DayZ 1.27
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◆ DebugCustomState()

void bsbDebugPrint::DebugCustomState ( )
protected

См. определение в файле BaseBuildingBase.c строка 2524

2526{
2527 const string ANIMATION_DEPLOYED = "Deployed";
2528
2529 float m_ConstructionKitHealth; //stored health value for used construction kit
2530
2532
2533 bool m_HasBase;
2534 //variables for synchronization of base building parts (2x31 is the current limit)
2535 int m_SyncParts01; //synchronization for already built parts (31 parts)
2536 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2537 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2538 int m_InteractedPartId; //construction part id that an action was performed on
2539 int m_PerformedActionId; //action id that was performed on a construction part
2540
2541 //Sounds
2542 //build
2543 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2544 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2545 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2546 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2547 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2548 //dismantle
2549 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2550 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2551 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2552 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2553 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2554
2555 protected EffectSound m_Sound;
2556
2560
2561 // Constructor
2562 void BaseBuildingBase()
2563 {
2565
2566 //synchronized variables
2567 RegisterNetSyncVariableInt( "m_SyncParts01" );
2568 RegisterNetSyncVariableInt( "m_SyncParts02" );
2569 RegisterNetSyncVariableInt( "m_SyncParts03" );
2570 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2571 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2572 RegisterNetSyncVariableBool( "m_HasBase" );
2573
2574 //Construction init
2576
2577 if (ConfigIsExisting("hybridAttachments"))
2578 {
2580 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2581 }
2582 if (ConfigIsExisting("mountables"))
2583 {
2585 ConfigGetTextArray("mountables", m_Mountables);
2586 }
2587
2588 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2589 }
2590
2591 override void EEDelete(EntityAI parent)
2592 {
2593 super.EEDelete(parent);
2594
2595 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2596 {
2597 areaDamage.Destroy();
2598 }
2599
2600 }
2601
2602 override string GetInvulnerabilityTypeString()
2603 {
2604 return "disableBaseDamage";
2605 }
2606
2607 override bool CanObstruct()
2608 {
2609 return true;
2610 }
2611
2612 override int GetHideIconMask()
2613 {
2614 return EInventoryIconVisibility.HIDE_VICINITY;
2615 }
2616
2617 // --- SYNCHRONIZATION
2619 {
2620 if ( GetGame().IsServer() )
2621 {
2622 SetSynchDirty();
2623 }
2624 }
2625
2626 override void OnVariablesSynchronized()
2627 {
2628 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2629 super.OnVariablesSynchronized();
2630
2632 }
2633
2634 protected void OnSynchronizedClient()
2635 {
2636 //update parts
2638
2639 //update action on part
2641
2642 //update visuals (client)
2643 UpdateVisuals();
2644 }
2645
2646 //parts synchronization
2647 void RegisterPartForSync( int part_id )
2648 {
2649 //part_id must starts from index = 1
2650 int offset;
2651 int mask;
2652
2653 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2654 {
2655 offset = part_id - 1;
2656 mask = 1 << offset;
2657
2658 m_SyncParts01 = m_SyncParts01 | mask;
2659 }
2660 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2661 {
2662 offset = ( part_id % 32 );
2663 mask = 1 << offset;
2664
2665 m_SyncParts02 = m_SyncParts02 | mask;
2666 }
2667 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2668 {
2669 offset = ( part_id % 63 );
2670 mask = 1 << offset;
2671
2672 m_SyncParts03 = m_SyncParts03 | mask;
2673 }
2674 }
2675
2676 void UnregisterPartForSync( int part_id )
2677 {
2678 //part_id must starts from index = 1
2679 int offset;
2680 int mask;
2681
2682 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2683 {
2684 offset = part_id - 1;
2685 mask = 1 << offset;
2686
2687 m_SyncParts01 = m_SyncParts01 & ~mask;
