filtering
2378 ItemBase item;
2379 foreach (EntityAI entity : foundEntities)
2380 {
2381 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2382 item.ThrowPhysically(null,vector.Zero);
2383 }
2384 }
2385
2386 // --- UPDATE
2387 void InitBaseState()
2388 {
2389 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2390
2391 InitVisuals();
2392 UpdateNavmesh(); //regenerate navmesh
2393 GetConstruction().InitBaseState();
2394 }
2395
2396 void InitVisuals()
2397 {
2398 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2399 //check base
2400 if ( !HasBase() )
2401 {
2402 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2403 }
2404 else
2405 {
2406 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2407 }
2408
2409 GetConstruction().UpdateVisuals();
2410 }
2411
2412 void UpdateVisuals()
2413 {
2414 array<string> attachmentSlots = new array<string>;
2415
2416 GetAttachmentSlots(this, attachmentSlots);
2417 foreach (string slotName : attachmentSlots)
2418 {
2420 }
2421
2422 //check base
2423 if (!HasBase())
2424 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2425 else
2426 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2427
2428 GetConstruction().UpdateVisuals();
2429 }
2430
2431 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2432 {
2433 string slotNameMounted = slot_name + "_Mounted";
2434 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2435
2436 if (attachment)
2437 {
2438 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2439 if (barbedWire && barbedWire.IsMounted())
2440 CreateAreaDamage(slotNameMounted);
2441 else
2442 DestroyAreaDamage(slotNameMounted);
2443
2444 if (is_locked)
2445 {
2446 SetAnimationPhase(slotNameMounted, 0);
2447 SetAnimationPhase(slot_name, 1);
2448 }
2449 else
2450 {
2451 SetAnimationPhase(slotNameMounted, 1);
2452 SetAnimationPhase(slot_name, 0);
2453 }
2454 }
2455 else
2456 {
2457 SetAnimationPhase(slotNameMounted, 1);
2458 SetAnimationPhase(slot_name, 1);
2459
2460 DestroyAreaDamage(slotNameMounted);
2461 }
2462 }
2463
2464 // avoid calling this function on frequent occasions, it's a massive performance hit
2465 void UpdatePhysics()
2466 {
2468 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2469
2470 array<string> attachmentSlots = new array<string>;
2471 GetAttachmentSlots(this, attachmentSlots);
2472
2474 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2475
2476 foreach (string slotName : attachmentSlots)
2477 {
2479 }
2480
2481 //check base
2482 if (!HasBase())
2483 {
2485 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2486
2487 AddProxyPhysics(ANIMATION_DEPLOYED);
2488 }
2489 else
2490 {
2492 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2493
2494 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2495 }
2496
2497 GetConstruction().UpdatePhysics();
2498 UpdateNavmesh();
2499 }
2500
2501 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2502 {
2503 //checks for invalid appends; hotfix
2504 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2505 return;
2506 //----------------------------------
2507 string slot_name_mounted = slot_name + "_Mounted";
2508 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2509
2510 //remove proxy physics
2511 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2512 RemoveProxyPhysics( slot_name_mounted );
2513 RemoveProxyPhysics( slot_name );
2514
2515 if ( attachment )
2516 {
2517 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2518 if ( is_locked )
2519 {
2520 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2521 AddProxyPhysics( slot_name_mounted );
2522 }
2523 else
2524 {
2525 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2526 AddProxyPhysics( slot_name );
2527 }
2528 }
2529 }
2530
2531 protected void UpdateNavmesh()
2532 {
2533 SetAffectPathgraph( true, false );
2534 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2535 }
2536
2537 override bool CanUseConstruction()
2538 {
2539 return true;
2540 }
2541
2542 override bool CanUseConstructionBuild()
2543 {
2544 return true;
2545 }
2546
2547 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2548 {
2549 if ( attachment )
2550 {
2551 InventoryLocation inventory_location = new InventoryLocation;
2552 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2553
2554 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2555 }
2556
2557 return false;
2558 }
2559
2560 protected bool IsAttachmentSlotLocked( string slot_name )
2561 {
2562 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2563 }
2564
2565 //--- ATTACHMENT SLOTS
2566 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2567 {
2568 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2569 if ( GetGame().ConfigIsExisting( config_path ) )
2570 {
2571 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2572 }
2573 }
2574
2575 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2576 {
2577 return true;
2578 }
2579
2580 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2581 {
2582 return true;
2583 }
2584
2585 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2586 {
2587 return true;
2588 }
2589
2590 // --- INIT
2591 void ConstructionInit()
2592 {
2593 if ( !m_Construction )
2594 {
2595 m_Construction = new Construction( this );
2596 }
2597
