DayZ 1.30
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◆ GetConstruction()

Construction bsbDebugPrint::GetConstruction ( )
protected

См. определение в файле BaseBuildingBase.c строка 2171

2173{
2174 const string ANIMATION_DEPLOYED = "Deployed";
2175
2176 float m_ConstructionKitHealth; //stored health value for used construction kit
2177
2178 bool m_HasBase;
2179 //variables for synchronization of base building parts (2x31 is the current limit)
2180 int m_SyncParts01; //synchronization for already built parts (31 parts)
2181 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2182 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2183 int m_InteractedPartId; //construction part id that an action was performed on
2184 int m_PerformedActionId; //action id that was performed on a construction part
2185 protected ref ConstructionBasic m_Construction;
2186
2187 //Sounds
2188 //build
2189 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2190 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2191 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2192 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2193 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2194 //dismantle
2195 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2196 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2197 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2198 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2199 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2200
2201 protected EffectSound m_Sound;
2202
2206
2207 // Constructor
2208 void BaseBuildingBase()
2209 {
2211
2212 //synchronized variables
2213 RegisterNetSyncVariableInt( "m_SyncParts01" );
2214 RegisterNetSyncVariableInt( "m_SyncParts02" );
2215 RegisterNetSyncVariableInt( "m_SyncParts03" );
2216 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2217 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2218 RegisterNetSyncVariableBool( "m_HasBase" );
2219
2220 //Construction init
2221 ConstructionInit();
2222
2223 if (ConfigIsExisting("hybridAttachments"))
2224 {
2226 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2227 }
2228 if (ConfigIsExisting("mountables"))
2229 {
2231 ConfigGetTextArray("mountables", m_Mountables);
2232 }
2233
2234 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2235 SetAllowDamage(true);
2236 }
2237
2238 override string GetInvulnerabilityTypeString()
2239 {
2240 return "disableBaseDamage";
2241 }
2242
2243 override bool CanObstruct()
2244 {
2245 return true;
2246 }
2247
2248 override int GetHideIconMask()
2249 {
2250 return EInventoryIconVisibility.HIDE_VICINITY;
2251 }
2252
2253 override void InitItemSounds()
2254 {
2255 super.InitItemSounds();
2256
2258 SoundParameters params = new SoundParameters();
2259 params.m_Loop = true;
2260
2261 if (GetFoldSoundset() != string.Empty)
2262 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2263 if (GetLoopFoldSoundset() != string.Empty)
2264 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2265 }
2266
2267 override string GetFoldSoundset()
2268 {
2269 return "putDown_FenceKit_SoundSet";
2270 }
2271
2272 override string GetLoopFoldSoundset()
2273 {
2274 return "Shelter_Site_Build_Loop_SoundSet";
2275 }
2276
2277 // --- SYNCHRONIZATION
2279 {
2280 if ( g_Game.IsServer() )
2281 {
2282 SetSynchDirty();
2283 }
2284 }
2285
2286 override void OnVariablesSynchronized()
2287 {
2288 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2289 super.OnVariablesSynchronized();
2290
2291 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2292 }
2293
2294 protected void OnSynchronizedClient()
2295 {
2296 //update parts
2298
2299 //update action on part
2301
2302 //update visuals (client)
2303 UpdateVisuals();
2304 }
2305
2306 //parts synchronization
2307 void RegisterPartForSync( int part_id )
2308 {
2309 //part_id must starts from index = 1
2310 int offset;
2311 int mask;
2312
2313 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2314 {
2315 offset = part_id - 1;
2316 mask = 1 << offset;
2317
2318 m_SyncParts01 = m_SyncParts01 | mask;
2319 }
2320 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2321 {
2322 offset = ( part_id % 32 );
2323 mask = 1 << offset;
2324
2325 m_SyncParts02 = m_SyncParts02 | mask;
2326 }
2327 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2328 {
2329 offset = ( part_id % 63 );
2330 mask = 1 << offset;
2331
2332 m_SyncParts03 = m_SyncParts03 | mask;
2333 }
2334 }
2335
2336 void UnregisterPartForSync( int part_id )
2337 {
2338 //part_id must starts from index = 1
2339 int offset;
2340 int mask;
2341
2342 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2343 {
2344 offset = part_id - 1;
2345 mask = 1 << offset;
2346
2347 m_SyncParts01 = m_SyncParts01 & ~mask;
2348 }
