DayZ 1.27
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◆ IsDeployable()

override bool bsbDebugPrint::IsDeployable ( )
protected

См. определение в файле BaseBuildingBase.c строка 1630

1632{
1633 const string ANIMATION_DEPLOYED = "Deployed";
1634
1635 float m_ConstructionKitHealth; //stored health value for used construction kit
1636
1638
1639 bool m_HasBase;
1640 //variables for synchronization of base building parts (2x31 is the current limit)
1641 int m_SyncParts01; //synchronization for already built parts (31 parts)
1642 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1643 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1644 int m_InteractedPartId; //construction part id that an action was performed on
1645 int m_PerformedActionId; //action id that was performed on a construction part
1646
1647 //Sounds
1648 //build
1649 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1650 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1651 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1652 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1653 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1654 //dismantle
1655 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1656 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1657 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1658 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1659 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1660
1661 protected EffectSound m_Sound;
1662
1666
1667 // Constructor
1668 void BaseBuildingBase()
1669 {
1671
1672 //synchronized variables
1673 RegisterNetSyncVariableInt( "m_SyncParts01" );
1674 RegisterNetSyncVariableInt( "m_SyncParts02" );
1675 RegisterNetSyncVariableInt( "m_SyncParts03" );
1676 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1677 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1678 RegisterNetSyncVariableBool( "m_HasBase" );
1679
1680 //Construction init
1682
1683 if (ConfigIsExisting("hybridAttachments"))
1684 {
1686 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1687 }
1688 if (ConfigIsExisting("mountables"))
1689 {
1691 ConfigGetTextArray("mountables", m_Mountables);
1692 }
1693
1694 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1695 }
1696
1697 override void EEDelete(EntityAI parent)
1698 {
1699 super.EEDelete(parent);
1700
1701 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1702 {
1703 areaDamage.Destroy();
1704 }
1705
1706 }
1707
1708 override string GetInvulnerabilityTypeString()
1709 {
1710 return "disableBaseDamage";
1711 }
1712
1713 override bool CanObstruct()
1714 {
1715 return true;
1716 }
1717
1718 override int GetHideIconMask()
1719 {
1720 return EInventoryIconVisibility.HIDE_VICINITY;
1721 }
1722
1723 // --- SYNCHRONIZATION
1725 {
1726 if ( GetGame().IsServer() )
1727 {
1728 SetSynchDirty();
1729 }
1730 }
1731
1732 override void OnVariablesSynchronized()
1733 {
1734 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1735 super.OnVariablesSynchronized();
1736
1738 }
1739
1740 protected void OnSynchronizedClient()
1741 {
1742 //update parts
1744
1745 //update action on part
1747
1748 //update visuals (client)
1749 UpdateVisuals();
1750 }
1751
1752 //parts synchronization
1753 void RegisterPartForSync( int part_id )
1754 {
1755 //part_id must starts from index = 1
1756 int offset;
1757 int mask;
1758
1759 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1760 {
1761 offset = part_id - 1;
1762 mask = 1 << offset;
1763
1764 m_SyncParts01 = m_SyncParts01 | mask;
1765 }
1766 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1767 {
1768 offset = ( part_id % 32 );
1769 mask = 1 << offset;
1770
1771 m_SyncParts02 = m_SyncParts02 | mask;
1772 }
1773 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1774 {
1775 offset = ( part_id % 63 );
1776 mask = 1 << offset;
1777
1778 m_SyncParts03 = m_SyncParts03 | mask;
1779 }
1780 }
1781
1782 void UnregisterPartForSync( int part_id )
1783 {
1784 //part_id must starts from index = 1
1785 int offset;
1786 int mask;
1787
1788 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1789 {
1790 offset = part_id - 1;
1791 mask = 1 << offset;
1792
1793 m_SyncParts01 = m_SyncParts01 & ~mask;
1794 }