2598 GetConstruction().Init();
2599 }
2600
2602 {
2603 return m_Construction;
2604 }
2605
2606 //--- INVENTORY/ATTACHMENTS CONDITIONS
2607 //attachments
2608 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2609 {
2610 return super.CanReceiveAttachment(attachment, slotId);
2611 }
2612
2614 {
2615 int attachment_count = GetInventory().AttachmentCount();
2616 if ( attachment_count > 0 )
2617 {
2618 if ( HasBase() && attachment_count == 1 )
2619 {
2620 return false;
2621 }
2622
2623 return true;
2624 }
2625
2626 return false;
2627 }
2628
2629 override bool ShowZonesHealth()
2630 {
2631 return true;
2632 }
2633
2634 override bool IsTakeable()
2635 {
2636 return false;
2637 }
2638
2639 //this into/outo parent.Cargo
2640 override bool CanPutInCargo( EntityAI parent )
2641 {
2642 return false;
2643 }
2644
2645 override bool CanRemoveFromCargo( EntityAI parent )
2646 {
2647 return false;
2648 }
2649
2650 //hands
2651 override bool CanPutIntoHands( EntityAI parent )
2652 {
2653 return false;
2654 }
2655
2656 //--- ACTION CONDITIONS
2657 //direction
2658 override bool IsFacingPlayer( PlayerBase player, string selection )
2659 {
2660 return true;
2661 }
2662
2663 override bool IsPlayerInside( PlayerBase player, string selection )
2664 {
2665 return true;
2666 }
2667
2670 {
2671 return false;
2672 }
2673
2674 //camera direction check
2675 bool IsFacingCamera( string selection )
2676 {
2677 return true;
2678 }
2679
2680 //roof check
2681 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2682 {
2683 return false;
2684 }
2685
2686 //selection->player distance check
2687 bool HasProperDistance( string selection, PlayerBase player )
2688 {
2689 return true;
2690 }
2691
2692 //folding
2694 {
2695 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2696 {
2697 return false;
2698 }
2699
2700 return true;
2701 }
2702
2704 {
2707
2708 return item;
2709 }
2710
2711 //Damage triggers (barbed wire)
2712 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2713 {
2714 if ( GetGame() && GetGame().IsServer() )
2715 {
2716 //destroy area damage if some already exists
2717 DestroyAreaDamage( slot_name );
2718
2719 //create new area damage
2721 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2722
2723 vector min_max[2];
2724 if ( MemoryPointExists( slot_name + "_min" ) )
2725 {
2726 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2727 }
2728 if ( MemoryPointExists( slot_name + "_max" ) )
2729 {
2730 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2731 }
2732
2733 //get proper trigger extents (min<max)
2734 vector extents[2];
2735 GetConstruction().GetTriggerExtents( min_max, extents );
2736
2737 //get box center
2738 vector center;
2739 center = GetConstruction().GetBoxCenter( min_max );
2740 center = ModelToWorld( center );
2741
2742 //rotate center if needed
2743 vector orientation = GetOrientation();;
2744 CalcDamageAreaRotation( rotation_angle, center, orientation );
2745
2746 areaDamage.SetExtents( extents[0], extents[1] );
2747 areaDamage.SetAreaPosition( center );
2748 areaDamage.SetAreaOrientation( orientation );
2749 areaDamage.SetLoopInterval( 1.0 );
2750 areaDamage.SetDeferDuration( 0.2 );
2751 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2752 areaDamage.SetAmmoName( "BarbedWireHit" );
2753 areaDamage.Spawn();
2754
2755 m_DamageTriggers.Insert( slot_name, areaDamage );
2756 }
2757 }
2758
2759 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2760 {
2761 if ( angle_deg != 0 )
2762 {
2763 //orientation
2764 orientation[0] = orientation[0] - angle_deg;
2765
2766 //center
2767 vector rotate_axis;
2768 if ( MemoryPointExists( "rotate_axis" ) )
2769 {
2770 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2771 }
2772 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];
2773 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];
2774 center[0] = r_center_x;
2775 center[2] = r_center_z;
2776 }
2777 }
2778
2779 void DestroyAreaDamage( string slot_name )
2780 {
2781 if (GetGame() && GetGame().IsServer())
2782 {
2784 if (m_DamageTriggers.Find(slot_name, areaDamage))
2785 {
2786 if (areaDamage)
2787 {
2788 areaDamage.Destroy();
2789 }
2790
2791 m_DamageTriggers.Remove( slot_name );
2792 }
2793 }
2794 }
2795
2796 override bool IsIgnoredByConstruction()
2797 {
2798 return true;
2799 }
2800
2801 //================================================================
2802 // SOUNDS
2803 //================================================================
2804 protected void SoundBuildStart( string part_name )
2805 {
2806 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2807 }
2808
2809 protected void SoundDismantleStart( string part_name )
2810 {
2811 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2812 }
2813
2814 protected void SoundDestroyStart( string part_name )
2815 {
2816 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2817 }
2818
2819 protected string GetBuildSoundByMaterial( string part_name )
2820 {
2821 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2822
2823 switch ( material_type )
2824 {
2825 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2826 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2827 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2828 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2829 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2830 }