2349 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2350 {
2351 offset = ( part_id % 32 );
2352 mask = 1 << offset;
2353
2354 m_SyncParts02 = m_SyncParts02 & ~mask;
2355 }
2356 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2357 {
2358 offset = ( part_id % 63 );
2359 mask = 1 << offset;
2360
2361 m_SyncParts03 = m_SyncParts03 & ~mask;
2362 }
2363 }
2364
2365 bool IsPartBuildInSyncData( int part_id )
2366 {
2367 //part_id must starts from index = 1
2368 int offset;
2369 int mask;
2370
2371 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2372 {
2373 offset = part_id - 1;
2374 mask = 1 << offset;
2375
2376 if ( ( m_SyncParts01 & mask ) > 0 )
2377 {
2378 return true;
2379 }
2380 }
2381 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2382 {
2383 offset = ( part_id % 32 );
2384 mask = 1 << offset;
2385
2386 if ( ( m_SyncParts02 & mask ) > 0 )
2387 {
2388 return true;
2389 }
2390 }
2391 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2392 {
2393 offset = ( part_id % 63 );
2394 mask = 1 << offset;
2395
2396 if ( ( m_SyncParts03 & mask ) > 0 )
2397 {
2398 return true;
2399 }
2400 }
2401
2402 return false;
2403 }
2404
2405 protected void RegisterActionForSync( int part_id, int action_id )
2406 {
2407 m_InteractedPartId = part_id;
2408 m_PerformedActionId = action_id;
2409 }
2410
2411 protected void ResetActionSyncData()
2412 {
2413 //reset data
2414 m_InteractedPartId = -1;
2416 }
2417
2418 protected void SetActionFromSyncData()
2419 {
2420 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2421 {
2423 int build_action_id = m_PerformedActionId;
2424
2425 switch( build_action_id )
2426 {
2427 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2428 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2429 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2430 }
2431 }
2432 }
2433 //------
2434
2436 {
2437 string key = part.GetPartName();
2438 bool is_base = part.IsBase();
2439 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2440 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2441 if ( is_part_built_sync )
2442 {
2443 if ( !part.IsBuilt() )
2444 {
2445 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2446 GetConstruction().AddToConstructedParts( key );
2447 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2448
2449 if (is_base)
2450 {
2452 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2453 }
2454 }
2455 }
2456 else
2457 {
2458 if ( part.IsBuilt() )
2459 {
2460 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2461 GetConstruction().RemoveFromConstructedParts( key );
2462 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2463
2464 if (is_base)
2465 {
2467 AddProxyPhysics( ANIMATION_DEPLOYED );
2468 }
2469 }
2470 }
2471
2472 //check slot lock for material attachments
2473 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2474 }
2475
2476 //set construction parts based on synchronized data
2478 {
2479 Construction construction = GetConstruction();
2480 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2481
2482 for ( int i = 0; i < construction_parts.Count(); ++i )
2483 {
2484 string key = construction_parts.GetKey( i );
2485 ConstructionPart value = construction_parts.Get( key );
2486 SetPartFromSyncData(value);
2487 }
2488
2489 //regenerate navmesh
2490 UpdateNavmesh();
2491 }
2492
2493 protected ConstructionPart GetConstructionPartById( int id )
2494 {
2495 Construction construction = GetConstruction();
2496 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2497
2498 for ( int i = 0; i < construction_parts.Count(); ++i )
2499 {
2500 string key = construction_parts.GetKey( i );
2501 ConstructionPart value = construction_parts.Get( key );
2502
2503 if ( value.GetId() == id )
2504 {
2505 return value;
2506 }
2507 }
2508
2509 return NULL;
2510 }
2511 //
2512
2513 //Base
2514 bool HasBase()
2515 {
2516 return m_HasBase;
2517 }
2518
2519 void SetBaseState( bool has_base )
2520 {
2521 m_HasBase = has_base;
2522 }
2523
2524 override bool IsDeployable()
2525 {
2526 return true;
2527 }
2528
2529 bool IsOpened()
2530 {
2531 return false;
2532 }
2533
2534 //--- CONSTRUCTION KIT
2536 {
2537 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2538 if ( m_ConstructionKitHealth > 0 )
2539 {
2540 construction_kit.SetHealth( m_ConstructionKitHealth );
2541 }
2542
2543 return construction_kit;
2544 }
2545
2546 void CreateConstructionKitInHands(notnull PlayerBase player)
2547 {
2548 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2549 if ( m_ConstructionKitHealth > 0 )
2550 {
2551 construction_kit.SetHealth( m_ConstructionKitHealth );
2552 }
2553 }
2554
2555 protected vector GetKitSpawnPosition()
2556 {
2557 return GetPosition();
2558 }
2559
2560 protected string GetConstructionKitType()
2561 {
2562 return "";
2563 }