2688 }
2689 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2690 {
2691 offset = ( part_id % 32 );
2692 mask = 1 << offset;
2693
2694 m_SyncParts02 = m_SyncParts02 & ~mask;
2695 }
2696 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2697 {
2698 offset = ( part_id % 63 );
2699 mask = 1 << offset;
2700
2701 m_SyncParts03 = m_SyncParts03 & ~mask;
2702 }
2703 }
2704
2705 bool IsPartBuildInSyncData( int part_id )
2706 {
2707 //part_id must starts from index = 1
2708 int offset;
2709 int mask;
2710
2711 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2712 {
2713 offset = part_id - 1;
2714 mask = 1 << offset;
2715
2716 if ( ( m_SyncParts01 & mask ) > 0 )
2717 {
2718 return true;
2719 }
2720 }
2721 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2722 {
2723 offset = ( part_id % 32 );
2724 mask = 1 << offset;
2725
2726 if ( ( m_SyncParts02 & mask ) > 0 )
2727 {
2728 return true;
2729 }
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 if ( ( m_SyncParts03 & mask ) > 0 )
2737 {
2738 return true;
2739 }
2740 }
2741
2742 return false;
2743 }
2744
2745 protected void RegisterActionForSync( int part_id, int action_id )
2746 {
2747 m_InteractedPartId = part_id;
2748 m_PerformedActionId = action_id;
2749 }
2750
2751 protected void ResetActionSyncData()
2752 {
2753 //reset data
2754 m_InteractedPartId = -1;
2756 }
2757
2758 protected void SetActionFromSyncData()
2759 {
2760 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2761 {
2763 int build_action_id = m_PerformedActionId;
2764
2765 switch( build_action_id )
2766 {
2767 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2768 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2769 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2770 }
2771 }
2772 }
2773 //------
2774
2776 {
2777 string key = part.m_PartName;
2778 bool is_base = part.IsBase();
2779 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2780 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2781 if ( is_part_built_sync )
2782 {
2783 if ( !part.IsBuilt() )
2784 {
2785 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2786 GetConstruction().AddToConstructedParts( key );
2787 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2788
2789 if (is_base)
2790 {
2792 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2793 }
2794 }
2795 }
2796 else
2797 {
2798 if ( part.IsBuilt() )
2799 {
2800 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2801 GetConstruction().RemoveFromConstructedParts( key );
2802 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2803
2804 if (is_base)
2805 {
2807 AddProxyPhysics( ANIMATION_DEPLOYED );
2808 }
2809 }
2810 }
2811
2812 //check slot lock for material attachments
2813 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2814 }
2815
2816 //set construction parts based on synchronized data
2818 {
2819 Construction construction = GetConstruction();
2820 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2821
2822 for ( int i = 0; i < construction_parts.Count(); ++i )
2823 {
2824 string key = construction_parts.GetKey( i );
2825 ConstructionPart value = construction_parts.Get( key );
2826 SetPartFromSyncData(value);
2827 }
2828
2829 //regenerate navmesh
2830 UpdateNavmesh();
2831 }
2832
2833 protected ConstructionPart GetConstructionPartById( int id )
2834 {
2835 Construction construction = GetConstruction();
2836 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2837
2838 for ( int i = 0; i < construction_parts.Count(); ++i )
2839 {
2840 string key = construction_parts.GetKey( i );
2841 ConstructionPart value = construction_parts.Get( key );
2842
2843 if ( value.GetId() == id )
2844 {
2845 return value;
2846 }
2847 }
2848
2849 return NULL;
2850 }
2851 //
2852
2853 //Base
2854 bool HasBase()
2855 {
2856 return m_HasBase;
2857 }
2858
2859 void SetBaseState( bool has_base )
2860 {
2861 m_HasBase = has_base;
2862 }
2863
2864 override bool IsDeployable()
2865 {
2866 return true;
2867 }
2868
2869 bool IsOpened()
2870 {
2871 return false;
2872 }
2873
2874 //--- CONSTRUCTION KIT
2876 {
2877 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2878 if ( m_ConstructionKitHealth > 0 )
2879 {
2880 construction_kit.SetHealth( m_ConstructionKitHealth );