1795 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1796 {
1797 offset = ( part_id % 32 );
1798 mask = 1 << offset;
1799
1800 m_SyncParts02 = m_SyncParts02 & ~mask;
1801 }
1802 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1803 {
1804 offset = ( part_id % 63 );
1805 mask = 1 << offset;
1806
1807 m_SyncParts03 = m_SyncParts03 & ~mask;
1808 }
1809 }
1810
1811 bool IsPartBuildInSyncData( int part_id )
1812 {
1813 //part_id must starts from index = 1
1814 int offset;
1815 int mask;
1816
1817 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1818 {
1819 offset = part_id - 1;
1820 mask = 1 << offset;
1821
1822 if ( ( m_SyncParts01 & mask ) > 0 )
1823 {
1824 return true;
1825 }
1826 }
1827 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1828 {
1829 offset = ( part_id % 32 );
1830 mask = 1 << offset;
1831
1832 if ( ( m_SyncParts02 & mask ) > 0 )
1833 {
1834 return true;
1835 }
1836 }
1837 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1838 {
1839 offset = ( part_id % 63 );
1840 mask = 1 << offset;
1841
1842 if ( ( m_SyncParts03 & mask ) > 0 )
1843 {
1844 return true;
1845 }
1846 }
1847
1848 return false;
1849 }
1850
1851 protected void RegisterActionForSync( int part_id, int action_id )
1852 {
1853 m_InteractedPartId = part_id;
1854 m_PerformedActionId = action_id;
1855 }
1856
1857 protected void ResetActionSyncData()
1858 {
1859 //reset data
1860 m_InteractedPartId = -1;
1862 }
1863
1864 protected void SetActionFromSyncData()
1865 {
1866 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1867 {
1869 int build_action_id = m_PerformedActionId;
1870
1871 switch( build_action_id )
1872 {
1873 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1874 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1875 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1876 }
1877 }
1878 }
1879 //------
1880
1882 {
1883 string key = part.m_PartName;
1884 bool is_base = part.IsBase();
1885 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1886 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1887 if ( is_part_built_sync )
1888 {
1889 if ( !part.IsBuilt() )
1890 {
1891 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1892 GetConstruction().AddToConstructedParts( key );
1893 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1894
1895 if (is_base)
1896 {
1898 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1899 }
1900 }
1901 }
1902 else
1903 {
1904 if ( part.IsBuilt() )
1905 {
1906 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1907 GetConstruction().RemoveFromConstructedParts( key );
1908 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1909
1910 if (is_base)
1911 {
1913 AddProxyPhysics( ANIMATION_DEPLOYED );
1914 }
1915 }
1916 }
1917
1918 //check slot lock for material attachments
1919 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1920 }
1921
1922 //set construction parts based on synchronized data
1924 {
1925 Construction construction = GetConstruction();
1926 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1927
1928 for ( int i = 0; i < construction_parts.Count(); ++i )
1929 {
1930 string key = construction_parts.GetKey( i );
1931 ConstructionPart value = construction_parts.Get( key );
1932 SetPartFromSyncData(value);
1933 }
1934
1935 //regenerate navmesh
1936 UpdateNavmesh();
1937 }
1938
1939 protected ConstructionPart GetConstructionPartById( int id )
1940 {
1941 Construction construction = GetConstruction();
1942 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1943
1944 for ( int i = 0; i < construction_parts.Count(); ++i )
1945 {
1946 string key = construction_parts.GetKey( i );
1947 ConstructionPart value = construction_parts.Get( key );
1948
1949 if ( value.GetId() == id )
1950 {
1951 return value;
1952 }
1953 }
1954
1955 return NULL;
1956 }
1957 //
1958
1959 //Base
1960 bool HasBase()
1961 {
1962 return m_HasBase;
1963 }
1964
1965 void SetBaseState( bool has_base )
1966 {
1967 m_HasBase = has_base;
1968 }
1969
1970 override bool IsDeployable()
1971 {
1972 return true;
1973 }
1974
1975 bool IsOpened()
1976 {
1977 return false;
1978 }
1979
1980 //--- CONSTRUCTION KIT
1982 {
1983 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1984 if ( m_ConstructionKitHealth > 0 )
