DayZ 1.27
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◆ GetConstructionPartById()

ConstructionPart bsbDebugPrint::GetConstructionPartById ( int id)
protected

См. определение в файле BaseBuildingBase.c строка 1599

1601{
1602 const string ANIMATION_DEPLOYED = "Deployed";
1603
1604 float m_ConstructionKitHealth; //stored health value for used construction kit
1605
1607
1608 bool m_HasBase;
1609 //variables for synchronization of base building parts (2x31 is the current limit)
1610 int m_SyncParts01; //synchronization for already built parts (31 parts)
1611 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1612 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1613 int m_InteractedPartId; //construction part id that an action was performed on
1614 int m_PerformedActionId; //action id that was performed on a construction part
1615
1616 //Sounds
1617 //build
1618 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1619 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1620 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1621 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1622 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1623 //dismantle
1624 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1625 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1626 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1627 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1628 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1629
1630 protected EffectSound m_Sound;
1631
1635
1636 // Constructor
1637 void BaseBuildingBase()
1638 {
1640
1641 //synchronized variables
1642 RegisterNetSyncVariableInt( "m_SyncParts01" );
1643 RegisterNetSyncVariableInt( "m_SyncParts02" );
1644 RegisterNetSyncVariableInt( "m_SyncParts03" );
1645 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1646 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1647 RegisterNetSyncVariableBool( "m_HasBase" );
1648
1649 //Construction init
1651
1652 if (ConfigIsExisting("hybridAttachments"))
1653 {
1655 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1656 }
1657 if (ConfigIsExisting("mountables"))
1658 {
1660 ConfigGetTextArray("mountables", m_Mountables);
1661 }
1662
1663 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1664 }
1665
1666 override void EEDelete(EntityAI parent)
1667 {
1668 super.EEDelete(parent);
1669
1670 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1671 {
1672 areaDamage.Destroy();
1673 }
1674
1675 }
1676
1677 override string GetInvulnerabilityTypeString()
1678 {
1679 return "disableBaseDamage";
1680 }
1681
1682 override bool CanObstruct()
1683 {
1684 return true;
1685 }
1686
1687 override int GetHideIconMask()
1688 {
1689 return EInventoryIconVisibility.HIDE_VICINITY;
1690 }
1691
1692 // --- SYNCHRONIZATION
1694 {
1695 if ( GetGame().IsServer() )
1696 {
1697 SetSynchDirty();
1698 }
1699 }
1700
1701 override void OnVariablesSynchronized()
1702 {
1703 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1704 super.OnVariablesSynchronized();
1705
1707 }
1708
1709 protected void OnSynchronizedClient()
1710 {
1711 //update parts
1713
1714 //update action on part
1716
1717 //update visuals (client)
1718 UpdateVisuals();
1719 }
1720
1721 //parts synchronization
1722 void RegisterPartForSync( int part_id )
1723 {
1724 //part_id must starts from index = 1
1725 int offset;
1726 int mask;
1727
1728 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1729 {
1730 offset = part_id - 1;
1731 mask = 1 << offset;
1732
1733 m_SyncParts01 = m_SyncParts01 | mask;
1734 }
1735 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1736 {
1737 offset = ( part_id % 32 );
1738 mask = 1 << offset;
1739
1740 m_SyncParts02 = m_SyncParts02 | mask;
1741 }
1742 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1743 {
1744 offset = ( part_id % 63 );
1745 mask = 1 << offset;
1746
1747 m_SyncParts03 = m_SyncParts03 | mask;
1748 }
1749 }
1750
1751 void UnregisterPartForSync( int part_id )
1752 {
1753 //part_id must starts from index = 1
1754 int offset;
1755 int mask;
1756
1757 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1758 {
1759 offset = part_id - 1;
1760 mask = 1 << offset;
1761
1762 m_SyncParts01 = m_SyncParts01 & ~mask;
