DayZ 1.27
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◆ CanFoldBaseBuildingObject()

bool bsbDebugPrint::CanFoldBaseBuildingObject ( )
protected

См. определение в файле BaseBuildingBase.c строка 2336

2338{
2339 const string ANIMATION_DEPLOYED = "Deployed";
2340
2341 float m_ConstructionKitHealth; //stored health value for used construction kit
2342
2344
2345 bool m_HasBase;
2346 //variables for synchronization of base building parts (2x31 is the current limit)
2347 int m_SyncParts01; //synchronization for already built parts (31 parts)
2348 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2349 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2350 int m_InteractedPartId; //construction part id that an action was performed on
2351 int m_PerformedActionId; //action id that was performed on a construction part
2352
2353 //Sounds
2354 //build
2355 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2356 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2357 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2358 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2359 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2360 //dismantle
2361 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2362 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2363 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2364 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2365 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2366
2367 protected EffectSound m_Sound;
2368
2372
2373 // Constructor
2374 void BaseBuildingBase()
2375 {
2377
2378 //synchronized variables
2379 RegisterNetSyncVariableInt( "m_SyncParts01" );
2380 RegisterNetSyncVariableInt( "m_SyncParts02" );
2381 RegisterNetSyncVariableInt( "m_SyncParts03" );
2382 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2383 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2384 RegisterNetSyncVariableBool( "m_HasBase" );
2385
2386 //Construction init
2388
2389 if (ConfigIsExisting("hybridAttachments"))
2390 {
2392 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2393 }
2394 if (ConfigIsExisting("mountables"))
2395 {
2397 ConfigGetTextArray("mountables", m_Mountables);
2398 }
2399
2400 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2401 }
2402
2403 override void EEDelete(EntityAI parent)
2404 {
2405 super.EEDelete(parent);
2406
2407 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2408 {
2409 areaDamage.Destroy();
2410 }
2411
2412 }
2413
2414 override string GetInvulnerabilityTypeString()
2415 {
2416 return "disableBaseDamage";
2417 }
2418
2419 override bool CanObstruct()
2420 {
2421 return true;
2422 }
2423
2424 override int GetHideIconMask()
2425 {
2426 return EInventoryIconVisibility.HIDE_VICINITY;
2427 }
2428
2429 // --- SYNCHRONIZATION
2431 {
2432 if ( GetGame().IsServer() )
2433 {
2434 SetSynchDirty();
2435 }
2436 }
2437
2438 override void OnVariablesSynchronized()
2439 {
2440 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2441 super.OnVariablesSynchronized();
2442
2444 }
2445
2446 protected void OnSynchronizedClient()
2447 {
2448 //update parts
2450
2451 //update action on part
2453
2454 //update visuals (client)
2455 UpdateVisuals();
2456 }
2457
2458 //parts synchronization
2459 void RegisterPartForSync( int part_id )
2460 {
2461 //part_id must starts from index = 1
2462 int offset;
2463 int mask;
2464
2465 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2466 {
2467 offset = part_id - 1;
2468 mask = 1 << offset;
2469
2470 m_SyncParts01 = m_SyncParts01 | mask;
2471 }
2472 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2473 {
2474 offset = ( part_id % 32 );
2475 mask = 1 << offset;
2476
2477 m_SyncParts02 = m_SyncParts02 | mask;
2478 }
2479 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2480 {
2481 offset = ( part_id % 63 );
2482 mask = 1 << offset;
2483
2484 m_SyncParts03 = m_SyncParts03 | mask;
2485 }
2486 }
2487
2488 void UnregisterPartForSync( int part_id )
2489 {
2490 //part_id must starts from index = 1
2491 int offset;
2492 int mask;
2493
2494 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2495 {
2496 offset = part_id - 1;
2497 mask = 1 << offset;
2498
2499 m_SyncParts01 = m_SyncParts01 & ~mask;
2500 }
2501 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2502 {
2503 offset = ( part_id % 32 );
2504 mask = 1 << offset;
2505
2506 m_SyncParts02 = m_SyncParts02 & ~mask;
2507 }