2831
2832 return "";
2833 }
2834
2835 protected string GetDismantleSoundByMaterial( string part_name )
2836 {
2837 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2838
2839 switch ( material_type )
2840 {
2841 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2842 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2843 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2844 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2845 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2846 }
2847
2848 return "";
2849 }
2850
2851 //misc
2852 void CheckForHybridAttachments( EntityAI item, string slot_name )
2853 {
2854 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2855 {
2856 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2857 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2858 {
2859 SetHealth(slot_name,"Health",item.GetHealth());
2860 }
2861 }
2862 }
2863
2864 override int GetDamageSystemVersionChange()
2865 {
2866 return 111;
2867 }
2868
2869 override void SetActions()
2870 {
2871 super.SetActions();
2872
2876 }
2877
2878 //================================================================
2879 // DEBUG
2880 //================================================================
2881 protected void DebugCustomState()
2882 {
2883 }
2884
2887 {
2888 return null;
2889 }
2890
2891 override void OnDebugSpawn()
2892 {
2893 FullyBuild();
2894 }
2895
2896 void FullyBuild()
2897 {
2899 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2900
2901 Man p;
2902
2903 #ifdef SERVER
2904 array<Man> players = new array<Man>;
2905 GetGame().GetWorld().GetPlayerList(players);
2906 if (players.Count())
2907 p = players[0];
2908 #else
2909 p = GetGame().GetPlayer();
2910 #endif
2911
2912 foreach (ConstructionPart part : parts)
2913 {
2914 bool excluded = false;
2915 string partName = part.GetPartName();
2916 if (excludes)
2917 {
2918 foreach (string exclude : excludes)
2919 {
2920 if (partName.Contains(exclude))
2921 {
2922 excluded = true;
2923 break;
2924 }
2925 }
2926 }
2927
2928 if (!excluded)
2929 {
2930 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2931 }
2932 }
2933
2934 GetConstruction().UpdateVisuals();
2935 }
2936}
2937
2938void bsbDebugPrint (string s)
2939{
2940#ifdef BSB_DEBUG
2941 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2942#else
2943 //Print("" + s); // comment/uncomment to hide/see debug logs
2944#endif
2945}
2946void bsbDebugSpam (string s)
2947{
2948#ifdef BSB_DEBUG_SPAM
2949 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2950#else
2951 //Print("" + s); // comment/uncomment to hide/see debug logs
2952#endif
2953}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1969
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1313
override int GetHideIconMask()
Определения BaseBuildingBase.c:1398
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1729
void FullyBuild()
Определения BaseBuildingBase.c:2579
void UpdateVisuals()
Определения BaseBuildingBase.c:2095
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1568
int m_SyncParts01
Определения BaseBuildingBase.c:1321
void UpdateNavmesh()
Определения BaseBuildingBase.c:2214
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2263
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2574
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2569
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2497
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1329
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2487
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2114
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2442
override bool CanObstruct()
Определения BaseBuildingBase.c:1393
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2296
override void InitItemSounds()
Определения BaseBuildingBase.c:1403
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1457
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1338
void InitBaseState()
Определения BaseBuildingBase.c:2070
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2291
void BaseBuildingBase()
Определения BaseBuildingBase.c:1348
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1785
void DestroyConstruction()
Определения BaseBuildingBase.c:1722
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1344
int m_InteractedPartId
Определения BaseBuildingBase.c:1324
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
bool m_HasBase
Определения BaseBuildingBase.c:1319
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2518
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2230
void UpdatePhysics()
Определения BaseBuildingBase.c:2148
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2341
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1929
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2370
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1798
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1896
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1555
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1330
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1627
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1345
