DayZ 1.28
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◆ DebugCustomState()

void bsbDebugPrint::DebugCustomState ( )
protected

См. определение в файле BaseBuildingBase.c строка 2564

2566{
2567 const string ANIMATION_DEPLOYED = "Deployed";
2568
2569 float m_ConstructionKitHealth; //stored health value for used construction kit
2570
2572
2573 bool m_HasBase;
2574 //variables for synchronization of base building parts (2x31 is the current limit)
2575 int m_SyncParts01; //synchronization for already built parts (31 parts)
2576 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2577 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2578 int m_InteractedPartId; //construction part id that an action was performed on
2579 int m_PerformedActionId; //action id that was performed on a construction part
2580
2581 //Sounds
2582 //build
2583 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2584 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2585 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2586 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2587 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2588 //dismantle
2589 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2590 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2591 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2592 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2593 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2594
2595 protected EffectSound m_Sound;
2596
2600
2601 // Constructor
2602 void BaseBuildingBase()
2603 {
2605
2606 //synchronized variables
2607 RegisterNetSyncVariableInt( "m_SyncParts01" );
2608 RegisterNetSyncVariableInt( "m_SyncParts02" );
2609 RegisterNetSyncVariableInt( "m_SyncParts03" );
2610 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2611 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2612 RegisterNetSyncVariableBool( "m_HasBase" );
2613
2614 //Construction init
2616
2617 if (ConfigIsExisting("hybridAttachments"))
2618 {
2620 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2621 }
2622 if (ConfigIsExisting("mountables"))
2623 {
2625 ConfigGetTextArray("mountables", m_Mountables);
2626 }
2627
2628 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2629 }
2630
2631 override void EEDelete(EntityAI parent)
2632 {
2633 super.EEDelete(parent);
2634
2635 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2636 {
2637 areaDamage.Destroy();
2638 }
2639
2640 }
2641
2642 override string GetInvulnerabilityTypeString()
2643 {
2644 return "disableBaseDamage";
2645 }
2646
2647 override bool CanObstruct()
2648 {
2649 return true;
2650 }
2651
2652 override int GetHideIconMask()
2653 {
2654 return EInventoryIconVisibility.HIDE_VICINITY;
2655 }
2656
2657 override void InitItemSounds()
2658 {
2659 super.InitItemSounds();
2660
2662 SoundParameters params = new SoundParameters();
2663 params.m_Loop = true;
2664
2665 if (GetFoldSoundset() != string.Empty)
2666 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2667 if (GetLoopFoldSoundset() != string.Empty)
2668 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2669 }
2670
2671 override string GetFoldSoundset()
2672 {
2673 return "putDown_FenceKit_SoundSet";
2674 }
2675
2676 override string GetLoopFoldSoundset()
2677 {
2678 return "Shelter_Site_Build_Loop_SoundSet";
2679 }
2680
2681 // --- SYNCHRONIZATION
2683 {
2684 if ( GetGame().IsServer() )
2685 {
2686 SetSynchDirty();
2687 }
2688 }
2689
2690 override void OnVariablesSynchronized()
2691 {
2692 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2693 super.OnVariablesSynchronized();
2694
2696 }
2697
2698 protected void OnSynchronizedClient()
2699 {
2700 //update parts
2702
2703 //update action on part
2705
2706 //update visuals (client)
2707 UpdateVisuals();
2708 }
2709
2710 //parts synchronization
2711 void RegisterPartForSync( int part_id )
2712 {
2713 //part_id must starts from index = 1
2714 int offset;
2715 int mask;
2716
2717 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2718 {
2719 offset = part_id - 1;
2720 mask = 1 << offset;
2721