2508 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2509 {
2510 offset = ( part_id % 63 );
2511 mask = 1 << offset;
2512
2513 m_SyncParts03 = m_SyncParts03 & ~mask;
2514 }
2515 }
2516
2517 bool IsPartBuildInSyncData( int part_id )
2518 {
2519 //part_id must starts from index = 1
2520 int offset;
2521 int mask;
2522
2523 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2524 {
2525 offset = part_id - 1;
2526 mask = 1 << offset;
2527
2528 if ( ( m_SyncParts01 & mask ) > 0 )
2529 {
2530 return true;
2531 }
2532 }
2533 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2534 {
2535 offset = ( part_id % 32 );
2536 mask = 1 << offset;
2537
2538 if ( ( m_SyncParts02 & mask ) > 0 )
2539 {
2540 return true;
2541 }
2542 }
2543 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2544 {
2545 offset = ( part_id % 63 );
2546 mask = 1 << offset;
2547
2548 if ( ( m_SyncParts03 & mask ) > 0 )
2549 {
2550 return true;
2551 }
2552 }
2553
2554 return false;
2555 }
2556
2557 protected void RegisterActionForSync( int part_id, int action_id )
2558 {
2559 m_InteractedPartId = part_id;
2560 m_PerformedActionId = action_id;
2561 }
2562
2563 protected void ResetActionSyncData()
2564 {
2565 //reset data
2566 m_InteractedPartId = -1;
2568 }
2569
2570 protected void SetActionFromSyncData()
2571 {
2572 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2573 {
2575 int build_action_id = m_PerformedActionId;
2576
2577 switch( build_action_id )
2578 {
2579 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2580 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2581 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2582 }
2583 }
2584 }
2585 //------
2586
2588 {
2589 string key = part.m_PartName;
2590 bool is_base = part.IsBase();
2591 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2592 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2593 if ( is_part_built_sync )
2594 {
2595 if ( !part.IsBuilt() )
2596 {
2597 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2598 GetConstruction().AddToConstructedParts( key );
2599 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2600
2601 if (is_base)
2602 {
2604 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2605 }
2606 }
2607 }
2608 else
2609 {
2610 if ( part.IsBuilt() )
2611 {
2612 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2613 GetConstruction().RemoveFromConstructedParts( key );
2614 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2615
2616 if (is_base)
2617 {
2619 AddProxyPhysics( ANIMATION_DEPLOYED );
2620 }
2621 }
2622 }
2623
2624 //check slot lock for material attachments
2625 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2626 }
2627
2628 //set construction parts based on synchronized data
2630 {
2631 Construction construction = GetConstruction();
2632 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2633
2634 for ( int i = 0; i < construction_parts.Count(); ++i )
2635 {
2636 string key = construction_parts.GetKey( i );
2637 ConstructionPart value = construction_parts.Get( key );
2638 SetPartFromSyncData(value);
2639 }
2640
2641 //regenerate navmesh
2642 UpdateNavmesh();
2643 }
2644
2645 protected ConstructionPart GetConstructionPartById( int id )
2646 {
2647 Construction construction = GetConstruction();
2648 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2649
2650 for ( int i = 0; i < construction_parts.Count(); ++i )
2651 {
2652 string key = construction_parts.GetKey( i );
2653 ConstructionPart value = construction_parts.Get( key );
2654
2655 if ( value.GetId() == id )
2656 {
2657 return value;
2658 }
2659 }
2660
2661 return NULL;
2662 }
2663 //
2664
2665 //Base
2666 bool HasBase()
2667 {
2668 return m_HasBase;
2669 }
2670
2671 void SetBaseState( bool has_base )
2672 {
2673 m_HasBase = has_base;
2674 }
2675
2676 override bool IsDeployable()
2677 {
2678 return true;
2679 }
2680
2681 bool IsOpened()
2682 {
2683 return false;
2684 }
2685
2686 //--- CONSTRUCTION KIT
2688 {
2689 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2690 if ( m_ConstructionKitHealth > 0 )
2691 {
2692 construction_kit.SetHealth( m_ConstructionKitHealth );
2693 }
2694
2695 return construction_kit;
2696 }
2697
2698 void CreateConstructionKitInHands(notnull PlayerBase player)
2699 {
2700 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2701 if ( m_ConstructionKitHealth > 0 )
2702 {
2703 construction_kit.SetHealth( m_ConstructionKitHealth );
2704 }
2705 }
2706
