DayZ 1.28
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◆ GetConstructionPartById()

ConstructionPart bsbDebugPrint::GetConstructionPartById ( int id)
protected

См. определение в файле BaseBuildingBase.c строка 1643

1645{
1646 const string ANIMATION_DEPLOYED = "Deployed";
1647
1648 float m_ConstructionKitHealth; //stored health value for used construction kit
1649
1651
1652 bool m_HasBase;
1653 //variables for synchronization of base building parts (2x31 is the current limit)
1654 int m_SyncParts01; //synchronization for already built parts (31 parts)
1655 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1656 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1657 int m_InteractedPartId; //construction part id that an action was performed on
1658 int m_PerformedActionId; //action id that was performed on a construction part
1659
1660 //Sounds
1661 //build
1662 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1663 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1664 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1665 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1666 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1667 //dismantle
1668 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1669 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1670 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1671 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1672 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1673
1674 protected EffectSound m_Sound;
1675
1679
1680 // Constructor
1681 void BaseBuildingBase()
1682 {
1684
1685 //synchronized variables
1686 RegisterNetSyncVariableInt( "m_SyncParts01" );
1687 RegisterNetSyncVariableInt( "m_SyncParts02" );
1688 RegisterNetSyncVariableInt( "m_SyncParts03" );
1689 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1690 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1691 RegisterNetSyncVariableBool( "m_HasBase" );
1692
1693 //Construction init
1695
1696 if (ConfigIsExisting("hybridAttachments"))
1697 {
1699 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1700 }
1701 if (ConfigIsExisting("mountables"))
1702 {
1704 ConfigGetTextArray("mountables", m_Mountables);
1705 }
1706
1707 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1708 }
1709
1710 override void EEDelete(EntityAI parent)
1711 {
1712 super.EEDelete(parent);
1713
1714 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1715 {
1716 areaDamage.Destroy();
1717 }
1718
1719 }
1720
1721 override string GetInvulnerabilityTypeString()
1722 {
1723 return "disableBaseDamage";
1724 }
1725
1726 override bool CanObstruct()
1727 {
1728 return true;
1729 }
1730
1731 override int GetHideIconMask()
1732 {
1733 return EInventoryIconVisibility.HIDE_VICINITY;
1734 }
1735
1736 override void InitItemSounds()
1737 {
1738 super.InitItemSounds();
1739
1741 SoundParameters params = new SoundParameters();
1742 params.m_Loop = true;
1743
1744 if (GetFoldSoundset() != string.Empty)
1745 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1746 if (GetLoopFoldSoundset() != string.Empty)
1747 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1748 }
1749
1750 override string GetFoldSoundset()
1751 {
1752 return "putDown_FenceKit_SoundSet";
1753 }
1754
1755 override string GetLoopFoldSoundset()
1756 {
1757 return "Shelter_Site_Build_Loop_SoundSet";
1758 }
1759
1760 // --- SYNCHRONIZATION
1762 {
1763 if ( GetGame().IsServer() )
1764 {
1765 SetSynchDirty();
1766 }
1767 }
1768
1769 override void OnVariablesSynchronized()
1770 {
1771 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1772 super.OnVariablesSynchronized();
1773
1775 }
1776
1777 protected void OnSynchronizedClient()
1778 {
1779 //update parts
1781
1782 //update action on part
1784
1785 //update visuals (client)
1786 UpdateVisuals();
1787 }
1788
1789 //parts synchronization
1790 void RegisterPartForSync( int part_id )
1791 {
1792 //part_id must starts from index = 1
1793 int offset;
1794 int mask;
1795
1796 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1797 {
1798 offset = part_id - 1;
1799 mask = 1 << offset;
1800
1801 m_SyncParts01 = m_SyncParts01 | mask;
1802 }
1803 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1804 {
1805 offset = ( part_id % 32 );
1806 mask = 1 << offset;
1807
1808 m_SyncParts02 = m_SyncParts02 | mask;