1763 }
1764 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1765 {
1766 offset = ( part_id % 32 );
1767 mask = 1 << offset;
1768
1769 m_SyncParts02 = m_SyncParts02 & ~mask;
1770 }
1771 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1772 {
1773 offset = ( part_id % 63 );
1774 mask = 1 << offset;
1775
1776 m_SyncParts03 = m_SyncParts03 & ~mask;
1777 }
1778 }
1779
1780 bool IsPartBuildInSyncData( int part_id )
1781 {
1782 //part_id must starts from index = 1
1783 int offset;
1784 int mask;
1785
1786 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1787 {
1788 offset = part_id - 1;
1789 mask = 1 << offset;
1790
1791 if ( ( m_SyncParts01 & mask ) > 0 )
1792 {
1793 return true;
1794 }
1795 }
1796 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1797 {
1798 offset = ( part_id % 32 );
1799 mask = 1 << offset;
1800
1801 if ( ( m_SyncParts02 & mask ) > 0 )
1802 {
1803 return true;
1804 }
1805 }
1806 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1807 {
1808 offset = ( part_id % 63 );
1809 mask = 1 << offset;
1810
1811 if ( ( m_SyncParts03 & mask ) > 0 )
1812 {
1813 return true;
1814 }
1815 }
1816
1817 return false;
1818 }
1819
1820 protected void RegisterActionForSync( int part_id, int action_id )
1821 {
1822 m_InteractedPartId = part_id;
1823 m_PerformedActionId = action_id;
1824 }
1825
1826 protected void ResetActionSyncData()
1827 {
1828 //reset data
1829 m_InteractedPartId = -1;
1831 }
1832
1833 protected void SetActionFromSyncData()
1834 {
1835 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1836 {
1838 int build_action_id = m_PerformedActionId;
1839
1840 switch( build_action_id )
1841 {
1842 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1843 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1844 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1845 }
1846 }
1847 }
1848 //------
1849
1851 {
1852 string key = part.m_PartName;
1853 bool is_base = part.IsBase();
1854 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1855 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1856 if ( is_part_built_sync )
1857 {
1858 if ( !part.IsBuilt() )
1859 {
1860 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1861 GetConstruction().AddToConstructedParts( key );
1862 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1863
1864 if (is_base)
1865 {
1867 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1868 }
1869 }
1870 }
1871 else
1872 {
1873 if ( part.IsBuilt() )
1874 {
1875 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1876 GetConstruction().RemoveFromConstructedParts( key );
1877 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1878
1879 if (is_base)
1880 {
1882 AddProxyPhysics( ANIMATION_DEPLOYED );
1883 }
1884 }
1885 }
1886
1887 //check slot lock for material attachments
1888 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1889 }
1890
1891 //set construction parts based on synchronized data
1893 {
1894 Construction construction = GetConstruction();
1895 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1896
1897 for ( int i = 0; i < construction_parts.Count(); ++i )
1898 {
1899 string key = construction_parts.GetKey( i );
1900 ConstructionPart value = construction_parts.Get( key );
1901 SetPartFromSyncData(value);
1902 }
1903
1904 //regenerate navmesh
1905 UpdateNavmesh();
1906 }
1907
1908 protected ConstructionPart GetConstructionPartById( int id )
1909 {
1910 Construction construction = GetConstruction();
1911 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1912
1913 for ( int i = 0; i < construction_parts.Count(); ++i )
1914 {
1915 string key = construction_parts.GetKey( i );
1916 ConstructionPart value = construction_parts.Get( key );
1917
1918 if ( value.GetId() == id )
1919 {
1920 return value;
1921 }
1922 }
1923
1924 return NULL;
1925 }
1926 //
1927
1928 //Base
1929 bool HasBase()
1930 {
1931 return m_HasBase;
1932 }
1933
1934 void SetBaseState( bool has_base )
1935 {
1936 m_HasBase = has_base;
1937 }
1938
1939 override bool IsDeployable()
1940 {
1941 return true;
1942 }
1943
1944 bool IsOpened()
1945 {
1946 return false;
1947 }
1948
1949 //--- CONSTRUCTION KIT
1951 {
1952 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1953 if ( m_ConstructionKitHealth > 0 )