2707 protected vector GetKitSpawnPosition()
2708 {
2709 return GetPosition();
2710 }
2711
2712 protected string GetConstructionKitType()
2713 {
2714 return "";
2715 }
2716
2717 void DestroyConstructionKit( ItemBase construction_kit )
2718 {
2719 m_ConstructionKitHealth = construction_kit.GetHealth();
2720 GetGame().ObjectDelete( construction_kit );
2721 }
2722
2723 //--- CONSTRUCTION
2724 void DestroyConstruction()
2725 {
2726 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2727 GetGame().ObjectDelete( this );
2728 }
2729
2730 // --- EVENTS
2731 override void OnStoreSave( ParamsWriteContext ctx )
2732 {
2733 super.OnStoreSave( ctx );
2734
2735 //sync parts 01
2736 ctx.Write( m_SyncParts01 );
2737 ctx.Write( m_SyncParts02 );
2738 ctx.Write( m_SyncParts03 );
2739
2740 ctx.Write( m_HasBase );
2741 }
2742
2743 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2744 {
2745 if ( !super.OnStoreLoad( ctx, version ) )
2746 return false;
2747
2748 //--- Base building data ---
2749 //Restore synced parts data
2750 if ( !ctx.Read( m_SyncParts01 ) )
2751 {
2752 m_SyncParts01 = 0; //set default
2753 return false;
2754 }
2755 if ( !ctx.Read( m_SyncParts02 ) )
2756 {
2757 m_SyncParts02 = 0; //set default
2758 return false;
2759 }
2760 if ( !ctx.Read( m_SyncParts03 ) )
2761 {
2762 m_SyncParts03 = 0; //set default
2763 return false;
2764 }
2765
2766 //has base
2767 if ( !ctx.Read( m_HasBase ) )
2768 {
2769 m_HasBase = false;
2770 return false;
2771 }
2772 //---
2773
2774 return true;
2775 }
2776
2777 override void AfterStoreLoad()
2778 {
2779 super.AfterStoreLoad();
2780
2782 {
2784 }
2785 }
2786
2788 {
2789 //update server data
2791
2792 //set base state
2793 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2794 SetBaseState( construction_part.IsBuilt() ) ;
2795
2796 //synchronize after load
2798 }
2799
2800 override void OnCreatePhysics()
2801 {
2802 super.OnCreatePhysics();
2805 }
2806
2807 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2808 {
2810 return;
2811
2812 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2813
2814 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2815 return;
2816
2817 Construction construction = GetConstruction();
2818 string part_name = zone;
2819 part_name.ToLower();
2820
2821 if ( newLevel == GameConstants.STATE_RUINED )
2822 {
2823 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2824
2825 if ( construction_part && construction.IsPartConstructed( part_name ) )
2826 {
2827 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2828 construction.DestroyConnectedParts(part_name);
2829 }
2830
2831 //barbed wire handling (hack-ish)
2832 if ( part_name.Contains("barbed") )
2833 {
2834 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2835 if (barbed_wire)
2836 barbed_wire.SetMountedState( false );
2837 }
2838 }
2839 }
2840
2841 override void EEOnAfterLoad()
2842 {
2844 {
2846 }
2847
2848 super.EEOnAfterLoad();
2849 }
2850
2851 override void EEInit()
2852 {
2853 super.EEInit();
2854
2855 // init visuals and physics
2856 InitBaseState();
2857
2858 //debug
2859 #ifdef DEVELOPER
2861 #endif
2862 }
2863
2864 override void EEItemAttached( EntityAI item, string slot_name )
2865 {
2866 super.EEItemAttached( item, slot_name );
2867
2868 CheckForHybridAttachments( item, slot_name );
2869 UpdateVisuals();
2870 UpdateAttachmentPhysics( slot_name, false );
2871 }
2872
2873 override void EEItemDetached( EntityAI item, string slot_name )
2874 {
2875 super.EEItemDetached( item, slot_name );
2876
2877 UpdateVisuals();
2878 UpdateAttachmentPhysics( slot_name, false );
2879 }
2880
2881 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2882 {
2883 string slot_name = InventorySlots.GetSlotName( slotId );
2884 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2885
2886 UpdateAttachmentVisuals( slot_name, locked );
2887 UpdateAttachmentPhysics( slot_name, locked );
2888 }
2889
2890 //ignore out of reach condition
2891 override bool IgnoreOutOfReachCondition()
2892 {
2893 return true;
2894 }
2895
2896 //CONSTRUCTION EVENTS
2897 //Build
2898 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2899 {
2900 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2901
2902 //check base state
2903 if (construtionPart.IsBase())
2904 {
2905 SetBaseState(true);
2906
2907 //spawn kit
2909 }
2910
2911 //register constructed parts for synchronization
2912 RegisterPartForSync(construtionPart.GetId());
2913