1809 }
1810 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1811 {
1812 offset = ( part_id % 63 );
1813 mask = 1 << offset;
1814
1815 m_SyncParts03 = m_SyncParts03 | mask;
1816 }
1817 }
1818
1819 void UnregisterPartForSync( int part_id )
1820 {
1821 //part_id must starts from index = 1
1822 int offset;
1823 int mask;
1824
1825 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1826 {
1827 offset = part_id - 1;
1828 mask = 1 << offset;
1829
1830 m_SyncParts01 = m_SyncParts01 & ~mask;
1831 }
1832 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1833 {
1834 offset = ( part_id % 32 );
1835 mask = 1 << offset;
1836
1837 m_SyncParts02 = m_SyncParts02 & ~mask;
1838 }
1839 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1840 {
1841 offset = ( part_id % 63 );
1842 mask = 1 << offset;
1843
1844 m_SyncParts03 = m_SyncParts03 & ~mask;
1845 }
1846 }
1847
1848 bool IsPartBuildInSyncData( int part_id )
1849 {
1850 //part_id must starts from index = 1
1851 int offset;
1852 int mask;
1853
1854 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1855 {
1856 offset = part_id - 1;
1857 mask = 1 << offset;
1858
1859 if ( ( m_SyncParts01 & mask ) > 0 )
1860 {
1861 return true;
1862 }
1863 }
1864 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1865 {
1866 offset = ( part_id % 32 );
1867 mask = 1 << offset;
1868
1869 if ( ( m_SyncParts02 & mask ) > 0 )
1870 {
1871 return true;
1872 }
1873 }
1874 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1875 {
1876 offset = ( part_id % 63 );
1877 mask = 1 << offset;
1878
1879 if ( ( m_SyncParts03 & mask ) > 0 )
1880 {
1881 return true;
1882 }
1883 }
1884
1885 return false;
1886 }
1887
1888 protected void RegisterActionForSync( int part_id, int action_id )
1889 {
1890 m_InteractedPartId = part_id;
1891 m_PerformedActionId = action_id;
1892 }
1893
1894 protected void ResetActionSyncData()
1895 {
1896 //reset data
1897 m_InteractedPartId = -1;
1899 }
1900
1901 protected void SetActionFromSyncData()
1902 {
1903 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1904 {
1906 int build_action_id = m_PerformedActionId;
1907
1908 switch( build_action_id )
1909 {
1910 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1911 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1912 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1913 }
1914 }
1915 }
1916 //------
1917
1919 {
1920 string key = part.m_PartName;
1921 bool is_base = part.IsBase();
1922 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1923 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1924 if ( is_part_built_sync )
1925 {
1926 if ( !part.IsBuilt() )
1927 {
1928 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1929 GetConstruction().AddToConstructedParts( key );
1930 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1931
1932 if (is_base)
1933 {
1935 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1936 }
1937 }
1938 }
1939 else
1940 {
1941 if ( part.IsBuilt() )
1942 {
1943 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1944 GetConstruction().RemoveFromConstructedParts( key );
1945 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1946
1947 if (is_base)
1948 {
1950 AddProxyPhysics( ANIMATION_DEPLOYED );
1951 }
1952 }
1953 }
1954
1955 //check slot lock for material attachments
1956 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1957 }
1958
1959 //set construction parts based on synchronized data
1961 {
1962 Construction construction = GetConstruction();
1963 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1964
1965 for ( int i = 0; i < construction_parts.Count(); ++i )
1966 {
1967 string key = construction_parts.GetKey( i );
1968 ConstructionPart value = construction_parts.Get( key );
1969 SetPartFromSyncData(value);
1970 }
1971
1972 //regenerate navmesh
1973 UpdateNavmesh();
1974 }
1975
1976 protected ConstructionPart GetConstructionPartById( int id )
1977 {
1978 Construction construction = GetConstruction();
1979 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1980
1981 for ( int i = 0; i < construction_parts.Count(); ++i )
1982 {
1983 string key = construction_parts.GetKey( i );
1984 ConstructionPart value = construction_parts.Get( key );
1985
1986 if ( value.GetId() == id )
1987 {
1988 return value;
1989 }
1990 }
1991
1992 return NULL;
1993 }
1994 //
1995
1996 //Base
1997 bool HasBase()