2881 }
2882
2883 return construction_kit;
2884 }
2885
2886 void CreateConstructionKitInHands(notnull PlayerBase player)
2887 {
2888 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2889 if ( m_ConstructionKitHealth > 0 )
2890 {
2891 construction_kit.SetHealth( m_ConstructionKitHealth );
2892 }
2893 }
2894
2895 protected vector GetKitSpawnPosition()
2896 {
2897 return GetPosition();
2898 }
2899
2900 protected string GetConstructionKitType()
2901 {
2902 return "";
2903 }
2904
2905 void DestroyConstructionKit( ItemBase construction_kit )
2906 {
2907 m_ConstructionKitHealth = construction_kit.GetHealth();
2908 GetGame().ObjectDelete( construction_kit );
2909 }
2910
2911 //--- CONSTRUCTION
2912 void DestroyConstruction()
2913 {
2914 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2915 GetGame().ObjectDelete( this );
2916 }
2917
2918 // --- EVENTS
2919 override void OnStoreSave( ParamsWriteContext ctx )
2920 {
2921 super.OnStoreSave( ctx );
2922
2923 //sync parts 01
2924 ctx.Write( m_SyncParts01 );
2925 ctx.Write( m_SyncParts02 );
2926 ctx.Write( m_SyncParts03 );
2927
2928 ctx.Write( m_HasBase );
2929 }
2930
2931 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2932 {
2933 if ( !super.OnStoreLoad( ctx, version ) )
2934 return false;
2935
2936 //--- Base building data ---
2937 //Restore synced parts data
2938 if ( !ctx.Read( m_SyncParts01 ) )
2939 {
2940 m_SyncParts01 = 0; //set default
2941 return false;
2942 }
2943 if ( !ctx.Read( m_SyncParts02 ) )
2944 {
2945 m_SyncParts02 = 0; //set default
2946 return false;
2947 }
2948 if ( !ctx.Read( m_SyncParts03 ) )
2949 {
2950 m_SyncParts03 = 0; //set default
2951 return false;
2952 }
2953
2954 //has base
2955 if ( !ctx.Read( m_HasBase ) )
2956 {
2957 m_HasBase = false;
2958 return false;
2959 }
2960 //---
2961
2962 return true;
2963 }
2964
2965 override void AfterStoreLoad()
2966 {
2967 super.AfterStoreLoad();
2968
2970 {
2972 }
2973 }
2974
2976 {
2977 //update server data
2979
2980 //set base state
2981 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2982 SetBaseState( construction_part.IsBuilt() ) ;
2983
2984 //synchronize after load
2986 }
2987
2988 override void OnCreatePhysics()
2989 {
2990 super.OnCreatePhysics();
2993 }
2994
2995 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2996 {
2998 return;
2999
3000 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
3001
3002 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
3003 return;
3004
3005 Construction construction = GetConstruction();
3006 string part_name = zone;
3007 part_name.ToLower();
3008
3009 if ( newLevel == GameConstants.STATE_RUINED )
3010 {
3011 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
3012
3013 if ( construction_part && construction.IsPartConstructed( part_name ) )
3014 {
3015 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
3016 construction.DestroyConnectedParts(part_name);
3017 }
3018
3019 //barbed wire handling (hack-ish)
3020 if ( part_name.Contains("barbed") )
3021 {
3022 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
3023 if (barbed_wire)
3024 barbed_wire.SetMountedState( false );
3025 }
3026 }
3027 }
3028
3029 override void EEOnAfterLoad()
3030 {
3032 {
3034 }
3035
3036 super.EEOnAfterLoad();
3037 }
3038
3039 override void EEInit()
3040 {
3041 super.EEInit();
3042
3043 // init visuals and physics
3044 InitBaseState();
3045
3046 //debug
3047 #ifdef DEVELOPER
3049 #endif
3050 }
3051
3052 override void EEItemAttached( EntityAI item, string slot_name )
3053 {
3054 super.EEItemAttached( item, slot_name );
3055
3056 CheckForHybridAttachments( item, slot_name );
3057 UpdateVisuals();
3058 UpdateAttachmentPhysics( slot_name, false );
3059 }
3060
3061 override void EEItemDetached( EntityAI item, string slot_name )
3062 {
3063 super.EEItemDetached( item, slot_name );
3064
3065 UpdateVisuals();
3066 UpdateAttachmentPhysics( slot_name, false );
3067 }
3068
3069 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
3070 {
3071 string slot_name = InventorySlots.GetSlotName( slotId );
3072 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
3073
3074 UpdateAttachmentVisuals( slot_name, locked );