2722 m_SyncParts01 = m_SyncParts01 | mask;
2723 }
2724 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2725 {
2726 offset = ( part_id % 32 );
2727 mask = 1 << offset;
2728
2729 m_SyncParts02 = m_SyncParts02 | mask;
2730 }
2731 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2732 {
2733 offset = ( part_id % 63 );
2734 mask = 1 << offset;
2735
2736 m_SyncParts03 = m_SyncParts03 | mask;
2737 }
2738 }
2739
2740 void UnregisterPartForSync( int part_id )
2741 {
2742 //part_id must starts from index = 1
2743 int offset;
2744 int mask;
2745
2746 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2747 {
2748 offset = part_id - 1;
2749 mask = 1 << offset;
2750
2751 m_SyncParts01 = m_SyncParts01 & ~mask;
2752 }
2753 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2754 {
2755 offset = ( part_id % 32 );
2756 mask = 1 << offset;
2757
2758 m_SyncParts02 = m_SyncParts02 & ~mask;
2759 }
2760 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2761 {
2762 offset = ( part_id % 63 );
2763 mask = 1 << offset;
2764
2765 m_SyncParts03 = m_SyncParts03 & ~mask;
2766 }
2767 }
2768
2769 bool IsPartBuildInSyncData( int part_id )
2770 {
2771 //part_id must starts from index = 1
2772 int offset;
2773 int mask;
2774
2775 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2776 {
2777 offset = part_id - 1;
2778 mask = 1 << offset;
2779
2780 if ( ( m_SyncParts01 & mask ) > 0 )
2781 {
2782 return true;
2783 }
2784 }
2785 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2786 {
2787 offset = ( part_id % 32 );
2788 mask = 1 << offset;
2789
2790 if ( ( m_SyncParts02 & mask ) > 0 )
2791 {
2792 return true;
2793 }
2794 }
2795 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2796 {
2797 offset = ( part_id % 63 );
2798 mask = 1 << offset;
2799
2800 if ( ( m_SyncParts03 & mask ) > 0 )
2801 {
2802 return true;
2803 }
2804 }
2805
2806 return false;
2807 }
2808
2809 protected void RegisterActionForSync( int part_id, int action_id )
2810 {
2811 m_InteractedPartId = part_id;
2812 m_PerformedActionId = action_id;
2813 }
2814
2815 protected void ResetActionSyncData()
2816 {
2817 //reset data
2818 m_InteractedPartId = -1;
2820 }
2821
2822 protected void SetActionFromSyncData()
2823 {
2824 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2825 {
2827 int build_action_id = m_PerformedActionId;
2828
2829 switch( build_action_id )
2830 {
2831 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2832 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2833 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2834 }
2835 }
2836 }
2837 //------
2838
2840 {
2841 string key = part.m_PartName;
2842 bool is_base = part.IsBase();
2843 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2844 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2845 if ( is_part_built_sync )
2846 {
2847 if ( !part.IsBuilt() )
2848 {
2849 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2850 GetConstruction().AddToConstructedParts( key );
2851 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2852
2853 if (is_base)
2854 {
2856 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2857 }
2858 }
2859 }
2860 else
2861 {
2862 if ( part.IsBuilt() )
2863 {
2864 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2865 GetConstruction().RemoveFromConstructedParts( key );
2866 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2867
2868 if (is_base)
2869 {
2871 AddProxyPhysics( ANIMATION_DEPLOYED );
2872 }
2873 }
2874 }
2875
2876 //check slot lock for material attachments
2877 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2878 }
2879
2880 //set construction parts based on synchronized data
2882 {
2883 Construction construction = GetConstruction();
2884 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2885
2886 for ( int i = 0; i < construction_parts.Count(); ++i )
2887 {
2888 string key = construction_parts.GetKey( i );
2889 ConstructionPart value = construction_parts.Get( key );
2890 SetPartFromSyncData(value);
2891 }
2892
2893 //regenerate navmesh
2894 UpdateNavmesh();
2895 }
2896
2897 protected ConstructionPart GetConstructionPartById( int id )