1998 {
1999 return m_HasBase;
2000 }
2001
2002 void SetBaseState( bool has_base )
2003 {
2004 m_HasBase = has_base;
2005 }
2006
2007 override bool IsDeployable()
2008 {
2009 return true;
2010 }
2011
2012 bool IsOpened()
2013 {
2014 return false;
2015 }
2016
2017 //--- CONSTRUCTION KIT
2019 {
2020 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2021 if ( m_ConstructionKitHealth > 0 )
2022 {
2023 construction_kit.SetHealth( m_ConstructionKitHealth );
2024 }
2025
2026 return construction_kit;
2027 }
2028
2029 void CreateConstructionKitInHands(notnull PlayerBase player)
2030 {
2031 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2032 if ( m_ConstructionKitHealth > 0 )
2033 {
2034 construction_kit.SetHealth( m_ConstructionKitHealth );
2035 }
2036 }
2037
2038 protected vector GetKitSpawnPosition()
2039 {
2040 return GetPosition();
2041 }
2042
2043 protected string GetConstructionKitType()
2044 {
2045 return "";
2046 }
2047
2048 void DestroyConstructionKit( ItemBase construction_kit )
2049 {
2050 m_ConstructionKitHealth = construction_kit.GetHealth();
2051 GetGame().ObjectDelete( construction_kit );
2052 }
2053
2054 //--- CONSTRUCTION
2055 void DestroyConstruction()
2056 {
2057 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2058 GetGame().ObjectDelete( this );
2059 }
2060
2061 // --- EVENTS
2062 override void OnStoreSave( ParamsWriteContext ctx )
2063 {
2064 super.OnStoreSave( ctx );
2065
2066 //sync parts 01
2067 ctx.Write( m_SyncParts01 );
2068 ctx.Write( m_SyncParts02 );
2069 ctx.Write( m_SyncParts03 );
2070
2071 ctx.Write( m_HasBase );
2072 }
2073
2074 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2075 {
2076 if ( !super.OnStoreLoad( ctx, version ) )
2077 return false;
2078
2079 //--- Base building data ---
2080 //Restore synced parts data
2081 if ( !ctx.Read( m_SyncParts01 ) )
2082 {
2083 m_SyncParts01 = 0; //set default
2084 return false;
2085 }
2086 if ( !ctx.Read( m_SyncParts02 ) )
2087 {
2088 m_SyncParts02 = 0; //set default
2089 return false;
2090 }
2091 if ( !ctx.Read( m_SyncParts03 ) )
2092 {
2093 m_SyncParts03 = 0; //set default
2094 return false;
2095 }
2096
2097 //has base
2098 if ( !ctx.Read( m_HasBase ) )
2099 {
2100 m_HasBase = false;
2101 return false;
2102 }
2103 //---
2104
2105 return true;
2106 }
2107
2108 override void AfterStoreLoad()
2109 {
2110 super.AfterStoreLoad();
2111
2113 {
2115 }
2116 }
2117
2119 {
2120 //update server data
2122
2123 //set base state
2124 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2125 SetBaseState( construction_part.IsBuilt() ) ;
2126
2127 //synchronize after load
2129 }
2130
2131 override void OnCreatePhysics()
2132 {
2133 super.OnCreatePhysics();
2136 }
2137
2138 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2139 {
2141 return;
2142
2143 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2144
2145 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2146 return;
2147
2148 Construction construction = GetConstruction();
2149 string part_name = zone;
2150 part_name.ToLower();
2151
2152 if ( newLevel == GameConstants.STATE_RUINED )
2153 {
2154 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2155
2156 if ( construction_part && construction.IsPartConstructed( part_name ) )
2157 {
2158 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2159 construction.DestroyConnectedParts(part_name);
2160 }
2161
2162 //barbed wire handling (hack-ish)
2163 if ( part_name.Contains("barbed") )
2164 {
2165 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2166 if (barbed_wire)
2167 barbed_wire.SetMountedState( false );
2168 }
2169 }
2170 }
2171
2172 override void EEOnAfterLoad()
2173 {
2175 {
2177 }
2178
2179 super.EEOnAfterLoad();
2180 }
2181
2182 override void EEInit()
2183 {
2184 super.EEInit();
2185
2186 // init visuals and physics
2187 InitBaseState();
2188
2189 //debug
2190 #ifdef DEVELOPER
2192 #endif
2193 }
2194
2195 override void EEItemAttached( EntityAI item, string slot_name )
2196 {
2197 super.EEItemAttached( item, slot_name );
2198
2199 CheckForHybridAttachments( item, slot_name );
2200 UpdateVisuals();
2201 UpdateAttachmentPhysics( slot_name, false );
2202 }
2203
2204 override void EEItemDetached( EntityAI item, string slot_name )
2205 {
2206 super.EEItemDetached( item, slot_name );
2207
2208 UpdateVisuals();
2209 UpdateAttachmentPhysics( slot_name, false );