3075 UpdateAttachmentPhysics( slot_name, locked );
3076 }
3077
3078 //ignore out of reach condition
3079 override bool IgnoreOutOfReachCondition()
3080 {
3081 return true;
3082 }
3083
3084 //CONSTRUCTION EVENTS
3085 //Build
3086 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
3087 {
3088 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3089
3090 //check base state
3091 if (construtionPart.IsBase())
3092 {
3093 SetBaseState(true);
3094
3095 //spawn kit
3097 }
3098
3099 //register constructed parts for synchronization
3100 RegisterPartForSync(construtionPart.GetId());
3101
3102 //register action that was performed on part
3103 RegisterActionForSync(construtionPart.GetId(), action_id);
3104
3105 //synchronize
3107
3108 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3109
3110 UpdateNavmesh();
3111
3112 //update visuals
3113 UpdateVisuals();
3114
3115 //reset action sync data
3117 }
3118
3119 void OnPartBuiltClient(string part_name, int action_id)
3120 {
3121 //play sound
3122 SoundBuildStart( part_name );
3123 }
3124
3125 //Dismantle
3126 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3127 {
3128 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3129 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3130
3131 //register constructed parts for synchronization
3132 UnregisterPartForSync(construtionPart.GetId());
3133
3134 //register action that was performed on part
3135 RegisterActionForSync(construtionPart.GetId(), action_id);
3136
3137 //synchronize
3139
3140 // server part of sync, client will be synced from SetPartsFromSyncData
3141 SetPartFromSyncData(construtionPart);
3142
3143 UpdateNavmesh();
3144
3145 //update visuals
3146 UpdateVisuals();
3147
3148 //reset action sync data
3150
3151 //check base state
3152 if (construtionPart.IsBase())
3153 {
3154 //Destroy construction
3156 }
3157
3158 if (GetGame().IsServer())
3159 HandleItemFalling(construtionPart);
3160 }
3161
3162 void OnPartDismantledClient( string part_name, int action_id )
3163 {
3164 //play sound
3165 SoundDismantleStart( part_name );
3166 }
3167
3168 //Destroy
3169 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3170 {
3171 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3172 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3173
3174 //register constructed parts for synchronization
3175 UnregisterPartForSync(construtionPart.GetId());
3176
3177 //register action that was performed on part
3178 RegisterActionForSync(construtionPart.GetId(), action_id);
3179
3180 //synchronize
3182
3183 // server part of sync, client will be synced from SetPartsFromSyncData
3184 SetPartFromSyncData(construtionPart);
3185
3186 UpdateNavmesh();
3187
3188 //update visuals
3189 UpdateVisuals();
3190
3191 //reset action sync data
3193
3194 //check base state
3195 if (construtionPart.IsBase())
3196 {
3197 //Destroy construction
3199 }
3200
3201 if (GetGame().IsServer())
3202 HandleItemFalling(construtionPart);
3203 }
3204
3205 void OnPartDestroyedClient( string part_name, int action_id )
3206 {
3207 //play sound
3208 SoundDestroyStart( part_name );
3209 }
3210
3211 protected void HandleItemFalling(ConstructionPart part)
3212 {
3213 bool process = false;
3214
3215 //TODO: add a parameter to parts' config classes?
3216 process |= part.m_PartName.Contains("_roof");
3217 process |= part.m_PartName.Contains("_platform");
3218 process |= part.m_PartName.Contains("_stair");
3219
3220 if (process)
3221 {
3222 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
3223 {
3224 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
3225 return;
3226 }
3227
3228 vector mins, maxs;
3229 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
3230 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3231
3232 //sanitize minmaxs
3233 vector minTmp, maxTmp;
3234 minTmp[0] = Math.Min(mins[0],maxs[0]);
3235 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3236 minTmp[1] = Math.Min(mins[1],maxs[1]);
3237 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3238 minTmp[2] = Math.Min(mins[2],maxs[2]);
3239 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3240 mins = minTmp;
3241 maxs = maxTmp;
3242
3243 maxs[1] = maxs[1] + 0.35; //reach a little above..