2898 {
2899 Construction construction = GetConstruction();
2900 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2901
2902 for ( int i = 0; i < construction_parts.Count(); ++i )
2903 {
2904 string key = construction_parts.GetKey( i );
2905 ConstructionPart value = construction_parts.Get( key );
2906
2907 if ( value.GetId() == id )
2908 {
2909 return value;
2910 }
2911 }
2912
2913 return NULL;
2914 }
2915 //
2916
2917 //Base
2918 bool HasBase()
2919 {
2920 return m_HasBase;
2921 }
2922
2923 void SetBaseState( bool has_base )
2924 {
2925 m_HasBase = has_base;
2926 }
2927
2928 override bool IsDeployable()
2929 {
2930 return true;
2931 }
2932
2933 bool IsOpened()
2934 {
2935 return false;
2936 }
2937
2938 //--- CONSTRUCTION KIT
2940 {
2941 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2942 if ( m_ConstructionKitHealth > 0 )
2943 {
2944 construction_kit.SetHealth( m_ConstructionKitHealth );
2945 }
2946
2947 return construction_kit;
2948 }
2949
2950 void CreateConstructionKitInHands(notnull PlayerBase player)
2951 {
2952 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2953 if ( m_ConstructionKitHealth > 0 )
2954 {
2955 construction_kit.SetHealth( m_ConstructionKitHealth );
2956 }
2957 }
2958
2959 protected vector GetKitSpawnPosition()
2960 {
2961 return GetPosition();
2962 }
2963
2964 protected string GetConstructionKitType()
2965 {
2966 return "";
2967 }
2968
2969 void DestroyConstructionKit( ItemBase construction_kit )
2970 {
2971 m_ConstructionKitHealth = construction_kit.GetHealth();
2972 GetGame().ObjectDelete( construction_kit );
2973 }
2974
2975 //--- CONSTRUCTION
2976 void DestroyConstruction()
2977 {
2978 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2979 GetGame().ObjectDelete( this );
2980 }
2981
2982 // --- EVENTS
2983 override void OnStoreSave( ParamsWriteContext ctx )
2984 {
2985 super.OnStoreSave( ctx );
2986
2987 //sync parts 01
2988 ctx.Write( m_SyncParts01 );
2989 ctx.Write( m_SyncParts02 );
2990 ctx.Write( m_SyncParts03 );
2991
2992 ctx.Write( m_HasBase );
2993 }
2994
2995 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2996 {
2997 if ( !super.OnStoreLoad( ctx, version ) )
2998 return false;
2999
3000 //--- Base building data ---
3001 //Restore synced parts data
3002 if ( !ctx.Read( m_SyncParts01 ) )
3003 {
3004 m_SyncParts01 = 0; //set default
3005 return false;
3006 }
3007 if ( !ctx.Read( m_SyncParts02 ) )
3008 {
3009 m_SyncParts02 = 0; //set default
3010 return false;
3011 }
3012 if ( !ctx.Read( m_SyncParts03 ) )
3013 {
3014 m_SyncParts03 = 0; //set default
3015 return false;
3016 }
3017
3018 //has base
3019 if ( !ctx.Read( m_HasBase ) )
3020 {
3021 m_HasBase = false;
3022 return false;
3023 }
3024 //---
3025
3026 return true;
3027 }
3028
3029 override void AfterStoreLoad()
3030 {
3031 super.AfterStoreLoad();
3032
3034 {
3036 }
3037 }
3038
3040 {
3041 //update server data
3043
3044 //set base state
3045 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
3046 SetBaseState( construction_part.IsBuilt() ) ;
3047
3048 //synchronize after load
3050 }
3051
3052 override void OnCreatePhysics()
3053 {
3054 super.OnCreatePhysics();
3057 }
3058
3059 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
3060 {
3062 return;
3063
3064 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
3065
3066 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
3067 return;
3068
3069 Construction construction = GetConstruction();
3070 string part_name = zone;
3071 part_name.ToLower();
3072
3073 if ( newLevel == GameConstants.STATE_RUINED )
3074 {
3075 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
3076
3077 if ( construction_part && construction.IsPartConstructed( part_name ) )
3078 {
3079 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
3080 construction.DestroyConnectedParts(part_name);
3081 }
3082
3083 //barbed wire handling (hack-ish)
3084 if ( part_name.Contains("barbed") )
3085 {
3086 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
3087 if (barbed_wire)
3088 barbed_wire.SetMountedState( false );
3089 }
3090 }
3091 }
3092
3093 override void EEOnAfterLoad()