1985 {
1986 construction_kit.SetHealth( m_ConstructionKitHealth );
1987 }
1988
1989 return construction_kit;
1990 }
1991
1992 void CreateConstructionKitInHands(notnull PlayerBase player)
1993 {
1994 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1995 if ( m_ConstructionKitHealth > 0 )
1996 {
1997 construction_kit.SetHealth( m_ConstructionKitHealth );
1998 }
1999 }
2000
2001 protected vector GetKitSpawnPosition()
2002 {
2003 return GetPosition();
2004 }
2005
2006 protected string GetConstructionKitType()
2007 {
2008 return "";
2009 }
2010
2011 void DestroyConstructionKit( ItemBase construction_kit )
2012 {
2013 m_ConstructionKitHealth = construction_kit.GetHealth();
2014 GetGame().ObjectDelete( construction_kit );
2015 }
2016
2017 //--- CONSTRUCTION
2018 void DestroyConstruction()
2019 {
2020 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2021 GetGame().ObjectDelete( this );
2022 }
2023
2024 // --- EVENTS
2025 override void OnStoreSave( ParamsWriteContext ctx )
2026 {
2027 super.OnStoreSave( ctx );
2028
2029 //sync parts 01
2030 ctx.Write( m_SyncParts01 );
2031 ctx.Write( m_SyncParts02 );
2032 ctx.Write( m_SyncParts03 );
2033
2034 ctx.Write( m_HasBase );
2035 }
2036
2037 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2038 {
2039 if ( !super.OnStoreLoad( ctx, version ) )
2040 return false;
2041
2042 //--- Base building data ---
2043 //Restore synced parts data
2044 if ( !ctx.Read( m_SyncParts01 ) )
2045 {
2046 m_SyncParts01 = 0; //set default
2047 return false;
2048 }
2049 if ( !ctx.Read( m_SyncParts02 ) )
2050 {
2051 m_SyncParts02 = 0; //set default
2052 return false;
2053 }
2054 if ( !ctx.Read( m_SyncParts03 ) )
2055 {
2056 m_SyncParts03 = 0; //set default
2057 return false;
2058 }
2059
2060 //has base
2061 if ( !ctx.Read( m_HasBase ) )
2062 {
2063 m_HasBase = false;
2064 return false;
2065 }
2066 //---
2067
2068 return true;
2069 }
2070
2071 override void AfterStoreLoad()
2072 {
2073 super.AfterStoreLoad();
2074
2076 {
2078 }
2079 }
2080
2082 {
2083 //update server data
2085
2086 //set base state
2087 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2088 SetBaseState( construction_part.IsBuilt() ) ;
2089
2090 //synchronize after load
2092 }
2093
2094 override void OnCreatePhysics()
2095 {
2096 super.OnCreatePhysics();
2099 }
2100
2101 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2102 {
2104 return;
2105
2106 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2107
2108 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2109 return;
2110
2111 Construction construction = GetConstruction();
2112 string part_name = zone;
2113 part_name.ToLower();
2114
2115 if ( newLevel == GameConstants.STATE_RUINED )
2116 {
2117 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2118
2119 if ( construction_part && construction.IsPartConstructed( part_name ) )
2120 {
2121 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2122 construction.DestroyConnectedParts(part_name);
2123 }
2124
2125 //barbed wire handling (hack-ish)
2126 if ( part_name.Contains("barbed") )
2127 {
2128 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2129 if (barbed_wire)
2130 barbed_wire.SetMountedState( false );
2131 }
2132 }
2133 }
2134
2135 override void EEOnAfterLoad()
2136 {
2138 {
2140 }
2141
2142 super.EEOnAfterLoad();
2143 }
2144
2145 override void EEInit()
2146 {
2147 super.EEInit();
2148
2149 // init visuals and physics
2150 InitBaseState();
2151
2152 //debug
2153 #ifdef DEVELOPER
2155 #endif
2156 }
2157
2158 override void EEItemAttached( EntityAI item, string slot_name )
2159 {
2160 super.EEItemAttached( item, slot_name );
2161
2162 CheckForHybridAttachments( item, slot_name );
2163 UpdateVisuals();
2164 UpdateAttachmentPhysics( slot_name, false );
2165 }
2166
2167 override void EEItemDetached( EntityAI item, string slot_name )
2168 {
2169 super.EEItemDetached( item, slot_name );
2170
2171 UpdateVisuals();
2172 UpdateAttachmentPhysics( slot_name, false );
2173 }
2174
2175 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2176 {
2177 string slot_name = InventorySlots.GetSlotName( slotId );
2178 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2179
2180 UpdateAttachmentVisuals( slot_name, locked );