3244
3245 ItemFall(mins,maxs);
3246 }
3247 }
3248
3249 protected void ItemFall(vector min, vector max)
3250 {
3251 array<EntityAI> foundEntities = new array<EntityAI>();
3252 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3253
3254 //filtering
3255 ItemBase item;
3256 foreach (EntityAI entity : foundEntities)
3257 {
3258 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3259 item.ThrowPhysically(null,vector.Zero);
3260 }
3261 }
3262
3263 // --- UPDATE
3264 void InitBaseState()
3265 {
3266 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3267
3268 InitVisuals();
3269 UpdateNavmesh(); //regenerate navmesh
3270 GetConstruction().InitBaseState();
3271 }
3272
3273 void InitVisuals()
3274 {
3275 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3276 //check base
3277 if ( !HasBase() )
3278 {
3279 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3280 }
3281 else
3282 {
3283 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3284 }
3285
3286 GetConstruction().UpdateVisuals();
3287 }
3288
3289 void UpdateVisuals()
3290 {
3291 array<string> attachmentSlots = new array<string>;
3292
3293 GetAttachmentSlots(this, attachmentSlots);
3294 foreach (string slotName : attachmentSlots)
3295 {
3297 }
3298
3299 //check base
3300 if (!HasBase())
3301 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3302 else
3303 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3304
3305 GetConstruction().UpdateVisuals();
3306 }
3307
3308 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3309 {
3310 string slotNameMounted = slot_name + "_Mounted";
3311 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3312
3313 if (attachment)
3314 {
3315 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3316 if (barbedWire && barbedWire.IsMounted())
3317 CreateAreaDamage(slotNameMounted);
3318 else
3319 DestroyAreaDamage(slotNameMounted);
3320
3321 if (is_locked)
3322 {
3323 SetAnimationPhase(slotNameMounted, 0);
3324 SetAnimationPhase(slot_name, 1);
3325 }
3326 else
3327 {
3328 SetAnimationPhase(slotNameMounted, 1);
3329 SetAnimationPhase(slot_name, 0);
3330 }
3331 }
3332 else
3333 {
3334 SetAnimationPhase(slotNameMounted, 1);
3335 SetAnimationPhase(slot_name, 1);
3336
3337 DestroyAreaDamage(slotNameMounted);
3338 }
3339 }
3340
3341 // avoid calling this function on frequent occasions, it's a massive performance hit
3342 void UpdatePhysics()
3343 {
3345 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3346
3347 array<string> attachmentSlots = new array<string>;
3348 GetAttachmentSlots(this, attachmentSlots);
3349
3351 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3352
3353 foreach (string slotName : attachmentSlots)
3354 {
3356 }
3357
3358 //check base
3359 if (!HasBase())
3360 {
3362 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3363
3364 AddProxyPhysics(ANIMATION_DEPLOYED);
3365 }
3366 else
3367 {
3369 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3370
3371 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3372 }
3373
3374 GetConstruction().UpdatePhysics();
3375 UpdateNavmesh();
3376 }
3377
3378 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3379 {
3380 //checks for invalid appends; hotfix
3381 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3382 return;
3383 //----------------------------------
3384 string slot_name_mounted = slot_name + "_Mounted";
3385 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3386
3387 //remove proxy physics
3388 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3389 RemoveProxyPhysics( slot_name_mounted );
3390 RemoveProxyPhysics( slot_name );
3391
3392 if ( attachment )
3393 {
3394 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3395 if ( is_locked )
3396 {
3397 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3398 AddProxyPhysics( slot_name_mounted );
3399 }
3400 else
3401 {
3402 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3403 AddProxyPhysics( slot_name );
3404 }
3405 }
3406 }
3407
3408 protected void UpdateNavmesh()
3409 {
3410 SetAffectPathgraph( true, false );
3411 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3412 }
3413
3414 override bool CanUseConstruction()
3415 {
3416 return true;
3417 }
3418
3419 override bool CanUseConstructionBuild()
3420 {
3421 return true;
3422 }
3423
3424 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3425 {
3426 if ( attachment )
3427 {
3428 InventoryLocation inventory_location = new InventoryLocation;
3429 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3430
3431 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3432 }
3433
3434 return false;
3435 }
3436
3437 protected bool IsAttachmentSlotLocked( string slot_name )
3438 {
3439 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3440 }
3441
3442 //--- ATTACHMENT SLOTS
3443 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3444 {
3445 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3446 if ( GetGame().ConfigIsExisting( config_path ) )
3447 {
3448 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3449 }
3450 }
3451
3452 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3453 {
3454 return true;
3455 }
3456
3457 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3458 {
3459 return true;
3460 }
3461
3462 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3463 {