2210 }
2211
2212 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2213 {
2214 string slot_name = InventorySlots.GetSlotName( slotId );
2215 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2216
2217 UpdateAttachmentVisuals( slot_name, locked );
2218 UpdateAttachmentPhysics( slot_name, locked );
2219 }
2220
2221 //ignore out of reach condition
2222 override bool IgnoreOutOfReachCondition()
2223 {
2224 return true;
2225 }
2226
2227 //CONSTRUCTION EVENTS
2228 //Build
2229 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2230 {
2231 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2232
2233 //check base state
2234 if (construtionPart.IsBase())
2235 {
2236 SetBaseState(true);
2237
2238 //spawn kit
2240 }
2241
2242 //register constructed parts for synchronization
2243 RegisterPartForSync(construtionPart.GetId());
2244
2245 //register action that was performed on part
2246 RegisterActionForSync(construtionPart.GetId(), action_id);
2247
2248 //synchronize
2250
2251 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2252
2253 UpdateNavmesh();
2254
2255 //update visuals
2256 UpdateVisuals();
2257
2258 //reset action sync data
2260 }
2261
2262 void OnPartBuiltClient(string part_name, int action_id)
2263 {
2264 //play sound
2265 SoundBuildStart( part_name );
2266 }
2267
2268 //Dismantle
2269 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2270 {
2271 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2272 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2273
2274 //register constructed parts for synchronization
2275 UnregisterPartForSync(construtionPart.GetId());
2276
2277 //register action that was performed on part
2278 RegisterActionForSync(construtionPart.GetId(), action_id);
2279
2280 //synchronize
2282
2283 // server part of sync, client will be synced from SetPartsFromSyncData
2284 SetPartFromSyncData(construtionPart);
2285
2286 UpdateNavmesh();
2287
2288 //update visuals
2289 UpdateVisuals();
2290
2291 //reset action sync data
2293
2294 //check base state
2295 if (construtionPart.IsBase())
2296 {
2297 //Destroy construction
2299 }
2300 }
2301
2302 void OnPartDismantledClient( string part_name, int action_id )
2303 {
2304 //play sound
2305 SoundDismantleStart( part_name );
2306 }
2307
2308 //Destroy
2309 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2310 {
2311 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2312 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2313
2314 //register constructed parts for synchronization
2315 UnregisterPartForSync(construtionPart.GetId());
2316
2317 //register action that was performed on part
2318 RegisterActionForSync(construtionPart.GetId(), action_id);
2319
2320 //synchronize
2322
2323 // server part of sync, client will be synced from SetPartsFromSyncData
2324 SetPartFromSyncData(construtionPart);
2325
2326 UpdateNavmesh();
2327
2328 //update visuals
2329 UpdateVisuals();
2330
2331 //reset action sync data
2333
2334 //check base state
2335 if (construtionPart.IsBase())
2336 {
2337 //Destroy construction
2339 }
2340 }
2341
2342 void OnPartDestroyedClient( string part_name, int action_id )
2343 {
2344 //play sound
2345 SoundDestroyStart( part_name );
2346 }
2347
2349 protected void HandleItemFalling(ConstructionPart part)
2350 {
2351 bool process = false;
2352
2353 //TODO: add a parameter to parts' config classes?
2354 process |= part.m_PartName.Contains("_roof");
2355 process |= part.m_PartName.Contains("_platform");
2356 process |= part.m_PartName.Contains("_stair");
2357
2358 if (process)
2359 {
2360 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2361 {
2362 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2363 return;
2364 }
2365
2366 vector mins, maxs;
2367 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2368 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2369
2370 //sanitize minmaxs
2371 vector minTmp, maxTmp;
2372 minTmp[0] = Math.Min(mins[0],maxs[0]);
2373 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2374 minTmp[1] = Math.Min(mins[1],maxs[1]);
2375 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2376 minTmp[2] = Math.Min(mins[2],maxs[2]);
2377 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2378 mins = minTmp;
2379 maxs = maxTmp;
2380
2381 maxs[1] = maxs[1] + 0.35; //reach a little above..