2181 UpdateAttachmentPhysics( slot_name, locked );
2182 }
2183
2184 //ignore out of reach condition
2185 override bool IgnoreOutOfReachCondition()
2186 {
2187 return true;
2188 }
2189
2190 //CONSTRUCTION EVENTS
2191 //Build
2192 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2193 {
2194 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2195
2196 //check base state
2197 if (construtionPart.IsBase())
2198 {
2199 SetBaseState(true);
2200
2201 //spawn kit
2203 }
2204
2205 //register constructed parts for synchronization
2206 RegisterPartForSync(construtionPart.GetId());
2207
2208 //register action that was performed on part
2209 RegisterActionForSync(construtionPart.GetId(), action_id);
2210
2211 //synchronize
2213
2214 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2215
2216 UpdateNavmesh();
2217
2218 //update visuals
2219 UpdateVisuals();
2220
2221 //reset action sync data
2223 }
2224
2225 void OnPartBuiltClient(string part_name, int action_id)
2226 {
2227 //play sound
2228 SoundBuildStart( part_name );
2229 }
2230
2231 //Dismantle
2232 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2233 {
2234 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2235 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2236
2237 //register constructed parts for synchronization
2238 UnregisterPartForSync(construtionPart.GetId());
2239
2240 //register action that was performed on part
2241 RegisterActionForSync(construtionPart.GetId(), action_id);
2242
2243 //synchronize
2245
2246 // server part of sync, client will be synced from SetPartsFromSyncData
2247 SetPartFromSyncData(construtionPart);
2248
2249 UpdateNavmesh();
2250
2251 //update visuals
2252 UpdateVisuals();
2253
2254 //reset action sync data
2256
2257 //check base state
2258 if (construtionPart.IsBase())
2259 {
2260 //Destroy construction
2262 }
2263
2264 if (GetGame().IsServer())
2265 HandleItemFalling(construtionPart);
2266 }
2267
2268 void OnPartDismantledClient( string part_name, int action_id )
2269 {
2270 //play sound
2271 SoundDismantleStart( part_name );
2272 }
2273
2274 //Destroy
2275 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2276 {
2277 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2278 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2279
2280 //register constructed parts for synchronization
2281 UnregisterPartForSync(construtionPart.GetId());
2282
2283 //register action that was performed on part
2284 RegisterActionForSync(construtionPart.GetId(), action_id);
2285
2286 //synchronize
2288
2289 // server part of sync, client will be synced from SetPartsFromSyncData
2290 SetPartFromSyncData(construtionPart);
2291
2292 UpdateNavmesh();
2293
2294 //update visuals
2295 UpdateVisuals();
2296
2297 //reset action sync data
2299
2300 //check base state
2301 if (construtionPart.IsBase())
2302 {
2303 //Destroy construction
2305 }
2306
2307 if (GetGame().IsServer())
2308 HandleItemFalling(construtionPart);
2309 }
2310
2311 void OnPartDestroyedClient( string part_name, int action_id )
2312 {
2313 //play sound
2314 SoundDestroyStart( part_name );
2315 }
2316
2317 protected void HandleItemFalling(ConstructionPart part)
2318 {
2319 bool process = false;
2320
2321 //TODO: add a parameter to parts' config classes?
2322 process |= part.m_PartName.Contains("_roof");
2323 process |= part.m_PartName.Contains("_platform");
2324 process |= part.m_PartName.Contains("_stair");
2325
2326 if (process)
2327 {
2328 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2329 {
2330 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2331 return;
2332 }
2333
2334 vector mins, maxs;
2335 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2336 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2337
2338 //sanitize minmaxs
2339 vector minTmp, maxTmp;
2340 minTmp[0] = Math.Min(mins[0],maxs[0]);
2341 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2342 minTmp[1] = Math.Min(mins[1],maxs[1]);
2343 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2344 minTmp[2] = Math.Min(mins[2],maxs[2]);
2345 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2346 mins = minTmp;
2347 maxs = maxTmp;
2348
2349 maxs[1] = maxs[1] + 0.35; //reach a little above..