3464 return true;
3465 }
3466
3467 // --- INIT
3468 void ConstructionInit()
3469 {
3470 if ( !m_Construction )
3471 {
3472 m_Construction = new Construction( this );
3473 }
3474
3475 GetConstruction().Init();
3476 }
3477
3479 {
3480 return m_Construction;
3481 }
3482
3483 //--- INVENTORY/ATTACHMENTS CONDITIONS
3484 //attachments
3485 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3486 {
3487 return super.CanReceiveAttachment(attachment, slotId);
3488 }
3489
3491 {
3492 int attachment_count = GetInventory().AttachmentCount();
3493 if ( attachment_count > 0 )
3494 {
3495 if ( HasBase() && attachment_count == 1 )
3496 {
3497 return false;
3498 }
3499
3500 return true;
3501 }
3502
3503 return false;
3504 }
3505
3506 override bool ShowZonesHealth()
3507 {
3508 return true;
3509 }
3510
3511 override bool IsTakeable()
3512 {
3513 return false;
3514 }
3515
3516 //this into/outo parent.Cargo
3517 override bool CanPutInCargo( EntityAI parent )
3518 {
3519 return false;
3520 }
3521
3522 override bool CanRemoveFromCargo( EntityAI parent )
3523 {
3524 return false;
3525 }
3526
3527 //hands
3528 override bool CanPutIntoHands( EntityAI parent )
3529 {
3530 return false;
3531 }
3532
3533 //--- ACTION CONDITIONS
3534 //direction
3535 override bool IsFacingPlayer( PlayerBase player, string selection )
3536 {
3537 return true;
3538 }
3539
3540 override bool IsPlayerInside( PlayerBase player, string selection )
3541 {
3542 return true;
3543 }
3544
3547 {
3548 return false;
3549 }
3550
3551 //camera direction check
3552 bool IsFacingCamera( string selection )
3553 {
3554 return true;
3555 }
3556
3557 //roof check
3558 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3559 {
3560 return false;
3561 }
3562
3563 //selection->player distance check
3564 bool HasProperDistance( string selection, PlayerBase player )
3565 {
3566 return true;
3567 }
3568
3569 //folding
3571 {
3572 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3573 {
3574 return false;
3575 }
3576
3577 return true;
3578 }
3579
3581 {
3584
3585 return item;
3586 }
3587
3588 //Damage triggers (barbed wire)
3589 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3590 {
3591 if ( GetGame() && GetGame().IsServer() )
3592 {
3593 //destroy area damage if some already exists
3594 DestroyAreaDamage( slot_name );
3595
3596 //create new area damage
3598 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3599
3600 vector min_max[2];
3601 if ( MemoryPointExists( slot_name + "_min" ) )
3602 {
3603 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3604 }
3605 if ( MemoryPointExists( slot_name + "_max" ) )
3606 {
3607 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3608 }
3609
3610 //get proper trigger extents (min<max)
3611 vector extents[2];
3612 GetConstruction().GetTriggerExtents( min_max, extents );
3613
3614 //get box center
3615 vector center;
3616 center = GetConstruction().GetBoxCenter( min_max );
3617 center = ModelToWorld( center );
3618
3619 //rotate center if needed
3620 vector orientation = GetOrientation();;
3621 CalcDamageAreaRotation( rotation_angle, center, orientation );
3622
3623 areaDamage.SetExtents( extents[0], extents[1] );
3624 areaDamage.SetAreaPosition( center );
3625 areaDamage.SetAreaOrientation( orientation );
3626 areaDamage.SetLoopInterval( 1.0 );
3627 areaDamage.SetDeferDuration( 0.2 );
3628 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3629 areaDamage.SetAmmoName( "BarbedWireHit" );
3630 areaDamage.Spawn();
3631
3632 m_DamageTriggers.Insert( slot_name, areaDamage );
3633 }
3634 }
3635
3636 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3637 {
3638 if ( angle_deg != 0 )
3639 {
3640 //orientation
3641 orientation[0] = orientation[0] - angle_deg;
3642
3643 //center
3644 vector rotate_axis;
3645 if ( MemoryPointExists( "rotate_axis" ) )
3646 {
3647 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3648 }
3649 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];
3650 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];
3651 center[0] = r_center_x;
3652 center[2] = r_center_z;
3653 }
3654 }
3655
3656 void DestroyAreaDamage( string slot_name )
3657 {
3658 if (GetGame() && GetGame().IsServer())
3659 {
3661 if (m_DamageTriggers.Find(slot_name, areaDamage))
3662 {
3663 if (areaDamage)
3664 {
3665 areaDamage.Destroy();
3666 }
3667
3668 m_DamageTriggers.Remove( slot_name );
3669 }
3670 }
3671 }
3672
3673 override bool IsIgnoredByConstruction()
3674 {
3675 return true;
3676 }
3677
3678 //================================================================
3679 // SOUNDS
3680 //================================================================
3681 protected void SoundBuildStart( string part_name )
3682 {
3683 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3684 }
3685
3686 protected void SoundDismantleStart( string part_name )
3687 {
3688 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3689 }
3690
3691 protected void SoundDestroyStart( string part_name )
3692 {
3693 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3694 }
3695
3696 protected string GetBuildSoundByMaterial( string part_name )
3697 {
3698 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3699
3700 switch ( material_type )
3701 {