2564
2565 void DestroyConstructionKit( ItemBase construction_kit )
2566 {
2567 m_ConstructionKitHealth = construction_kit.GetHealth();
2568 g_Game.ObjectDelete( construction_kit );
2569 }
2570
2571 //--- CONSTRUCTION
2572 void DestroyConstruction()
2573 {
2574 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2575 g_Game.ObjectDelete( this );
2576 }
2577
2578 // --- EVENTS
2579 override void EEDelete(EntityAI parent)
2580 {
2581 super.EEDelete(parent);
2582
2583 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2584 {
2585 areaDamage.Destroy();
2586 }
2587
2588 }
2589
2590 override void OnStoreSave( ParamsWriteContext ctx )
2591 {
2592 super.OnStoreSave( ctx );
2593
2594 //sync parts 01
2595 ctx.Write( m_SyncParts01 );
2596 ctx.Write( m_SyncParts02 );
2597 ctx.Write( m_SyncParts03 );
2598
2599 ctx.Write( m_HasBase );
2600 }
2601
2602 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2603 {
2604 if ( !super.OnStoreLoad( ctx, version ) )
2605 return false;
2606
2607 //--- Base building data ---
2608 //Restore synced parts data
2609 if ( !ctx.Read( m_SyncParts01 ) )
2610 {
2611 m_SyncParts01 = 0; //set default
2612 return false;
2613 }
2614 if ( !ctx.Read( m_SyncParts02 ) )
2615 {
2616 m_SyncParts02 = 0; //set default
2617 return false;
2618 }
2619 if ( !ctx.Read( m_SyncParts03 ) )
2620 {
2621 m_SyncParts03 = 0; //set default
2622 return false;
2623 }
2624
2625 //has base
2626 if ( !ctx.Read( m_HasBase ) )
2627 {
2628 m_HasBase = false;
2629 return false;
2630 }
2631 //---
2632
2633 return true;
2634 }
2635
2636 override void AfterStoreLoad()
2637 {
2638 super.AfterStoreLoad();
2639
2641 {
2643 }
2644 }
2645
2647 {
2648 //update server data
2650
2651 //set base state
2652 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2653 SetBaseState( part.IsBuilt() ) ;
2654
2655 //synchronize after load
2657 }
2658
2659 override void OnCreatePhysics()
2660 {
2661 super.OnCreatePhysics();
2662
2663 ConstructionInit();
2665 }
2666
2667 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2668 {
2670 return;
2671
2672 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2673 }
2674
2675 override void EEOnAfterLoad()
2676 {
2678 {
2679 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2680 }
2681
2682 super.EEOnAfterLoad();
2683 }
2684
2685 override void EEItemAttached( EntityAI item, string slot_name )
2686 {
2687 super.EEItemAttached( item, slot_name );
2688
2689 CheckForHybridAttachments( item, slot_name );
2690 UpdateVisuals();
2691 UpdateAttachmentPhysics( slot_name, false );
2692 }
2693
2694 override void EEItemDetached( EntityAI item, string slot_name )
2695 {
2696 super.EEItemDetached( item, slot_name );
2697
2698 UpdateVisuals();
2699 UpdateAttachmentPhysics( slot_name, false );
2700 }
2701
2702 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2703 {
2704 string slot_name = InventorySlots.GetSlotName( slotId );
2705 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2706
2707 UpdateAttachmentVisuals( slot_name, locked );
2708 UpdateAttachmentPhysics( slot_name, locked );
2709 }
2710
2711 //ignore out of reach condition
2712 override bool IgnoreOutOfReachCondition()
2713 {
2714 return true;
2715 }
2716
2717 //CONSTRUCTION EVENTS
2718 //Build
2719 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2720 {
2721 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2722
2723 //check base state
2724 if (construtionPart.IsBase())
2725 {
2726 SetBaseState(true);
2727
2728 //spawn kit
2730 }
2731
2732 //register constructed parts for synchronization
2733 RegisterPartForSync(construtionPart.GetId());
2734
2735 //register action that was performed on part
2736 RegisterActionForSync(construtionPart.GetId(), action_id);
2737
2738 //synchronize
2740
2741 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2742
2743 UpdateNavmesh();
2744
2745 //update visuals
2746 UpdateVisuals();
2747
2748 //reset action sync data
2749 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2750 }
2751
2752 void OnPartBuiltClient(string part_name, int action_id)
2753 {
2754 //play sound
2755 SoundBuildStart( part_name );
2756 }
2757
2758 //Dismantle
2759 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2760 {
2761 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2762 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2763
2764 //register constructed parts for synchronization
2765 UnregisterPartForSync(construtionPart.GetId());
2766
2767 //register action that was performed on part
2768 RegisterActionForSync(construtionPart.GetId(), action_id);
2769
2770 //synchronize
2772
2773 // server part of sync, client will be synced from SetPartsFromSyncData
2774 SetPartFromSyncData(construtionPart);
2775
2776 UpdateNavmesh();
2777
2778 //update visuals
2779 UpdateVisuals();