3094 {
3096 {
3098 }
3099
3100 super.EEOnAfterLoad();
3101 }
3102
3103 override void EEInit()
3104 {
3105 super.EEInit();
3106
3107 // init visuals and physics
3108 InitBaseState();
3109
3110 //debug
3111 #ifdef DEVELOPER
3113 #endif
3114 }
3115
3116 override void EEItemAttached( EntityAI item, string slot_name )
3117 {
3118 super.EEItemAttached( item, slot_name );
3119
3120 CheckForHybridAttachments( item, slot_name );
3121 UpdateVisuals();
3122 UpdateAttachmentPhysics( slot_name, false );
3123 }
3124
3125 override void EEItemDetached( EntityAI item, string slot_name )
3126 {
3127 super.EEItemDetached( item, slot_name );
3128
3129 UpdateVisuals();
3130 UpdateAttachmentPhysics( slot_name, false );
3131 }
3132
3133 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
3134 {
3135 string slot_name = InventorySlots.GetSlotName( slotId );
3136 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
3137
3138 UpdateAttachmentVisuals( slot_name, locked );
3139 UpdateAttachmentPhysics( slot_name, locked );
3140 }
3141
3142 //ignore out of reach condition
3143 override bool IgnoreOutOfReachCondition()
3144 {
3145 return true;
3146 }
3147
3148 //CONSTRUCTION EVENTS
3149 //Build
3150 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
3151 {
3152 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3153
3154 //check base state
3155 if (construtionPart.IsBase())
3156 {
3157 SetBaseState(true);
3158
3159 //spawn kit
3161 }
3162
3163 //register constructed parts for synchronization
3164 RegisterPartForSync(construtionPart.GetId());
3165
3166 //register action that was performed on part
3167 RegisterActionForSync(construtionPart.GetId(), action_id);
3168
3169 //synchronize
3171
3172 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3173
3174 UpdateNavmesh();
3175
3176 //update visuals
3177 UpdateVisuals();
3178
3179 //reset action sync data
3181 }
3182
3183 void OnPartBuiltClient(string part_name, int action_id)
3184 {
3185 //play sound
3186 SoundBuildStart( part_name );
3187 }
3188
3189 //Dismantle
3190 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3191 {
3192 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3193 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3194
3195 //register constructed parts for synchronization
3196 UnregisterPartForSync(construtionPart.GetId());
3197
3198 //register action that was performed on part
3199 RegisterActionForSync(construtionPart.GetId(), action_id);
3200
3201 //synchronize
3203
3204 // server part of sync, client will be synced from SetPartsFromSyncData
3205 SetPartFromSyncData(construtionPart);
3206
3207 UpdateNavmesh();
3208
3209 //update visuals
3210 UpdateVisuals();
3211
3212 //reset action sync data
3214
3215 //check base state
3216 if (construtionPart.IsBase())
3217 {
3218 //Destroy construction
3220 }
3221 }
3222
3223 void OnPartDismantledClient( string part_name, int action_id )
3224 {
3225 //play sound
3226 SoundDismantleStart( part_name );
3227 }
3228
3229 //Destroy
3230 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3231 {
3232 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3233 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3234
3235 //register constructed parts for synchronization
3236 UnregisterPartForSync(construtionPart.GetId());
3237
3238 //register action that was performed on part
3239 RegisterActionForSync(construtionPart.GetId(), action_id);
3240
3241 //synchronize
3243
3244 // server part of sync, client will be synced from SetPartsFromSyncData
3245 SetPartFromSyncData(construtionPart);
3246
3247 UpdateNavmesh();
3248
3249 //update visuals
3250 UpdateVisuals();
3251
3252 //reset action sync data
3254
3255 //check base state
3256 if (construtionPart.IsBase())
3257 {
3258 //Destroy construction
3260 }
3261 }
3262
3263 void OnPartDestroyedClient( string part_name, int action_id )
3264 {
3265 //play sound
3266 SoundDestroyStart( part_name );
3267 }
3268
3270 protected void HandleItemFalling(ConstructionPart part)
3271 {
3272 bool process = false;
3273
3274 //TODO: add a parameter to parts' config classes?