2350
2351 ItemFall(mins,maxs);
2352 }
2353 }
2354
2355 protected void ItemFall(vector min, vector max)
2356 {
2357 array<EntityAI> foundEntities = new array<EntityAI>();
2358 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2359
2360 //filtering
2361 ItemBase item;
2362 foreach (EntityAI entity : foundEntities)
2363 {
2364 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2365 item.ThrowPhysically(null,vector.Zero);
2366 }
2367 }
2368
2369 // --- UPDATE
2370 void InitBaseState()
2371 {
2372 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2373
2374 InitVisuals();
2375 UpdateNavmesh(); //regenerate navmesh
2376 GetConstruction().InitBaseState();
2377 }
2378
2379 void InitVisuals()
2380 {
2381 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2382 //check base
2383 if ( !HasBase() )
2384 {
2385 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2386 }
2387 else
2388 {
2389 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2390 }
2391
2392 GetConstruction().UpdateVisuals();
2393 }
2394
2395 void UpdateVisuals()
2396 {
2397 array<string> attachmentSlots = new array<string>;
2398
2399 GetAttachmentSlots(this, attachmentSlots);
2400 foreach (string slotName : attachmentSlots)
2401 {
2403 }
2404
2405 //check base
2406 if (!HasBase())
2407 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2408 else
2409 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2410
2411 GetConstruction().UpdateVisuals();
2412 }
2413
2414 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2415 {
2416 string slotNameMounted = slot_name + "_Mounted";
2417 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2418
2419 if (attachment)
2420 {
2421 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2422 if (barbedWire && barbedWire.IsMounted())
2423 CreateAreaDamage(slotNameMounted);
2424 else
2425 DestroyAreaDamage(slotNameMounted);
2426
2427 if (is_locked)
2428 {
2429 SetAnimationPhase(slotNameMounted, 0);
2430 SetAnimationPhase(slot_name, 1);
2431 }
2432 else
2433 {
2434 SetAnimationPhase(slotNameMounted, 1);
2435 SetAnimationPhase(slot_name, 0);
2436 }
2437 }
2438 else
2439 {
2440 SetAnimationPhase(slotNameMounted, 1);
2441 SetAnimationPhase(slot_name, 1);
2442
2443 DestroyAreaDamage(slotNameMounted);
2444 }
2445 }
2446
2447 // avoid calling this function on frequent occasions, it's a massive performance hit
2448 void UpdatePhysics()
2449 {
2451 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2452
2453 array<string> attachmentSlots = new array<string>;
2454 GetAttachmentSlots(this, attachmentSlots);
2455
2457 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2458
2459 foreach (string slotName : attachmentSlots)
2460 {
2462 }
2463
2464 //check base
2465 if (!HasBase())
2466 {
2468 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2469
2470 AddProxyPhysics(ANIMATION_DEPLOYED);
2471 }
2472 else
2473 {
2475 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2476
2477 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2478 }
2479
2480 GetConstruction().UpdatePhysics();
2481 UpdateNavmesh();
2482 }
2483
2484 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2485 {
2486 //checks for invalid appends; hotfix
2487 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2488 return;
2489 //----------------------------------
2490 string slot_name_mounted = slot_name + "_Mounted";
2491 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2492
2493 //remove proxy physics
2494 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2495 RemoveProxyPhysics( slot_name_mounted );
2496 RemoveProxyPhysics( slot_name );
2497
2498 if ( attachment )
2499 {
2500 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2501 if ( is_locked )
2502 {
2503 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2504 AddProxyPhysics( slot_name_mounted );
2505 }
2506 else
2507 {
2508 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2509 AddProxyPhysics( slot_name );
2510 }
2511 }
2512 }
2513
2514 protected void UpdateNavmesh()
2515 {
2516 SetAffectPathgraph( true, false );
2517 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2518 }
2519
2520 override bool CanUseConstruction()
2521 {
2522 return true;
2523 }
2524
2525 override bool CanUseConstructionBuild()
2526 {
2527 return true;
2528 }
2529
2530 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2531 {
2532 if ( attachment )
2533 {
2534 InventoryLocation inventory_location = new InventoryLocation;
2535 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2536