2780
2781 //reset action sync data
2782 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2783
2784 //check base state
2785 if (construtionPart.IsBase())
2786 {
2787 //Destroy construction
2788 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2789 }
2790 }
2791
2792 void OnPartDismantledClient( string part_name, int action_id )
2793 {
2794 //play sound
2795 SoundDismantleStart( part_name );
2796 }
2797
2798 //Destroy
2799 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2800 {
2801 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2802 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2803
2804 //register constructed parts for synchronization
2805 UnregisterPartForSync(construtionPart.GetId());
2806
2807 //register action that was performed on part
2808 RegisterActionForSync(construtionPart.GetId(), action_id);
2809
2810 //synchronize
2812
2813 // server part of sync, client will be synced from SetPartsFromSyncData
2814 SetPartFromSyncData(construtionPart);
2815
2816 UpdateNavmesh();
2817
2818 //update visuals
2819 UpdateVisuals();
2820
2821 //reset action sync data
2822 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2823
2824 //check base state
2825 if (construtionPart.IsBase())
2826 {
2827 //Destroy construction
2828 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2829 }
2830 }
2831
2832 void OnPartDestroyedClient( string part_name, int action_id )
2833 {
2834 //play sound
2835 SoundDestroyStart( part_name );
2836 }
2837
2838 // --- UPDATE
2839 void InitBaseState()
2840 {
2841 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2842
2843 InitVisuals();
2844 UpdateNavmesh(); //regenerate navmesh
2845 }
2846
2847 void InitVisuals()
2848 {
2849 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2850 //check base
2851 if ( !HasBase() )
2852 {
2853 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2854 }
2855 else
2856 {
2857 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2858 }
2859
2860 GetConstruction().InitVisuals();
2861 }
2862
2863 void UpdateVisuals()
2864 {
2865 array<string> attachmentSlots = new array<string>;
2866
2867 GetAttachmentSlots(this, attachmentSlots);
2868 foreach (string slotName : attachmentSlots)
2869 {
2871 }
2872
2873 //check base
2874 if (!HasBase())
2875 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2876 else
2877 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2878
2879 GetConstruction().UpdateVisuals();
2880 }
2881
2882 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2883 {
2884 string slotNameMounted = slot_name + "_Mounted";
2885 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2886
2887 if (attachment)
2888 {
2889 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2890 if (barbedWire && barbedWire.IsMounted())
2891 CreateAreaDamage(slotNameMounted);
2892 else
2893 DestroyAreaDamage(slotNameMounted);
2894
2895 if (is_locked)
2896 {
2897 SetAnimationPhase(slotNameMounted, 0);
2898 SetAnimationPhase(slot_name, 1);
2899 }
2900 else
2901 {
2902 SetAnimationPhase(slotNameMounted, 1);
2903 SetAnimationPhase(slot_name, 0);
2904 }
2905 }
2906 else
2907 {
2908 SetAnimationPhase(slotNameMounted, 1);
2909 SetAnimationPhase(slot_name, 1);
2910
2911 DestroyAreaDamage(slotNameMounted);
2912 }
2913 }
2914
2915 // avoid calling this function on frequent occasions, it's a massive performance hit
2916 void UpdatePhysics()
2917 {
2919 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2920
2921 array<string> attachmentSlots = new array<string>;
2922 GetAttachmentSlots(this, attachmentSlots);
2923
2925 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2926
2927 foreach (string slotName : attachmentSlots)
2928 {
2930 }
2931
2932 //check base
2933 if (!HasBase())
2934 {
2936 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2937
2938 AddProxyPhysics(ANIMATION_DEPLOYED);
2939 }
2940 else
2941 {
2943 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2944
2945 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2946 }
2947
2948 GetConstruction().UpdatePhysics();
2949 UpdateNavmesh();
2950 }
2951
2952 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2953 {
2954 //checks for invalid appends; hotfix
2955 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2956 return;
2957 //----------------------------------
2958 string slot_name_mounted = slot_name + "_Mounted";
2959 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2960
2961 //remove proxy physics
2962 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2963 RemoveProxyPhysics( slot_name_mounted );
2964 RemoveProxyPhysics( slot_name );
2965
2966 if ( attachment )
2967 {
2968 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2969 if ( is_locked )
2970 {
2971 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2972 AddProxyPhysics( slot_name_mounted );