3275 process |= part.m_PartName.Contains("_roof");
3276 process |= part.m_PartName.Contains("_platform");
3277 process |= part.m_PartName.Contains("_stair");
3278
3279 if (process)
3280 {
3281 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
3282 {
3283 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
3284 return;
3285 }
3286
3287 vector mins, maxs;
3288 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
3289 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3290
3291 //sanitize minmaxs
3292 vector minTmp, maxTmp;
3293 minTmp[0] = Math.Min(mins[0],maxs[0]);
3294 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3295 minTmp[1] = Math.Min(mins[1],maxs[1]);
3296 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3297 minTmp[2] = Math.Min(mins[2],maxs[2]);
3298 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3299 mins = minTmp;
3300 maxs = maxTmp;
3301
3302 maxs[1] = maxs[1] + 0.35; //reach a little above..
3303
3304 ItemFall(mins,maxs);
3305 }
3306 }
3307
3309 protected void ItemFall(vector min, vector max)
3310 {
3311 array<EntityAI> foundEntities = new array<EntityAI>();
3312 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3313
3314 //filtering
3315 ItemBase item;
3316 foreach (EntityAI entity : foundEntities)
3317 {
3318 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3319 item.ThrowPhysically(null,vector.Zero);
3320 }
3321 }
3322
3323 // --- UPDATE
3324 void InitBaseState()
3325 {
3326 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3327
3328 InitVisuals();
3329 UpdateNavmesh(); //regenerate navmesh
3330 GetConstruction().InitBaseState();
3331 }
3332
3333 void InitVisuals()
3334 {
3335 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3336 //check base
3337 if ( !HasBase() )
3338 {
3339 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3340 }
3341 else
3342 {
3343 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3344 }
3345
3346 GetConstruction().UpdateVisuals();
3347 }
3348
3349 void UpdateVisuals()
3350 {
3351 array<string> attachmentSlots = new array<string>;
3352
3353 GetAttachmentSlots(this, attachmentSlots);
3354 foreach (string slotName : attachmentSlots)
3355 {
3357 }
3358
3359 //check base
3360 if (!HasBase())
3361 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3362 else
3363 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3364
3365 GetConstruction().UpdateVisuals();
3366 }
3367
3368 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3369 {
3370 string slotNameMounted = slot_name + "_Mounted";
3371 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3372
3373 if (attachment)
3374 {
3375 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3376 if (barbedWire && barbedWire.IsMounted())
3377 CreateAreaDamage(slotNameMounted);
3378 else
3379 DestroyAreaDamage(slotNameMounted);
3380
3381 if (is_locked)
3382 {
3383 SetAnimationPhase(slotNameMounted, 0);
3384 SetAnimationPhase(slot_name, 1);
3385 }
3386 else
3387 {
3388 SetAnimationPhase(slotNameMounted, 1);
3389 SetAnimationPhase(slot_name, 0);
3390 }
3391 }
3392 else
3393 {
3394 SetAnimationPhase(slotNameMounted, 1);
3395 SetAnimationPhase(slot_name, 1);
3396
3397 DestroyAreaDamage(slotNameMounted);
3398 }
3399 }
3400
3401 // avoid calling this function on frequent occasions, it's a massive performance hit
3402 void UpdatePhysics()
3403 {
3405 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3406
3407 array<string> attachmentSlots = new array<string>;
3408 GetAttachmentSlots(this, attachmentSlots);
3409
3411 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3412
3413 foreach (string slotName : attachmentSlots)
3414 {
3416 }
3417
3418 //check base
3419 if (!HasBase())
3420 {
3422 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3423
3424 AddProxyPhysics(ANIMATION_DEPLOYED);
3425 }
3426 else
3427 {
3429 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3430
3431 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3432 }
3433
3434 GetConstruction().UpdatePhysics();
3435 UpdateNavmesh();
3436 }
3437
3438 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3439 {
3440 //checks for invalid appends; hotfix
3441 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3442 return;
3443 //----------------------------------
3444 string slot_name_mounted = slot_name + "_Mounted";
3445 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3446
3447 //remove proxy physics
3448 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3449 RemoveProxyPhysics( slot_name_mounted );
3450 RemoveProxyPhysics( slot_name );
3451
3452 if ( attachment )
3453 {
3454 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3455 if ( is_locked )
3456 {
3457 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3458 AddProxyPhysics( slot_name_mounted );
3459 }
3460 else
3461 {
3462 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3463 AddProxyPhysics( slot_name );
3464 }
3465 }
3466 }
3467
3468 protected void UpdateNavmesh()
3469 {
3470 SetAffectPathgraph( true, false );
3471 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3472 }
3473
3474 override bool CanUseConstruction()
3475 {
3476 return true;
3477 }
3478
3479 override bool CanUseConstructionBuild()
3480 {
3481 return true;
3482 }
3483
3484 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3485 {
3486 if ( attachment )
3487 {
3488 InventoryLocation inventory_location = new InventoryLocation;
3489 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3490
3491 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3492 }
3493