3702 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3703 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3704 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3705 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3706 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3707 }
3708
3709 return "";
3710 }
3711
3712 protected string GetDismantleSoundByMaterial( string part_name )
3713 {
3714 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3715
3716 switch ( material_type )
3717 {
3718 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3719 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3720 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3721 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3722 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3723 }
3724
3725 return "";
3726 }
3727
3728 //misc
3729 void CheckForHybridAttachments( EntityAI item, string slot_name )
3730 {
3731 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3732 {
3733 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3734 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3735 {
3736 SetHealth(slot_name,"Health",item.GetHealth());
3737 }
3738 }
3739 }
3740
3741 override int GetDamageSystemVersionChange()
3742 {
3743 return 111;
3744 }
3745
3746 override void SetActions()
3747 {
3748 super.SetActions();
3749
3753 }
3754
3755 //================================================================
3756 // DEBUG
3757 //================================================================
3758 protected void DebugCustomState()
3759 {
3760 }
3761
3764 {
3765 return null;
3766 }
3767
3768 override void OnDebugSpawn()
3769 {
3770 FullyBuild();
3771 }
3772
3773 void FullyBuild()
3774 {
3776 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3777
3778 Man p;
3779
3780 #ifdef SERVER
3781 array<Man> players = new array<Man>;
3782 GetGame().GetWorld().GetPlayerList(players);
3783 if (players.Count())
3784 p = players[0];
3785 #else
3786 p = GetGame().GetPlayer();
3787 #endif
3788
3789 foreach (ConstructionPart part : parts)
3790 {
3791 bool excluded = false;
3792 string partName = part.GetPartName();
3793 if (excludes)
3794 {
3795 foreach (string exclude : excludes)
3796 {
3797 if (partName.Contains(exclude))
3798 {
3799 excluded = true;
3800 break;
3801 }
3802 }
3803 }
3804
3805 if (!excluded)
3806 {
3807 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3808 }
3809 }
3810
3811 GetConstruction().UpdateVisuals();
3812 }
3813}
3814
3815void bsbDebugPrint (string s)
3816{
3817#ifdef BSB_DEBUG
3818 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3819#else
3820 //Print("" + s); // comment/uncomment to hide/see debug logs
3821#endif
3822}
3823void bsbDebugSpam (string s)
3824{
3825#ifdef BSB_DEBUG_SPAM
3826 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3827#else
3828 //Print("" + s); // comment/uncomment to hide/see debug logs
3829#endif
3830}
const int AT_DISMANTLE_PART
Определения _constants.c:7
const int AT_DESTROY_PART
Определения _constants.c:8
const int AT_BUILD_PART
Определения _constants.c:6
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1928
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1293
override int GetHideIconMask()
Определения BaseBuildingBase.c:1378
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1685
void FullyBuild()
Определения BaseBuildingBase.c:2539
void UpdateVisuals()
Определения BaseBuildingBase.c:2055
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1524
int m_SyncParts01
Определения BaseBuildingBase.c:1301
void UpdateNavmesh()
Определения BaseBuildingBase.c:2174
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2223
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2534
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2529
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2457
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1309
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2447
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2074
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2402
override bool CanObstruct()
Определения BaseBuildingBase.c:1373
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2256
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1413
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1318
void InitBaseState()
Определения BaseBuildingBase.c:2030
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2251
void BaseBuildingBase()
Определения BaseBuildingBase.c:1328
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1741
void DestroyConstruction()
Определения BaseBuildingBase.c:1678
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1324
int m_InteractedPartId
Определения BaseBuildingBase.c:1304
bool m_HasBase
Определения BaseBuildingBase.c:1299
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2478
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2190
void UpdatePhysics()
Определения BaseBuildingBase.c:2108
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2301
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1885
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2330
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1754
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1852
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1511
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1310