2973 }
2974 else
2975 {
2976 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2977 AddProxyPhysics( slot_name );
2978 }
2979 }
2980 }
2981
2982 protected void UpdateNavmesh()
2983 {
2984 SetAffectPathgraph( true, false );
2985 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2986 }
2987
2988 override bool CanUseConstruction()
2989 {
2990 return true;
2991 }
2992
2993 override bool CanUseConstructionBuild()
2994 {
2995 return true;
2996 }
2997
2998 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2999 {
3000 if ( attachment )
3001 {
3002 InventoryLocation inventory_location = new InventoryLocation;
3003 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3004
3005 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3006 }
3007
3008 return false;
3009 }
3010
3011 protected bool IsAttachmentSlotLocked( string slot_name )
3012 {
3013 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3014 }
3015
3016 //--- ATTACHMENT SLOTS
3017 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3018 {
3019 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3020 if ( g_Game.ConfigIsExisting( config_path ) )
3021 {
3022 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3023 }
3024 }
3025
3026 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3027 {
3028 return true;
3029 }
3030
3031 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3032 {
3033 return true;
3034 }
3035
3036 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3037 {
3038 return true;
3039 }
3040
3041 // --- INIT
3043 {
3044 m_Construction = new Construction(this);
3045 return m_Construction;
3046 }
3047
3049 {
3050 return m_Construction;
3051 }
3052
3054 {
3055 return Construction.Cast(m_Construction);
3056 }
3057
3059 {
3060 int attachment_count = GetInventory().AttachmentCount();
3061 if ( attachment_count > 0 )
3062 {
3063 if ( HasBase() && attachment_count == 1 )
3064 {
3065 return false;
3066 }
3067
3068 return true;
3069 }
3070
3071 return false;
3072 }
3073
3074 override bool ShowZonesHealth()
3075 {
3076 return true;
3077 }
3078
3079 override bool IsTakeable()
3080 {
3081 return false;
3082 }
3083
3084 //this into/outo parent.Cargo
3085 override bool CanPutInCargo( EntityAI parent )
3086 {
3087 return false;
3088 }
3089
3090 override bool CanRemoveFromCargo( EntityAI parent )
3091 {
3092 return false;
3093 }
3094
3095 //hands
3096 override bool CanPutIntoHands( EntityAI parent )
3097 {
3098 return false;
3099 }
3100
3101 //--- ACTION CONDITIONS
3102 //direction
3103 override bool IsFacingPlayer( PlayerBase player, string selection )
3104 {
3105 return true;
3106 }
3107
3108 override bool IsPlayerInside( PlayerBase player, string selection )
3109 {
3110 return true;
3111 }
3112
3115 {
3116 return false;
3117 }
3118
3119 //roof check
3120 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3121 {
3122 return false;
3123 }
3124
3125 //selection->player distance check
3126 bool HasProperDistance( string selection, PlayerBase player )
3127 {
3128 return true;
3129 }
3130
3131 //folding
3133 {
3134 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3135 {
3136 return false;
3137 }
3138
3139 return true;
3140 }
3141
3143 {
3146
3147 return item;
3148 }
3149
3150 //Damage triggers (barbed wire)
3151 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3152 {
3153 if ( g_Game && g_Game.IsServer() )
3154 {
3155 //destroy area damage if some already exists
3156 DestroyAreaDamage( slot_name );
3157
3158 //create new area damage
3160 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3161
3162 vector min_max[2];
3163 if ( MemoryPointExists( slot_name + "_min" ) )
3164 {
3165 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3166 }
3167 if ( MemoryPointExists( slot_name + "_max" ) )
3168 {
3169 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3170 }
3171
3172 //get proper trigger extents (min<max)
3173 vector extents[2];
3174 GetConstruction().GetTriggerExtents( min_max, extents );
3175
3176 //get box center
3177 vector center;
3178 center = GetConstruction().GetBoxCenter( min_max );
3179 center = ModelToWorld( center );
3180
3181 //rotate center if needed
3183 CalcDamageAreaRotation( rotation_angle, center, orientation );
3184
3185 areaDamage.SetExtents( extents[0], extents[1] );
3186 areaDamage.SetAreaPosition( center );
3187 areaDamage.SetAreaOrientation( orientation );
3188 areaDamage.SetLoopInterval( 1.0 );
3189 areaDamage.SetDeferDuration( 0.2 );
3190 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3191 areaDamage.SetAmmoName( "BarbedWireHit" );
3192 areaDamage.Spawn();
3193
3194 m_DamageTriggers.Insert( slot_name, areaDamage );
3195 }
3196 }
3197
3198 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3199 {
3200 if ( angle_deg != 0 )