1954 {
1955 construction_kit.SetHealth( m_ConstructionKitHealth );
1956 }
1957
1958 return construction_kit;
1959 }
1960
1961 void CreateConstructionKitInHands(notnull PlayerBase player)
1962 {
1963 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1964 if ( m_ConstructionKitHealth > 0 )
1965 {
1966 construction_kit.SetHealth( m_ConstructionKitHealth );
1967 }
1968 }
1969
1970 protected vector GetKitSpawnPosition()
1971 {
1972 return GetPosition();
1973 }
1974
1975 protected string GetConstructionKitType()
1976 {
1977 return "";
1978 }
1979
1980 void DestroyConstructionKit( ItemBase construction_kit )
1981 {
1982 m_ConstructionKitHealth = construction_kit.GetHealth();
1983 GetGame().ObjectDelete( construction_kit );
1984 }
1985
1986 //--- CONSTRUCTION
1987 void DestroyConstruction()
1988 {
1989 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1990 GetGame().ObjectDelete( this );
1991 }
1992
1993 // --- EVENTS
1994 override void OnStoreSave( ParamsWriteContext ctx )
1995 {
1996 super.OnStoreSave( ctx );
1997
1998 //sync parts 01
1999 ctx.Write( m_SyncParts01 );
2000 ctx.Write( m_SyncParts02 );
2001 ctx.Write( m_SyncParts03 );
2002
2003 ctx.Write( m_HasBase );
2004 }
2005
2006 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2007 {
2008 if ( !super.OnStoreLoad( ctx, version ) )
2009 return false;
2010
2011 //--- Base building data ---
2012 //Restore synced parts data
2013 if ( !ctx.Read( m_SyncParts01 ) )
2014 {
2015 m_SyncParts01 = 0; //set default
2016 return false;
2017 }
2018 if ( !ctx.Read( m_SyncParts02 ) )
2019 {
2020 m_SyncParts02 = 0; //set default
2021 return false;
2022 }
2023 if ( !ctx.Read( m_SyncParts03 ) )
2024 {
2025 m_SyncParts03 = 0; //set default
2026 return false;
2027 }
2028
2029 //has base
2030 if ( !ctx.Read( m_HasBase ) )
2031 {
2032 m_HasBase = false;
2033 return false;
2034 }
2035 //---
2036
2037 return true;
2038 }
2039
2040 override void AfterStoreLoad()
2041 {
2042 super.AfterStoreLoad();
2043
2045 {
2047 }
2048 }
2049
2051 {
2052 //update server data
2054
2055 //set base state
2056 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2057 SetBaseState( construction_part.IsBuilt() ) ;
2058
2059 //synchronize after load
2061 }
2062
2063 override void OnCreatePhysics()
2064 {
2065 super.OnCreatePhysics();
2068 }
2069
2070 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2071 {
2073 return;
2074
2075 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2076
2077 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2078 return;
2079
2080 Construction construction = GetConstruction();
2081 string part_name = zone;
2082 part_name.ToLower();
2083
2084 if ( newLevel == GameConstants.STATE_RUINED )
2085 {
2086 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2087
2088 if ( construction_part && construction.IsPartConstructed( part_name ) )
2089 {
2090 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2091 construction.DestroyConnectedParts(part_name);
2092 }
2093
2094 //barbed wire handling (hack-ish)
2095 if ( part_name.Contains("barbed") )
2096 {
2097 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2098 if (barbed_wire)
2099 barbed_wire.SetMountedState( false );
2100 }
2101 }
2102 }
2103
2104 override void EEOnAfterLoad()
2105 {
2107 {
2109 }
2110
2111 super.EEOnAfterLoad();
2112 }
2113
2114 override void EEInit()
2115 {
2116 super.EEInit();
2117
2118 // init visuals and physics
2119 InitBaseState();
2120
2121 //debug
2122 #ifdef DEVELOPER
2124 #endif
2125 }
2126
2127 override void EEItemAttached( EntityAI item, string slot_name )
2128 {
2129 super.EEItemAttached( item, slot_name );
2130
2131 CheckForHybridAttachments( item, slot_name );
2132 UpdateVisuals();
2133 UpdateAttachmentPhysics( slot_name, false );
2134 }
2135
2136 override void EEItemDetached( EntityAI item, string slot_name )
2137 {
2138 super.EEItemDetached( item, slot_name );
2139
2140 UpdateVisuals();
2141 UpdateAttachmentPhysics( slot_name, false );
2142 }
2143
2144 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2145 {
2146 string slot_name = InventorySlots.GetSlotName( slotId );
2147 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2148
2149 UpdateAttachmentVisuals( slot_name, locked );