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1583
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1325
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1313
int m_SyncParts03
Определения BaseBuildingBase.c:1303
void ResetActionSyncData()
Определения BaseBuildingBase.c:1517
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1368
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1892
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2495
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1795
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1827
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1661
ref Construction m_Construction
Определения BaseBuildingBase.c:1297
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2318
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2218
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2209
override bool IsDeployable()
Определения BaseBuildingBase.c:1630
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1971
override void EEInit()
Определения BaseBuildingBase.c:1805
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1442
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1300
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1392
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2324
Construction GetConstruction()
Определения BaseBuildingBase.c:2244
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2452
void DebugCustomState()
Определения BaseBuildingBase.c:2524
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1599
string GetConstructionKitType()
Определения BaseBuildingBase.c:1666
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2228
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1935
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2336
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2507
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1316
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1818
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1315
void InitVisuals()
Определения BaseBuildingBase.c:2039
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1292
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1311
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2346
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2283
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2180
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1731
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1541
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1761
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1845
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1697
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2272
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2144
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2306
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2462
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1641
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1319
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2312
override bool IsTakeable()
Определения BaseBuildingBase.c:2277
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1295
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1357
override void SetActions()
Определения BaseBuildingBase.c:2512
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:1977
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1671
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1652
bool IsOpened()
Определения BaseBuildingBase.c:1635
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2015
int m_PerformedActionId
Определения BaseBuildingBase.c:1305
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2185
bool HasBase()
Определения BaseBuildingBase.c:1620
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1400
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1384
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2439
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1323
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1625
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1312
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1835
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2294
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1471
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2288
void ConstructionInit()
Определения BaseBuildingBase.c:2234
int m_SyncParts02
Определения BaseBuildingBase.c:1302
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1317
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2338
void CreateAreaDamage()
Определения FireplaceBase.c:2322
EffectSound m_Sound
Определения HungerSoundHandler.c:18
bool m_FixDamageSystemInit
Определения ItemBase.c:4835
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения Debug.c:122
Определения Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
Определения Building.c:6
Определения constants.c:659
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:891
Определения InventoryItem.c:731
static bool IsBaseBuildingLogEnable()
Определения Debug.c:698
Определения Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения constants.c:846
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения tools.c:8

Используется в ItemBase::EEInit().