3201 {
3202 //orientation
3203 orientation[0] = orientation[0] - angle_deg;
3204
3205 //center
3206 vector rotate_axis;
3207 if ( MemoryPointExists( "rotate_axis" ) )
3208 {
3209 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3210 }
3211 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];
3212 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];
3213 center[0] = r_center_x;
3214 center[2] = r_center_z;
3215 }
3216 }
3217
3218 void DestroyAreaDamage( string slot_name )
3219 {
3220 if (g_Game && g_Game.IsServer())
3221 {
3223 if (m_DamageTriggers.Find(slot_name, areaDamage))
3224 {
3225 if (areaDamage)
3226 {
3227 areaDamage.Destroy();
3228 }
3229
3230 m_DamageTriggers.Remove( slot_name );
3231 }
3232 }
3233 }
3234
3235 override bool IsIgnoredByConstruction()
3236 {
3237 return true;
3238 }
3239
3240 //================================================================
3241 // SOUNDS
3242 //================================================================
3243 protected void SoundBuildStart( string part_name )
3244 {
3245 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3246 }
3247
3248 protected void SoundDismantleStart( string part_name )
3249 {
3250 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3251 }
3252
3253 protected void SoundDestroyStart( string part_name )
3254 {
3255 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3256 }
3257
3258 protected string GetBuildSoundByMaterial( string part_name )
3259 {
3260 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3261
3262 switch ( material_type )
3263 {
3264 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3265 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3266 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3267 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3268 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3269 }
3270
3271 return "";
3272 }
3273
3274 protected string GetDismantleSoundByMaterial( string part_name )
3275 {
3276 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3277
3278 switch ( material_type )
3279 {
3280 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3281 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3282 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3283 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3284 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3285 }
3286
3287 return "";
3288 }
3289
3290 //misc
3291 void CheckForHybridAttachments( EntityAI item, string slot_name )
3292 {
3293 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3294 {
3295 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3296 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3297 {
3298 SetHealth(slot_name,"Health",item.GetHealth());
3299 }
3300 }
3301 }
3302
3303 override int GetDamageSystemVersionChange()
3304 {
3305 return 111;
3306 }
3307
3308 override void SetActions()
3309 {
3310 super.SetActions();
3311
3315 }
3316
3317 protected void DestroyConstructedParts()
3318 {
3319 Construction construction = GetConstruction();
3320 if (!construction)
3321 return;
3322
3323 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3324 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3325 {
3326 ConstructionPart part = constructionParts.GetElement(i);
3327 if (part && part.IsBuilt() && !part.IsUtilityPart())
3328 {
3329 construction.DestroyPartServer(null, part.GetPartName(), -1);
3330 }
3331 }
3332 }
3333
3334 protected void HandleFallingForConstructedParts()
3335 {
3336 Construction construction = GetConstruction();
3337 if (!construction)
3338 return;
3339
3340 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3341 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3342 {
3343 ConstructionPart part = constructionParts.GetElement(i);
3344 if (part && part.IsBuilt() && !part.IsUtilityPart())
3345 {
3346 construction.HandleEntityFalling(part.GetPartName());
3347 }
3348 }
3349 }
3350
3352 override void OnItemFallRebuilding()
3353 {
3354 if (!g_Game.IsServer())
3355 return;
3356
3359
3360 if (DestroyOnFall())
3361 {
3363 {
3365 }
3366 else
3367 {
3369 {
3371 }
3372 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3373 }
3374 }
3375 }
3376
3378 {
3379 if (HasAnyAttachmentsOrCargo())
3380 {
3382 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3383 }
3384 }
3385
3386 //================================================================
3387 // DEBUG
3388 //================================================================
3389
3392 {
3393 return null;
3394 }
3395
3396 override void OnDebugSpawn()
3397 {
3398 FullyBuild();
3399 }
3400
3401 void FullyBuild()
3402 {
3404 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3405
3406 Man p;
3407
3408 #ifdef SERVER
3409 array<Man> players = new array<Man>;