2150 UpdateAttachmentPhysics( slot_name, locked );
2151 }
2152
2153 //ignore out of reach condition
2154 override bool IgnoreOutOfReachCondition()
2155 {
2156 return true;
2157 }
2158
2159 //CONSTRUCTION EVENTS
2160 //Build
2161 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2162 {
2163 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2164
2165 //check base state
2166 if (construtionPart.IsBase())
2167 {
2168 SetBaseState(true);
2169
2170 //spawn kit
2172 }
2173
2174 //register constructed parts for synchronization
2175 RegisterPartForSync(construtionPart.GetId());
2176
2177 //register action that was performed on part
2178 RegisterActionForSync(construtionPart.GetId(), action_id);
2179
2180 //synchronize
2182
2183 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2184
2185 UpdateNavmesh();
2186
2187 //update visuals
2188 UpdateVisuals();
2189
2190 //reset action sync data
2192 }
2193
2194 void OnPartBuiltClient(string part_name, int action_id)
2195 {
2196 //play sound
2197 SoundBuildStart( part_name );
2198 }
2199
2200 //Dismantle
2201 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2202 {
2203 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2204 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2205
2206 //register constructed parts for synchronization
2207 UnregisterPartForSync(construtionPart.GetId());
2208
2209 //register action that was performed on part
2210 RegisterActionForSync(construtionPart.GetId(), action_id);
2211
2212 //synchronize
2214
2215 // server part of sync, client will be synced from SetPartsFromSyncData
2216 SetPartFromSyncData(construtionPart);
2217
2218 UpdateNavmesh();
2219
2220 //update visuals
2221 UpdateVisuals();
2222
2223 //reset action sync data
2225
2226 //check base state
2227 if (construtionPart.IsBase())
2228 {
2229 //Destroy construction
2231 }
2232
2233 if (GetGame().IsServer())
2234 HandleItemFalling(construtionPart);
2235 }
2236
2237 void OnPartDismantledClient( string part_name, int action_id )
2238 {
2239 //play sound
2240 SoundDismantleStart( part_name );
2241 }
2242
2243 //Destroy
2244 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2245 {
2246 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2247 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2248
2249 //register constructed parts for synchronization
2250 UnregisterPartForSync(construtionPart.GetId());
2251
2252 //register action that was performed on part
2253 RegisterActionForSync(construtionPart.GetId(), action_id);
2254
2255 //synchronize
2257
2258 // server part of sync, client will be synced from SetPartsFromSyncData
2259 SetPartFromSyncData(construtionPart);
2260
2261 UpdateNavmesh();
2262
2263 //update visuals
2264 UpdateVisuals();
2265
2266 //reset action sync data
2268
2269 //check base state
2270 if (construtionPart.IsBase())
2271 {
2272 //Destroy construction
2274 }
2275
2276 if (GetGame().IsServer())
2277 HandleItemFalling(construtionPart);
2278 }
2279
2280 void OnPartDestroyedClient( string part_name, int action_id )
2281 {
2282 //play sound
2283 SoundDestroyStart( part_name );
2284 }
2285
2286 protected void HandleItemFalling(ConstructionPart part)
2287 {
2288 bool process = false;
2289
2290 //TODO: add a parameter to parts' config classes?
2291 process |= part.m_PartName.Contains("_roof");
2292 process |= part.m_PartName.Contains("_platform");
2293 process |= part.m_PartName.Contains("_stair");
2294
2295 if (process)
2296 {
2297 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2298 {
2299 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2300 return;
2301 }
2302
2303 vector mins, maxs;
2304 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2305 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2306
2307 //sanitize minmaxs
2308 vector minTmp, maxTmp;
2309 minTmp[0] = Math.Min(mins[0],maxs[0]);
2310 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2311 minTmp[1] = Math.Min(mins[1],maxs[1]);
2312 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2313 minTmp[2] = Math.Min(mins[2],maxs[2]);
2314 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2315 mins = minTmp;
2316 maxs = maxTmp;
2317
2318 maxs[1] = maxs[1] + 0.35; //reach a little above..