2537 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2538 }
2539
2540 return false;
2541 }
2542
2543 protected bool IsAttachmentSlotLocked( string slot_name )
2544 {
2545 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2546 }
2547
2548 //--- ATTACHMENT SLOTS
2549 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2550 {
2551 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2552 if ( GetGame().ConfigIsExisting( config_path ) )
2553 {
2554 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2555 }
2556 }
2557
2558 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2559 {
2560 return true;
2561 }
2562
2563 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2564 {
2565 return true;
2566 }
2567
2568 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2569 {
2570 return true;
2571 }
2572
2573 // --- INIT
2574 void ConstructionInit()
2575 {
2576 if ( !m_Construction )
2577 {
2578 m_Construction = new Construction( this );
2579 }
2580
2581 GetConstruction().Init();
2582 }
2583
2585 {
2586 return m_Construction;
2587 }
2588
2589 //--- INVENTORY/ATTACHMENTS CONDITIONS
2590 //attachments
2591 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2592 {
2593 return super.CanReceiveAttachment(attachment, slotId);
2594 }
2595
2597 {
2598 int attachment_count = GetInventory().AttachmentCount();
2599 if ( attachment_count > 0 )
2600 {
2601 if ( HasBase() && attachment_count == 1 )
2602 {
2603 return false;
2604 }
2605
2606 return true;
2607 }
2608
2609 return false;
2610 }
2611
2612 override bool ShowZonesHealth()
2613 {
2614 return true;
2615 }
2616
2617 override bool IsTakeable()
2618 {
2619 return false;
2620 }
2621
2622 //this into/outo parent.Cargo
2623 override bool CanPutInCargo( EntityAI parent )
2624 {
2625 return false;
2626 }
2627
2628 override bool CanRemoveFromCargo( EntityAI parent )
2629 {
2630 return false;
2631 }
2632
2633 //hands
2634 override bool CanPutIntoHands( EntityAI parent )
2635 {
2636 return false;
2637 }
2638
2639 //--- ACTION CONDITIONS
2640 //direction
2641 override bool IsFacingPlayer( PlayerBase player, string selection )
2642 {
2643 return true;
2644 }
2645
2646 override bool IsPlayerInside( PlayerBase player, string selection )
2647 {
2648 return true;
2649 }
2650
2653 {
2654 return false;
2655 }
2656
2657 //camera direction check
2658 bool IsFacingCamera( string selection )
2659 {
2660 return true;
2661 }
2662
2663 //roof check
2664 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2665 {
2666 return false;
2667 }
2668
2669 //selection->player distance check
2670 bool HasProperDistance( string selection, PlayerBase player )
2671 {
2672 return true;
2673 }
2674
2675 //folding
2677 {
2678 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2679 {
2680 return false;
2681 }
2682
2683 return true;
2684 }
2685
2687 {
2690
2691 return item;
2692 }
2693
2694 //Damage triggers (barbed wire)
2695 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2696 {
2697 if ( GetGame() && GetGame().IsServer() )
2698 {
2699 //destroy area damage if some already exists
2700 DestroyAreaDamage( slot_name );
2701
2702 //create new area damage
2704 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2705
2706 vector min_max[2];
2707 if ( MemoryPointExists( slot_name + "_min" ) )
2708 {
2709 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2710 }
2711 if ( MemoryPointExists( slot_name + "_max" ) )
2712 {
2713 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2714 }
2715
2716 //get proper trigger extents (min<max)
2717 vector extents[2];
2718 GetConstruction().GetTriggerExtents( min_max, extents );
2719
2720 //get box center
2721 vector center;
2722 center = GetConstruction().GetBoxCenter( min_max );
2723 center = ModelToWorld( center );
2724
2725 //rotate center if needed
2726 vector orientation = GetOrientation();;
2727 CalcDamageAreaRotation( rotation_angle, center, orientation );
2728
2729 areaDamage.SetExtents( extents[0], extents[1] );
2730 areaDamage.SetAreaPosition( center );
2731 areaDamage.SetAreaOrientation( orientation );
2732 areaDamage.SetLoopInterval( 1.0 );
2733 areaDamage.SetDeferDuration( 0.2 );
2734 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2735 areaDamage.SetAmmoName( "BarbedWireHit" );
2736 areaDamage.Spawn();
2737
2738 m_DamageTriggers.Insert( slot_name, areaDamage );
2739 }
2740 }
2741
2742 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2743 {
2744 if ( angle_deg != 0 )
2745 {
2746 //orientation