3494 return false;
3495 }
3496
3497 protected bool IsAttachmentSlotLocked( string slot_name )
3498 {
3499 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3500 }
3501
3502 //--- ATTACHMENT SLOTS
3503 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3504 {
3505 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3506 if ( GetGame().ConfigIsExisting( config_path ) )
3507 {
3508 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3509 }
3510 }
3511
3512 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3513 {
3514 return true;
3515 }
3516
3517 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3518 {
3519 return true;
3520 }
3521
3522 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3523 {
3524 return true;
3525 }
3526
3527 // --- INIT
3528 void ConstructionInit()
3529 {
3530 if ( !m_Construction )
3531 {
3532 m_Construction = new Construction( this );
3533 }
3534
3535 GetConstruction().Init();
3536 }
3537
3539 {
3540 return m_Construction;
3541 }
3542
3543 //--- INVENTORY/ATTACHMENTS CONDITIONS
3544 //attachments
3545 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3546 {
3547 return super.CanReceiveAttachment(attachment, slotId);
3548 }
3549
3551 {
3552 int attachment_count = GetInventory().AttachmentCount();
3553 if ( attachment_count > 0 )
3554 {
3555 if ( HasBase() && attachment_count == 1 )
3556 {
3557 return false;
3558 }
3559
3560 return true;
3561 }
3562
3563 return false;
3564 }
3565
3566 override bool ShowZonesHealth()
3567 {
3568 return true;
3569 }
3570
3571 override bool IsTakeable()
3572 {
3573 return false;
3574 }
3575
3576 //this into/outo parent.Cargo
3577 override bool CanPutInCargo( EntityAI parent )
3578 {
3579 return false;
3580 }
3581
3582 override bool CanRemoveFromCargo( EntityAI parent )
3583 {
3584 return false;
3585 }
3586
3587 //hands
3588 override bool CanPutIntoHands( EntityAI parent )
3589 {
3590 return false;
3591 }
3592
3593 //--- ACTION CONDITIONS
3594 //direction
3595 override bool IsFacingPlayer( PlayerBase player, string selection )
3596 {
3597 return true;
3598 }
3599
3600 override bool IsPlayerInside( PlayerBase player, string selection )
3601 {
3602 return true;
3603 }
3604
3607 {
3608 return false;
3609 }
3610
3611 //camera direction check
3612 bool IsFacingCamera( string selection )
3613 {
3614 return true;
3615 }
3616
3617 //roof check
3618 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3619 {
3620 return false;
3621 }
3622
3623 //selection->player distance check
3624 bool HasProperDistance( string selection, PlayerBase player )
3625 {
3626 return true;
3627 }
3628
3629 //folding
3631 {
3632 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3633 {
3634 return false;
3635 }
3636
3637 return true;
3638 }
3639
3641 {
3644
3645 return item;
3646 }
3647
3648 //Damage triggers (barbed wire)
3649 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3650 {
3651 if ( GetGame() && GetGame().IsServer() )
3652 {
3653 //destroy area damage if some already exists
3654 DestroyAreaDamage( slot_name );
3655
3656 //create new area damage
3658 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3659
3660 vector min_max[2];
3661 if ( MemoryPointExists( slot_name + "_min" ) )
3662 {
3663 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3664 }
3665 if ( MemoryPointExists( slot_name + "_max" ) )
3666 {
3667 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3668 }
3669
3670 //get proper trigger extents (min<max)
3671 vector extents[2];
3672 GetConstruction().GetTriggerExtents( min_max, extents );
3673
3674 //get box center
3675 vector center;
3676 center = GetConstruction().GetBoxCenter( min_max );
3677 center = ModelToWorld( center );
3678
3679 //rotate center if needed
3680 vector orientation = GetOrientation();;
3681 CalcDamageAreaRotation( rotation_angle, center, orientation );
3682
3683 areaDamage.SetExtents( extents[0], extents[1] );
3684 areaDamage.SetAreaPosition( center );
3685 areaDamage.SetAreaOrientation( orientation );
3686 areaDamage.SetLoopInterval( 1.0 );
3687 areaDamage.SetDeferDuration( 0.2 );
3688 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3689 areaDamage.SetAmmoName( "BarbedWireHit" );
3690 areaDamage.Spawn();
3691
3692 m_DamageTriggers.Insert( slot_name, areaDamage );
3693 }
3694 }
3695
3696 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3697 {
3698 if ( angle_deg != 0 )
3699 {
3700 //orientation
3701 orientation[0] = orientation[0] - angle_deg;
3702
3703 //center
3704 vector rotate_axis;
3705 if ( MemoryPointExists( "rotate_axis" ) )
3706 {
3707 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3708 }
3709 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];
3710 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];
3711 center[0] = r_center_x;
3712 center[2] = r_center_z;
3713 }
3714 }
3715
3716 void DestroyAreaDamage( string slot_name )
3717 {
3718 if (GetGame() && GetGame().IsServer())
3719 {
3721 if (m_DamageTriggers.Find(slot_name, areaDamage))
3722 {
3723 if (areaDamage)
3724 {
3725 areaDamage.Destroy();
3726 }
3727
3728 m_DamageTriggers.Remove( slot_name );
3729 }
3730 }
3731 }
3732
3733 override bool IsIgnoredByConstruction()
3734 {
3735 return true;
3736 }
3737
3738 //================================================================
3739 // SOUNDS
3740 //================================================================
3741 protected void SoundBuildStart( string part_name )
3742 {
3743 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3744 }
3745
3746 protected void SoundDismantleStart( string part_name )