2382
2383 ItemFall(mins,maxs);
2384 }
2385 }
2386
2388 protected void ItemFall(vector min, vector max)
2389 {
2390 array<EntityAI> foundEntities = new array<EntityAI>();
2391 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2392
2393 //filtering
2394 ItemBase item;
2395 foreach (EntityAI entity : foundEntities)
2396 {
2397 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2398 item.ThrowPhysically(null,vector.Zero);
2399 }
2400 }
2401
2402 // --- UPDATE
2403 void InitBaseState()
2404 {
2405 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2406
2407 InitVisuals();
2408 UpdateNavmesh(); //regenerate navmesh
2409 GetConstruction().InitBaseState();
2410 }
2411
2412 void InitVisuals()
2413 {
2414 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2415 //check base
2416 if ( !HasBase() )
2417 {
2418 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2419 }
2420 else
2421 {
2422 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2423 }
2424
2425 GetConstruction().UpdateVisuals();
2426 }
2427
2428 void UpdateVisuals()
2429 {
2430 array<string> attachmentSlots = new array<string>;
2431
2432 GetAttachmentSlots(this, attachmentSlots);
2433 foreach (string slotName : attachmentSlots)
2434 {
2436 }
2437
2438 //check base
2439 if (!HasBase())
2440 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2441 else
2442 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2443
2444 GetConstruction().UpdateVisuals();
2445 }
2446
2447 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2448 {
2449 string slotNameMounted = slot_name + "_Mounted";
2450 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2451
2452 if (attachment)
2453 {
2454 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2455 if (barbedWire && barbedWire.IsMounted())
2456 CreateAreaDamage(slotNameMounted);
2457 else
2458 DestroyAreaDamage(slotNameMounted);
2459
2460 if (is_locked)
2461 {
2462 SetAnimationPhase(slotNameMounted, 0);
2463 SetAnimationPhase(slot_name, 1);
2464 }
2465 else
2466 {
2467 SetAnimationPhase(slotNameMounted, 1);
2468 SetAnimationPhase(slot_name, 0);
2469 }
2470 }
2471 else
2472 {
2473 SetAnimationPhase(slotNameMounted, 1);
2474 SetAnimationPhase(slot_name, 1);
2475
2476 DestroyAreaDamage(slotNameMounted);
2477 }
2478 }
2479
2480 // avoid calling this function on frequent occasions, it's a massive performance hit
2481 void UpdatePhysics()
2482 {
2484 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2485
2486 array<string> attachmentSlots = new array<string>;
2487 GetAttachmentSlots(this, attachmentSlots);
2488
2490 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2491
2492 foreach (string slotName : attachmentSlots)
2493 {
2495 }
2496
2497 //check base
2498 if (!HasBase())
2499 {
2501 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2502
2503 AddProxyPhysics(ANIMATION_DEPLOYED);
2504 }
2505 else
2506 {
2508 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2509
2510 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2511 }
2512
2513 GetConstruction().UpdatePhysics();
2514 UpdateNavmesh();
2515 }
2516
2517 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2518 {
2519 //checks for invalid appends; hotfix
2520 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2521 return;
2522 //----------------------------------
2523 string slot_name_mounted = slot_name + "_Mounted";
2524 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2525
2526 //remove proxy physics
2527 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2528 RemoveProxyPhysics( slot_name_mounted );
2529 RemoveProxyPhysics( slot_name );
2530
2531 if ( attachment )
2532 {
2533 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2534 if ( is_locked )
2535 {
2536 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2537 AddProxyPhysics( slot_name_mounted );
2538 }
2539 else
2540 {
2541 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2542 AddProxyPhysics( slot_name );
2543 }
2544 }
2545 }
2546
2547 protected void UpdateNavmesh()
2548 {
2549 SetAffectPathgraph( true, false );
2550 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2551 }
2552
2553 override bool CanUseConstruction()
2554 {
2555 return true;
2556 }
2557
2558 override bool CanUseConstructionBuild()
2559 {
2560 return true;
2561 }
2562
2563 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2564 {
2565 if ( attachment )
2566 {
2567 InventoryLocation inventory_location = new InventoryLocation;
2568 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2569