3410 g_Game.GetWorld().GetPlayerList(players);
3411 if (players.Count())
3412 p = players[0];
3413 #else
3414 p = g_Game.GetPlayer();
3415 #endif
3416
3417 foreach (ConstructionPart part : parts)
3418 {
3419 bool excluded = false;
3420 string partName = part.GetPartName();
3421 if (excludes)
3422 {
3423 foreach (string exclude : excludes)
3424 {
3425 if (partName.Contains(exclude))
3426 {
3427 excluded = true;
3428 break;
3429 }
3430 }
3431 }
3432
3433 if (!excluded)
3434 {
3435 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3436 }
3437 }
3438
3439 GetConstruction().UpdateVisuals();
3440 }
3441
3443 //Deprecated code playpen//
3445 [Obsolete("handled in the Construction component directly")]
3446 protected void HandleItemFalling(ConstructionPart part)
3447 {
3448 }
3449
3450 [Obsolete("handled in the Construction component directly")]
3451 protected void ItemFall(vector min, vector max)
3452 {
3453 }
3454
3455 [Obsolete("obsolete debug method")]
3456 protected void DebugCustomState()
3457 {
3458 }
3459}
3460
3461void bsbDebugPrint (string s)
3462{
3463#ifdef BSB_DEBUG
3464 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3465#else
3466 //Print("" + s); // comment/uncomment to hide/see debug logs
3467#endif
3468}
3469void bsbDebugSpam (string s)
3470{
3471#ifdef BSB_DEBUG_SPAM
3472 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3473#else
3474 //Print("" + s); // comment/uncomment to hide/see debug logs
3475#endif
3476}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
ref ConstructionBasic m_Construction
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:1910
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1292
override int GetHideIconMask()
Определения BaseBuildingBase.c:1366
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1708
void FullyBuild()
Определения BaseBuildingBase.c:2519
void UpdateVisuals()
Определения BaseBuildingBase.c:1981
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1536
int m_SyncParts01
Определения BaseBuildingBase.c:1298
void UpdateNavmesh()
Определения BaseBuildingBase.c:2100
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2149
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2514
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2509
void DropAttachmentAndCargoItems()
Определения BaseBuildingBase.c:2495
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2371
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1307
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2361
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2000
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2316
override bool CanObstruct()
Определения BaseBuildingBase.c:1361
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2176
override void InitItemSounds()
Определения BaseBuildingBase.c:1371
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1425
ConstructionBasic CreateConstructionComponent()
Определения BaseBuildingBase.c:2160
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1316
void InitBaseState()
Определения BaseBuildingBase.c:1957
void BaseBuildingBase()
Определения BaseBuildingBase.c:1326
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1764
void DestroyConstruction()
Определения BaseBuildingBase.c:1690
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1322
int m_InteractedPartId
Определения BaseBuildingBase.c:1301
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_HasBase
Определения BaseBuildingBase.c:1296
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2392
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2116
void UpdatePhysics()
Определения BaseBuildingBase.c:2034
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2221
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1870
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2244
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1777
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1837
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1523
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1308
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1595
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1323
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1311
int m_SyncParts03
Определения BaseBuildingBase.c:1300
void ResetActionSyncData()
Определения BaseBuildingBase.c:1529
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1356
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1877
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2409
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1793
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1812
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1673
override void OnItemFallRebuilding()
@Note for modders: This method and is subject to change!