3747 {
3748 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3749 }
3750
3751 protected void SoundDestroyStart( string part_name )
3752 {
3753 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3754 }
3755
3756 protected string GetBuildSoundByMaterial( string part_name )
3757 {
3758 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3759
3760 switch ( material_type )
3761 {
3762 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3763 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3764 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3765 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3766 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3767 }
3768
3769 return "";
3770 }
3771
3772 protected string GetDismantleSoundByMaterial( string part_name )
3773 {
3774 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3775
3776 switch ( material_type )
3777 {
3778 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3779 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3780 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3781 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3782 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3783 }
3784
3785 return "";
3786 }
3787
3788 //misc
3789 void CheckForHybridAttachments( EntityAI item, string slot_name )
3790 {
3791 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3792 {
3793 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3794 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3795 {
3796 SetHealth(slot_name,"Health",item.GetHealth());
3797 }
3798 }
3799 }
3800
3801 override int GetDamageSystemVersionChange()
3802 {
3803 return 111;
3804 }
3805
3806 override void SetActions()
3807 {
3808 super.SetActions();
3809
3813 }
3814
3815 //================================================================
3816 // DEBUG
3817 //================================================================
3818 protected void DebugCustomState()
3819 {
3820 }
3821
3824 {
3825 return null;
3826 }
3827
3828 override void OnDebugSpawn()
3829 {
3830 FullyBuild();
3831 }
3832
3833 void FullyBuild()
3834 {
3836 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3837
3838 Man p;
3839
3840 #ifdef SERVER
3841 array<Man> players = new array<Man>;
3842 GetGame().GetWorld().GetPlayerList(players);
3843 if (players.Count())
3844 p = players[0];
3845 #else
3846 p = GetGame().GetPlayer();
3847 #endif
3848
3849 foreach (ConstructionPart part : parts)
3850 {
3851 bool excluded = false;
3852 string partName = part.GetPartName();
3853 if (excludes)
3854 {
3855 foreach (string exclude : excludes)
3856 {
3857 if (partName.Contains(exclude))
3858 {
3859 excluded = true;
3860 break;
3861 }
3862 }
3863 }
3864
3865 if (!excluded)
3866 {
3867 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3868 }
3869 }
3870
3871 GetConstruction().UpdateVisuals();
3872 }
3873}
3874
3875void bsbDebugPrint (string s)
3876{
3877#ifdef BSB_DEBUG
3878 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3879#else
3880 //Print("" + s); // comment/uncomment to hide/see debug logs
3881#endif
3882}
3883void bsbDebugSpam (string s)
3884{
3885#ifdef BSB_DEBUG_SPAM
3886 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3887#else
3888 //Print("" + s); // comment/uncomment to hide/see debug logs
3889#endif
3890}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1969
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1313
override int GetHideIconMask()
Определения BaseBuildingBase.c:1398
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1729
void FullyBuild()
Определения BaseBuildingBase.c:2579
void UpdateVisuals()
Определения BaseBuildingBase.c:2095
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1568
int m_SyncParts01
Определения BaseBuildingBase.c:1321
void UpdateNavmesh()
Определения BaseBuildingBase.c:2214
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2263
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2574
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2569
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2497
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1329
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2487
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2114
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2442
override bool CanObstruct()
Определения BaseBuildingBase.c:1393
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2296
override void InitItemSounds()
Определения BaseBuildingBase.c:1403
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1457
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1338
void InitBaseState()
Определения BaseBuildingBase.c:2070
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2291
void BaseBuildingBase()
Определения BaseBuildingBase.c:1348
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1785
void DestroyConstruction()
Определения BaseBuildingBase.c:1722
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1344
int m_InteractedPartId
Определения BaseBuildingBase.c:1324
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
bool m_HasBase
Определения BaseBuildingBase.c:1319
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2518
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2230
void UpdatePhysics()
Определения BaseBuildingBase.c:2148
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2341
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1929
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2370