2570 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2571 }
2572
2573 return false;
2574 }
2575
2576 protected bool IsAttachmentSlotLocked( string slot_name )
2577 {
2578 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2579 }
2580
2581 //--- ATTACHMENT SLOTS
2582 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2583 {
2584 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2585 if ( GetGame().ConfigIsExisting( config_path ) )
2586 {
2587 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2588 }
2589 }
2590
2591 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2592 {
2593 return true;
2594 }
2595
2596 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2597 {
2598 return true;
2599 }
2600
2601 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2602 {
2603 return true;
2604 }
2605
2606 // --- INIT
2607 void ConstructionInit()
2608 {
2609 if ( !m_Construction )
2610 {
2611 m_Construction = new Construction( this );
2612 }
2613
2614 GetConstruction().Init();
2615 }
2616
2618 {
2619 return m_Construction;
2620 }
2621
2622 //--- INVENTORY/ATTACHMENTS CONDITIONS
2623 //attachments
2624 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2625 {
2626 return super.CanReceiveAttachment(attachment, slotId);
2627 }
2628
2630 {
2631 int attachment_count = GetInventory().AttachmentCount();
2632 if ( attachment_count > 0 )
2633 {
2634 if ( HasBase() && attachment_count == 1 )
2635 {
2636 return false;
2637 }
2638
2639 return true;
2640 }
2641
2642 return false;
2643 }
2644
2645 override bool ShowZonesHealth()
2646 {
2647 return true;
2648 }
2649
2650 override bool IsTakeable()
2651 {
2652 return false;
2653 }
2654
2655 //this into/outo parent.Cargo
2656 override bool CanPutInCargo( EntityAI parent )
2657 {
2658 return false;
2659 }
2660
2661 override bool CanRemoveFromCargo( EntityAI parent )
2662 {
2663 return false;
2664 }
2665
2666 //hands
2667 override bool CanPutIntoHands( EntityAI parent )
2668 {
2669 return false;
2670 }
2671
2672 //--- ACTION CONDITIONS
2673 //direction
2674 override bool IsFacingPlayer( PlayerBase player, string selection )
2675 {
2676 return true;
2677 }
2678
2679 override bool IsPlayerInside( PlayerBase player, string selection )
2680 {
2681 return true;
2682 }
2683
2686 {
2687 return false;
2688 }
2689
2690 //camera direction check
2691 bool IsFacingCamera( string selection )
2692 {
2693 return true;
2694 }
2695
2696 //roof check
2697 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2698 {
2699 return false;
2700 }
2701
2702 //selection->player distance check
2703 bool HasProperDistance( string selection, PlayerBase player )
2704 {
2705 return true;
2706 }
2707
2708 //folding
2710 {
2711 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2712 {
2713 return false;
2714 }
2715
2716 return true;
2717 }
2718
2720 {
2723
2724 return item;
2725 }
2726
2727 //Damage triggers (barbed wire)
2728 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2729 {
2730 if ( GetGame() && GetGame().IsServer() )
2731 {
2732 //destroy area damage if some already exists
2733 DestroyAreaDamage( slot_name );
2734
2735 //create new area damage
2737 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2738
2739 vector min_max[2];
2740 if ( MemoryPointExists( slot_name + "_min" ) )
2741 {
2742 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2743 }
2744 if ( MemoryPointExists( slot_name + "_max" ) )
2745 {
2746 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2747 }
2748
2749 //get proper trigger extents (min<max)
2750 vector extents[2];
2751 GetConstruction().GetTriggerExtents( min_max, extents );
2752
2753 //get box center
2754 vector center;
2755 center = GetConstruction().GetBoxCenter( min_max );
2756 center = ModelToWorld( center );
2757
2758 //rotate center if needed
2759 vector orientation = GetOrientation();;
2760 CalcDamageAreaRotation( rotation_angle, center, orientation );
2761
2762 areaDamage.SetExtents( extents[0], extents[1] );
2763 areaDamage.SetAreaPosition( center );
2764 areaDamage.SetAreaOrientation( orientation );
2765 areaDamage.SetLoopInterval( 1.0 );
2766 areaDamage.SetDeferDuration( 0.2 );
2767 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2768 areaDamage.SetAmmoName( "BarbedWireHit" );
2769 areaDamage.Spawn();
2770
2771 m_DamageTriggers.Insert( slot_name, areaDamage );
2772 }
2773 }
2774
2775 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2776 {
2777 if ( angle_deg != 0 )
2778 {
2779 //orientation
2780 orientation[0] = orientation[0] - angle_deg;