2319
2320 ItemFall(mins,maxs);
2321 }
2322 }
2323
2324 protected void ItemFall(vector min, vector max)
2325 {
2326 array<EntityAI> foundEntities = new array<EntityAI>();
2327 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2328
2329 //filtering
2330 ItemBase item;
2331 foreach (EntityAI entity : foundEntities)
2332 {
2333 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2334 item.ThrowPhysically(null,vector.Zero);
2335 }
2336 }
2337
2338 // --- UPDATE
2339 void InitBaseState()
2340 {
2341 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2342
2343 InitVisuals();
2344 UpdateNavmesh(); //regenerate navmesh
2345 GetConstruction().InitBaseState();
2346 }
2347
2348 void InitVisuals()
2349 {
2350 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2351 //check base
2352 if ( !HasBase() )
2353 {
2354 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2355 }
2356 else
2357 {
2358 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2359 }
2360
2361 GetConstruction().UpdateVisuals();
2362 }
2363
2364 void UpdateVisuals()
2365 {
2366 array<string> attachmentSlots = new array<string>;
2367
2368 GetAttachmentSlots(this, attachmentSlots);
2369 foreach (string slotName : attachmentSlots)
2370 {
2372 }
2373
2374 //check base
2375 if (!HasBase())
2376 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2377 else
2378 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2379
2380 GetConstruction().UpdateVisuals();
2381 }
2382
2383 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2384 {
2385 string slotNameMounted = slot_name + "_Mounted";
2386 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2387
2388 if (attachment)
2389 {
2390 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2391 if (barbedWire && barbedWire.IsMounted())
2392 CreateAreaDamage(slotNameMounted);
2393 else
2394 DestroyAreaDamage(slotNameMounted);
2395
2396 if (is_locked)
2397 {
2398 SetAnimationPhase(slotNameMounted, 0);
2399 SetAnimationPhase(slot_name, 1);
2400 }
2401 else
2402 {
2403 SetAnimationPhase(slotNameMounted, 1);
2404 SetAnimationPhase(slot_name, 0);
2405 }
2406 }
2407 else
2408 {
2409 SetAnimationPhase(slotNameMounted, 1);
2410 SetAnimationPhase(slot_name, 1);
2411
2412 DestroyAreaDamage(slotNameMounted);
2413 }
2414 }
2415
2416 // avoid calling this function on frequent occasions, it's a massive performance hit
2417 void UpdatePhysics()
2418 {
2420 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2421
2422 array<string> attachmentSlots = new array<string>;
2423 GetAttachmentSlots(this, attachmentSlots);
2424
2426 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2427
2428 foreach (string slotName : attachmentSlots)
2429 {
2431 }
2432
2433 //check base
2434 if (!HasBase())
2435 {
2437 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2438
2439 AddProxyPhysics(ANIMATION_DEPLOYED);
2440 }
2441 else
2442 {
2444 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2445
2446 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2447 }
2448
2449 GetConstruction().UpdatePhysics();
2450 UpdateNavmesh();
2451 }
2452
2453 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2454 {
2455 //checks for invalid appends; hotfix
2456 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2457 return;
2458 //----------------------------------
2459 string slot_name_mounted = slot_name + "_Mounted";
2460 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2461
2462 //remove proxy physics
2463 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2464 RemoveProxyPhysics( slot_name_mounted );
2465 RemoveProxyPhysics( slot_name );
2466
2467 if ( attachment )
2468 {
2469 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2470 if ( is_locked )
2471 {
2472 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2473 AddProxyPhysics( slot_name_mounted );
2474 }
2475 else
2476 {
2477 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2478 AddProxyPhysics( slot_name );
2479 }
2480 }
2481 }
2482
2483 protected void UpdateNavmesh()
2484 {
2485 SetAffectPathgraph( true, false );
2486 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2487 }
2488
2489 override bool CanUseConstruction()
2490 {
2491 return true;
2492 }
2493
2494 override bool CanUseConstructionBuild()
2495 {
2496 return true;
2497 }
2498
2499 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2500 {
2501 if ( attachment )
2502 {
2503 InventoryLocation inventory_location = new InventoryLocation;
2504 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2505