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1333
int m_SyncParts03
Определения BaseBuildingBase.c:1323
void ResetActionSyncData()
Определения BaseBuildingBase.c:1561
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1388
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1936
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2535
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1839
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1871
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1705
ref Construction m_Construction
Определения BaseBuildingBase.c:1317
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2358
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2258
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2249
override bool IsDeployable()
Определения BaseBuildingBase.c:1674
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:2009
override void EEInit()
Определения BaseBuildingBase.c:1849
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1486
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1320
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1436
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2364
Construction GetConstruction()
Определения BaseBuildingBase.c:2284
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2492
void DebugCustomState()
Определения BaseBuildingBase.c:2564
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1643
string GetConstructionKitType()
Определения BaseBuildingBase.c:1710
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2268
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1976
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2376
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2547
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1336
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1862
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1335
void InitVisuals()
Определения BaseBuildingBase.c:2079
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1312
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1331
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2386
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2323
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2220
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1775
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1585
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1805
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1889
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1741
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2312
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2184
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2346
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2502
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1685
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1339
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2352
override bool IsTakeable()
Определения BaseBuildingBase.c:2317
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1315
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1377
override void SetActions()
Определения BaseBuildingBase.c:2552
void HandleItemFalling(ConstructionPart part)
Disconnected temporarily.
Определения BaseBuildingBase.c:2016
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1715
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1696
bool IsOpened()
Определения BaseBuildingBase.c:1679
void ItemFall(vector min, vector max)
Disconnected temporarily.
Определения BaseBuildingBase.c:2055
int m_PerformedActionId
Определения BaseBuildingBase.c:1325
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2225
bool HasBase()
Определения BaseBuildingBase.c:1664
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1444
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1428
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2479
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1343
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1669
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1332
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1879
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2334
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1515
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2328
void ConstructionInit()
Определения BaseBuildingBase.c:2274
int m_SyncParts02
Определения BaseBuildingBase.c:1322
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1337
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2345
void CreateAreaDamage()
Определения FireplaceBase.c:2329
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:9229
bool m_FixDamageSystemInit
Определения ItemBase.c:4907
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения 3_Game/tools/Debug.c:122
Определения 3_Game/tools/Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:911
static bool IsBaseBuildingLogEnable()
Определения 3_Game/tools/Debug.c:698
Определения 3_Game/tools/Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения 3_Game/constants.c:848
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/tools/tools.c:8

Используется в ItemBase::OnSynchronizedClient() и ItemBase::SetPartsAfterStoreLoad().