2781
2782 //center
2783 vector rotate_axis;
2784 if ( MemoryPointExists( "rotate_axis" ) )
2785 {
2786 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2787 }
2788 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];
2789 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];
2790 center[0] = r_center_x;
2791 center[2] = r_center_z;
2792 }
2793 }
2794
2795 void DestroyAreaDamage( string slot_name )
2796 {
2797 if (GetGame() && GetGame().IsServer())
2798 {
2800 if (m_DamageTriggers.Find(slot_name, areaDamage))
2801 {
2802 if (areaDamage)
2803 {
2804 areaDamage.Destroy();
2805 }
2806
2807 m_DamageTriggers.Remove( slot_name );
2808 }
2809 }
2810 }
2811
2812 override bool IsIgnoredByConstruction()
2813 {
2814 return true;
2815 }
2816
2817 //================================================================
2818 // SOUNDS
2819 //================================================================
2820 protected void SoundBuildStart( string part_name )
2821 {
2822 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2823 }
2824
2825 protected void SoundDismantleStart( string part_name )
2826 {
2827 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2828 }
2829
2830 protected void SoundDestroyStart( string part_name )
2831 {
2832 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2833 }
2834
2835 protected string GetBuildSoundByMaterial( string part_name )
2836 {
2837 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2838
2839 switch ( material_type )
2840 {
2841 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2842 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2843 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2844 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2845 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2846 }
2847
2848 return "";
2849 }
2850
2851 protected string GetDismantleSoundByMaterial( string part_name )
2852 {
2853 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2854
2855 switch ( material_type )
2856 {
2857 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2858 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2859 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2860 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2861 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2862 }
2863
2864 return "";
2865 }
2866
2867 //misc
2868 void CheckForHybridAttachments( EntityAI item, string slot_name )
2869 {
2870 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2871 {
2872 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2873 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2874 {
2875 SetHealth(slot_name,"Health",item.GetHealth());
2876 }
2877 }
2878 }
2879
2880 override int GetDamageSystemVersionChange()
2881 {
2882 return 111;
2883 }
2884
2885 override void SetActions()
2886 {
2887 super.SetActions();
2888
2892 }
2893
2894 //================================================================
2895 // DEBUG
2896 //================================================================
2897 protected void DebugCustomState()
2898 {
2899 }
2900
2903 {
2904 return null;
2905 }
2906
2907 override void OnDebugSpawn()
2908 {
2909 FullyBuild();
2910 }
2911
2912 void FullyBuild()
2913 {
2915 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2916
2917 Man p;
2918
2919 #ifdef SERVER
2920 array<Man> players = new array<Man>;
2921 GetGame().GetWorld().GetPlayerList(players);
2922 if (players.Count())
2923 p = players[0];
2924 #else
2925 p = GetGame().GetPlayer();
2926 #endif
2927
2928 foreach (ConstructionPart part : parts)
2929 {
2930 bool excluded = false;
2931 string partName = part.GetPartName();
2932 if (excludes)
2933 {
2934 foreach (string exclude : excludes)
2935 {
2936 if (partName.Contains(exclude))
2937 {
2938 excluded = true;
2939 break;
2940 }
2941 }
2942 }
2943
2944 if (!excluded)
2945 {
2946 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2947 }
2948 }
2949
2950 GetConstruction().UpdateVisuals();
2951 }
2952}
2953
2954void bsbDebugPrint (string s)
2955{
2956#ifdef BSB_DEBUG
2957 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2958#else
2959 //Print("" + s); // comment/uncomment to hide/see debug logs
2960#endif
2961}
2962void bsbDebugSpam (string s)
2963{
2964#ifdef BSB_DEBUG_SPAM
2965 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2966#else
2967 //Print("" + s); // comment/uncomment to hide/see debug logs
2968#endif
2969}
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::SetActionFromSyncData().