2506 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2507 }
2508
2509 return false;
2510 }
2511
2512 protected bool IsAttachmentSlotLocked( string slot_name )
2513 {
2514 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2515 }
2516
2517 //--- ATTACHMENT SLOTS
2518 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2519 {
2520 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2521 if ( GetGame().ConfigIsExisting( config_path ) )
2522 {
2523 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2524 }
2525 }
2526
2527 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2528 {
2529 return true;
2530 }
2531
2532 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2533 {
2534 return true;
2535 }
2536
2537 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2538 {
2539 return true;
2540 }
2541
2542 // --- INIT
2543 void ConstructionInit()
2544 {
2545 if ( !m_Construction )
2546 {
2547 m_Construction = new Construction( this );
2548 }
2549
2550 GetConstruction().Init();
2551 }
2552
2554 {
2555 return m_Construction;
2556 }
2557
2558 //--- INVENTORY/ATTACHMENTS CONDITIONS
2559 //attachments
2560 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2561 {
2562 return super.CanReceiveAttachment(attachment, slotId);
2563 }
2564
2566 {
2567 int attachment_count = GetInventory().AttachmentCount();
2568 if ( attachment_count > 0 )
2569 {
2570 if ( HasBase() && attachment_count == 1 )
2571 {
2572 return false;
2573 }
2574
2575 return true;
2576 }
2577
2578 return false;
2579 }
2580
2581 override bool ShowZonesHealth()
2582 {
2583 return true;
2584 }
2585
2586 override bool IsTakeable()
2587 {
2588 return false;
2589 }
2590
2591 //this into/outo parent.Cargo
2592 override bool CanPutInCargo( EntityAI parent )
2593 {
2594 return false;
2595 }
2596
2597 override bool CanRemoveFromCargo( EntityAI parent )
2598 {
2599 return false;
2600 }
2601
2602 //hands
2603 override bool CanPutIntoHands( EntityAI parent )
2604 {
2605 return false;
2606 }
2607
2608 //--- ACTION CONDITIONS
2609 //direction
2610 override bool IsFacingPlayer( PlayerBase player, string selection )
2611 {
2612 return true;
2613 }
2614
2615 override bool IsPlayerInside( PlayerBase player, string selection )
2616 {
2617 return true;
2618 }
2619
2622 {
2623 return false;
2624 }
2625
2626 //camera direction check
2627 bool IsFacingCamera( string selection )
2628 {
2629 return true;
2630 }
2631
2632 //roof check
2633 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2634 {
2635 return false;
2636 }
2637
2638 //selection->player distance check
2639 bool HasProperDistance( string selection, PlayerBase player )
2640 {
2641 return true;
2642 }
2643
2644 //folding
2646 {
2647 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2648 {
2649 return false;
2650 }
2651
2652 return true;
2653 }
2654
2656 {
2659
2660 return item;
2661 }
2662
2663 //Damage triggers (barbed wire)
2664 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2665 {
2666 if ( GetGame() && GetGame().IsServer() )
2667 {
2668 //destroy area damage if some already exists
2669 DestroyAreaDamage( slot_name );
2670
2671 //create new area damage
2673 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2674
2675 vector min_max[2];
2676 if ( MemoryPointExists( slot_name + "_min" ) )
2677 {
2678 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2679 }
2680 if ( MemoryPointExists( slot_name + "_max" ) )
2681 {
2682 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2683 }
2684
2685 //get proper trigger extents (min<max)
2686 vector extents[2];
2687 GetConstruction().GetTriggerExtents( min_max, extents );
2688
2689 //get box center
2690 vector center;
2691 center = GetConstruction().GetBoxCenter( min_max );
2692 center = ModelToWorld( center );
2693
2694 //rotate center if needed
2695 vector orientation = GetOrientation();;
2696 CalcDamageAreaRotation( rotation_angle, center, orientation );
2697
2698 areaDamage.SetExtents( extents[0], extents[1] );
2699 areaDamage.SetAreaPosition( center );
2700 areaDamage.SetAreaOrientation( orientation );
2701 areaDamage.SetLoopInterval( 1.0 );
2702 areaDamage.SetDeferDuration( 0.2 );
2703 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2704 areaDamage.SetAmmoName( "BarbedWireHit" );
2705 areaDamage.Spawn();
2706
2707 m_DamageTriggers.Insert( slot_name, areaDamage );
2708 }
2709 }
2710
2711 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2712 {
2713 if ( angle_deg != 0 )
2714 {
2715 //orientation
2716 orientation[0] = orientation[0] - angle_deg;