2747 orientation[0] = orientation[0] - angle_deg;
2748
2749 //center
2750 vector rotate_axis;
2751 if ( MemoryPointExists( "rotate_axis" ) )
2752 {
2753 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2754 }
2755 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];
2756 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];
2757 center[0] = r_center_x;
2758 center[2] = r_center_z;
2759 }
2760 }
2761
2762 void DestroyAreaDamage( string slot_name )
2763 {
2764 if (GetGame() && GetGame().IsServer())
2765 {
2767 if (m_DamageTriggers.Find(slot_name, areaDamage))
2768 {
2769 if (areaDamage)
2770 {
2771 areaDamage.Destroy();
2772 }
2773
2774 m_DamageTriggers.Remove( slot_name );
2775 }
2776 }
2777 }
2778
2779 override bool IsIgnoredByConstruction()
2780 {
2781 return true;
2782 }
2783
2784 //================================================================
2785 // SOUNDS
2786 //================================================================
2787 protected void SoundBuildStart( string part_name )
2788 {
2789 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2790 }
2791
2792 protected void SoundDismantleStart( string part_name )
2793 {
2794 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2795 }
2796
2797 protected void SoundDestroyStart( string part_name )
2798 {
2799 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2800 }
2801
2802 protected string GetBuildSoundByMaterial( string part_name )
2803 {
2804 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2805
2806 switch ( material_type )
2807 {
2808 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2809 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2810 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2811 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2812 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2813 }
2814
2815 return "";
2816 }
2817
2818 protected string GetDismantleSoundByMaterial( string part_name )
2819 {
2820 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2821
2822 switch ( material_type )
2823 {
2824 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2825 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2826 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2827 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2828 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2829 }
2830
2831 return "";
2832 }
2833
2834 //misc
2835 void CheckForHybridAttachments( EntityAI item, string slot_name )
2836 {
2837 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2838 {
2839 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2840 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2841 {
2842 SetHealth(slot_name,"Health",item.GetHealth());
2843 }
2844 }
2845 }
2846
2847 override int GetDamageSystemVersionChange()
2848 {
2849 return 111;
2850 }
2851
2852 override void SetActions()
2853 {
2854 super.SetActions();
2855
2859 }
2860
2861 //================================================================
2862 // DEBUG
2863 //================================================================
2864 protected void DebugCustomState()
2865 {
2866 }
2867
2870 {
2871 return null;
2872 }
2873
2874 override void OnDebugSpawn()
2875 {
2876 FullyBuild();
2877 }
2878
2879 void FullyBuild()
2880 {
2882 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2883
2884 Man p;
2885
2886 #ifdef SERVER
2887 array<Man> players = new array<Man>;
2888 GetGame().GetWorld().GetPlayerList(players);
2889 if (players.Count())
2890 p = players[0];
2891 #else
2892 p = GetGame().GetPlayer();
2893 #endif
2894
2895 foreach (ConstructionPart part : parts)
2896 {
2897 bool excluded = false;
2898 string partName = part.GetPartName();
2899 if (excludes)
2900 {
2901 foreach (string exclude : excludes)
2902 {
2903 if (partName.Contains(exclude))
2904 {
2905 excluded = true;
2906 break;
2907 }
2908 }
2909 }
2910
2911 if (!excluded)
2912 {
2913 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2914 }
2915 }
2916
2917 GetConstruction().UpdateVisuals();
2918 }
2919}
2920
2921void bsbDebugPrint (string s)
2922{
2923#ifdef BSB_DEBUG
2924 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2925#else
2926 //Print("" + s); // comment/uncomment to hide/see debug logs
2927#endif
2928}
2929void bsbDebugSpam (string s)
2930{
2931#ifdef BSB_DEBUG_SPAM
2932 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2933#else
2934 //Print("" + s); // comment/uncomment to hide/see debug logs
2935#endif
2936}
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