Определения BaseBuildingBase.c:2470
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2144
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2135
override bool IsDeployable()
Определения BaseBuildingBase.c:1642
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1950
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1454
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1299
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1404
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2238
Construction GetConstruction()
Определения BaseBuildingBase.c:2171
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2366
void DebugCustomState()
Определения BaseBuildingBase.c:2574
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1611
string GetConstructionKitType()
Определения BaseBuildingBase.c:1678
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2154
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1917
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2250
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2421
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1314
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1803
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1313
void InitVisuals()
Определения BaseBuildingBase.c:1965
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1291
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1309
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2260
override ConstructionBasic GetConstructionBasic()
Определения BaseBuildingBase.c:2166
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2203
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2106
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1754
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1553
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1785
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1830
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1720
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2192
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2070
void HandleFallingForConstructedParts()
Определения BaseBuildingBase.c:2452
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2226
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2376
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1653
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1317
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2232
override bool IsTakeable()
Определения BaseBuildingBase.c:2197
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1294
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1697
override void SetActions()
Определения BaseBuildingBase.c:2426
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:2564
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1683
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1664
bool IsOpened()
Определения BaseBuildingBase.c:1647
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2569
int m_PerformedActionId
Определения BaseBuildingBase.c:1302
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2111
bool HasBase()
Определения BaseBuildingBase.c:1632
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1412
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1396
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2353
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1321
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1637
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1310
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1820
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2214
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1483
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2208
int m_SyncParts02
Определения BaseBuildingBase.c:1299
void DestroyConstructedParts()
Определения BaseBuildingBase.c:2435
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1315
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:38
PlayerSpawnPreset slotName
ConstructionMaterialType
used to guide action sound selection, mostly. Could be also used for particles and stuff,...
Определения ConstructionBase.c:3
DayZGame g_Game
Определения DayZGame.c:4074
vector orientation
Определения DustKickupEffects.c:21
void DestroyAreaDamage()
Определения FireplaceBase.c:2363
void CreateAreaDamage()
Определения FireplaceBase.c:2347
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:4407
string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_FixDamageSystemInit
Определения ItemBase.c:61
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
ThrowEntityFlags
Определения MiscGameplayFunctions.c:208
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
static bool GetDisableRefundMaterialsOnFall()
Определения CfgGameplayHandler.c:362
static bool GetDisableDropAttachmentsOnFall()
Определения CfgGameplayHandler.c:357
static bool GetDisableItemFalling()
Определения CfgGameplayHandler.c:352
override void DestroyPartServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения Construction.c:93
just declared for module 3 use
Определения Construction_Basic.c:3
Used in BBB objects.
Определения Construction.c:3
int GetId()
Определения ConstructionPart.c:208
string GetPartName()
Определения ConstructionPart.c:198
bool IsBase()
Определения ConstructionPart.c:273
bool IsBuilt()
Определения ConstructionPart.c:160
bool IsUtilityPart()
Определения ConstructionPart.c:233
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Определения ConstructionPart.c:4
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:30
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
static bool IsBaseBuildingLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:809
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Определения Transport.c:70
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
override string GetDebugName()
Определения dayzplayer.c:1191
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
void Obsolete(string msg="")
Определения EnScript.c:371
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
vector GetPosition()
Get the world position of the Effect.
Определения Effect.c:473
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/DayZ/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8

Используется в BaseBuildingBase::AfterStoreLoad(), BaseBuildingBase::CanDisplayAttachmentCategory(), BaseBuildingBase::CanDisplayAttachmentSlot(), BaseBuildingBase::CanReceiveAttachment(), BaseBuildingBase::CheckGateState(), BaseBuildingBase::CheckSlotVerticalDistance(), ItemBase::CreateAreaDamage(), ItemBase::DestroyConstructedParts(), ItemBase::FullyBuild(), TerritoryFlag::FullyBuild(), BaseBuildingBase::GateAttachmentConditions(), BaseBuildingBase::GateAttachmentsSanityCheck(), ItemBase::GetBuildSoundByMaterial(), ItemBase::GetConstructionPartById(), ItemBase::GetDismantleSoundByMaterial(), ItemBase::HandleFallingForConstructedParts(), ItemBase::InitVisuals(), BaseBuildingBase::OnPartBuiltServer(), ItemBase::OnPartBuiltServer(), BaseBuildingBase::OnPartDestroyedServer(), ItemBase::OnPartDestroyedServer(), BaseBuildingBase::OnPartDismantledServer(), ItemBase::OnPartDismantledServer(), ItemBase::SetPartFromSyncData(), ItemBase::SetPartsAfterStoreLoad(), ItemBase::SetPartsFromSyncData(), ItemBase::UpdatePhysics(), BaseBuildingBase::UpdateVisuals() и ItemBase::UpdateVisuals().