2717
2718 //center
2719 vector rotate_axis;
2720 if ( MemoryPointExists( "rotate_axis" ) )
2721 {
2722 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2723 }
2724 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];
2725 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];
2726 center[0] = r_center_x;
2727 center[2] = r_center_z;
2728 }
2729 }
2730
2731 void DestroyAreaDamage( string slot_name )
2732 {
2733 if (GetGame() && GetGame().IsServer())
2734 {
2736 if (m_DamageTriggers.Find(slot_name, areaDamage))
2737 {
2738 if (areaDamage)
2739 {
2740 areaDamage.Destroy();
2741 }
2742
2743 m_DamageTriggers.Remove( slot_name );
2744 }
2745 }
2746 }
2747
2748 override bool IsIgnoredByConstruction()
2749 {
2750 return true;
2751 }
2752
2753 //================================================================
2754 // SOUNDS
2755 //================================================================
2756 protected void SoundBuildStart( string part_name )
2757 {
2758 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2759 }
2760
2761 protected void SoundDismantleStart( string part_name )
2762 {
2763 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2764 }
2765
2766 protected void SoundDestroyStart( string part_name )
2767 {
2768 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2769 }
2770
2771 protected string GetBuildSoundByMaterial( string part_name )
2772 {
2773 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2774
2775 switch ( material_type )
2776 {
2777 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2778 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2779 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2780 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2781 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2782 }
2783
2784 return "";
2785 }
2786
2787 protected string GetDismantleSoundByMaterial( string part_name )
2788 {
2789 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2790
2791 switch ( material_type )
2792 {
2793 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2794 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2795 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2796 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2797 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2798 }
2799
2800 return "";
2801 }
2802
2803 //misc
2804 void CheckForHybridAttachments( EntityAI item, string slot_name )
2805 {
2806 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2807 {
2808 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2809 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2810 {
2811 SetHealth(slot_name,"Health",item.GetHealth());
2812 }
2813 }
2814 }
2815
2816 override int GetDamageSystemVersionChange()
2817 {
2818 return 111;
2819 }
2820
2821 override void SetActions()
2822 {
2823 super.SetActions();
2824
2828 }
2829
2830 //================================================================
2831 // DEBUG
2832 //================================================================
2833 protected void DebugCustomState()
2834 {
2835 }
2836
2839 {
2840 return null;
2841 }
2842
2843 override void OnDebugSpawn()
2844 {
2845 FullyBuild();
2846 }
2847
2848 void FullyBuild()
2849 {
2851 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2852
2853 Man p;
2854
2855 #ifdef SERVER
2856 array<Man> players = new array<Man>;
2857 GetGame().GetWorld().GetPlayerList(players);
2858 if (players.Count())
2859 p = players[0];
2860 #else
2861 p = GetGame().GetPlayer();
2862 #endif
2863
2864 foreach (ConstructionPart part : parts)
2865 {
2866 bool excluded = false;
2867 string partName = part.GetPartName();
2868 if (excludes)
2869 {
2870 foreach (string exclude : excludes)
2871 {
2872 if (partName.Contains(exclude))
2873 {
2874 excluded = true;
2875 break;
2876 }
2877 }
2878 }
2879
2880 if (!excluded)
2881 {
2882 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2883 }
2884 }
2885
2886 GetConstruction().UpdateVisuals();
2887 }
2888}
2889
2890void bsbDebugPrint (string s)
2891{
2892#ifdef BSB_DEBUG
2893 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2894#else
2895 //Print("" + s); // comment/uncomment to hide/see debug logs
2896#endif
2897}
2898void bsbDebugSpam (string s)
2899{
2900#ifdef BSB_DEBUG_SPAM
2901 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2902#else
2903 //Print("" + s); // comment/uncomment to hide/see debug logs
2904#endif
2905}
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::SetActionFromSyncData().