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1798
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1896
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1555
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1330
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1627
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1345
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1333
int m_SyncParts03
Определения BaseBuildingBase.c:1323
void ResetActionSyncData()
Определения BaseBuildingBase.c:1561
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1388
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1936
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2535
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1839
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1871
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1705
ref Construction m_Construction
Определения BaseBuildingBase.c:1317
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2358
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2258
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2249
override bool IsDeployable()
Определения BaseBuildingBase.c:1674
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:2009
override void EEInit()
Определения BaseBuildingBase.c:1849
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1486
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1320
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1436
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2364
Construction GetConstruction()
Определения BaseBuildingBase.c:2284
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2492
void DebugCustomState()
Определения BaseBuildingBase.c:2564
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1643
string GetConstructionKitType()
Определения BaseBuildingBase.c:1710
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2268
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1976
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2376
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2547
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1336
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1862
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1335
void InitVisuals()
Определения BaseBuildingBase.c:2079
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1312
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1331
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2386
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2323
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2220
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1775
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1585
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1805
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1889
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1741
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2312
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2184
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2346
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2502
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1685
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1339
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2352
override bool IsTakeable()
Определения BaseBuildingBase.c:2317
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1315
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1377
override void SetActions()
Определения BaseBuildingBase.c:2552
void HandleItemFalling(ConstructionPart part)
Disconnected temporarily.
Определения BaseBuildingBase.c:2016
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1715
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1696
bool IsOpened()
Определения BaseBuildingBase.c:1679
void ItemFall(vector min, vector max)
Disconnected temporarily.
Определения BaseBuildingBase.c:2055
int m_PerformedActionId
Определения BaseBuildingBase.c:1325
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2225
bool HasBase()
Определения BaseBuildingBase.c:1664
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1444
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1428
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2479
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1343
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1669
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1332
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1879
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2334
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1515
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2328
void ConstructionInit()
Определения BaseBuildingBase.c:2274
int m_SyncParts02
Определения BaseBuildingBase.c:1322
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1337
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2345
void CreateAreaDamage()
Определения FireplaceBase.c:2329
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:9229
bool m_FixDamageSystemInit
Определения ItemBase.c:4907
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения 3_Game/tools/Debug.c:122
Определения 3_Game/tools/Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:911
static bool IsBaseBuildingLogEnable()
Определения 3_Game/tools/Debug.c:698
Определения 3_Game/tools/Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения 3_Game/constants.c:848
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/tools/tools.c:8

Используется в ItemBase::EEInit().