2914 //register action that was performed on part
2915 RegisterActionForSync(construtionPart.GetId(), action_id);
2916
2917 //synchronize
2919
2920 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2921
2922 UpdateNavmesh();
2923
2924 //update visuals
2925 UpdateVisuals();
2926
2927 //reset action sync data
2929 }
2930
2931 void OnPartBuiltClient(string part_name, int action_id)
2932 {
2933 //play sound
2934 SoundBuildStart( part_name );
2935 }
2936
2937 //Dismantle
2938 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2939 {
2940 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2941 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2942
2943 //register constructed parts for synchronization
2944 UnregisterPartForSync(construtionPart.GetId());
2945
2946 //register action that was performed on part
2947 RegisterActionForSync(construtionPart.GetId(), action_id);
2948
2949 //synchronize
2951
2952 // server part of sync, client will be synced from SetPartsFromSyncData
2953 SetPartFromSyncData(construtionPart);
2954
2955 UpdateNavmesh();
2956
2957 //update visuals
2958 UpdateVisuals();
2959
2960 //reset action sync data
2962
2963 //check base state
2964 if (construtionPart.IsBase())
2965 {
2966 //Destroy construction
2968 }
2969
2970 if (GetGame().IsServer())
2971 HandleItemFalling(construtionPart);
2972 }
2973
2974 void OnPartDismantledClient( string part_name, int action_id )
2975 {
2976 //play sound
2977 SoundDismantleStart( part_name );
2978 }
2979
2980 //Destroy
2981 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2982 {
2983 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2984 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2985
2986 //register constructed parts for synchronization
2987 UnregisterPartForSync(construtionPart.GetId());
2988
2989 //register action that was performed on part
2990 RegisterActionForSync(construtionPart.GetId(), action_id);
2991
2992 //synchronize
2994
2995 // server part of sync, client will be synced from SetPartsFromSyncData
2996 SetPartFromSyncData(construtionPart);
2997
2998 UpdateNavmesh();
2999
3000 //update visuals
3001 UpdateVisuals();
3002
3003 //reset action sync data
3005
3006 //check base state
3007 if (construtionPart.IsBase())
3008 {
3009 //Destroy construction
3011 }
3012
3013 if (GetGame().IsServer())
3014 HandleItemFalling(construtionPart);
3015 }
3016
3017 void OnPartDestroyedClient( string part_name, int action_id )
3018 {
3019 //play sound
3020 SoundDestroyStart( part_name );
3021 }
3022
3023 protected void HandleItemFalling(ConstructionPart part)
3024 {
3025 bool process = false;
3026
3027 //TODO: add a parameter to parts' config classes?
3028 process |= part.m_PartName.Contains("_roof");
3029 process |= part.m_PartName.Contains("_platform");
3030 process |= part.m_PartName.Contains("_stair");
3031
3032 if (process)
3033 {
3034 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
3035 {
3036 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
3037 return;
3038 }
3039
3040 vector mins, maxs;
3041 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
3042 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3043
3044 //sanitize minmaxs
3045 vector minTmp, maxTmp;
3046 minTmp[0] = Math.Min(mins[0],maxs[0]);
3047 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3048 minTmp[1] = Math.Min(mins[1],maxs[1]);
3049 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3050 minTmp[2] = Math.Min(mins[2],maxs[2]);
3051 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3052 mins = minTmp;
3053 maxs = maxTmp;
3054
3055 maxs[1] = maxs[1] + 0.35; //reach a little above..
3056
3057 ItemFall(mins,maxs);
3058 }
3059 }
3060
3061 protected void ItemFall(vector min, vector max)
3062 {
3063 array<EntityAI> foundEntities = new array<EntityAI>();
3064 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3065
3066 //filtering
3067 ItemBase item;
3068 foreach (EntityAI entity : foundEntities)
3069 {
3070 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3071 item.ThrowPhysically(null,vector.Zero);
3072 }
3073 }
3074
3075 // --- UPDATE
3076 void InitBaseState()
3077 {
3078 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3079
3080 InitVisuals();
3081 UpdateNavmesh(); //regenerate navmesh
3082 GetConstruction().InitBaseState();
3083 }
3084
3085 void InitVisuals()
3086 {
3087 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3088 //check base
3089 if ( !HasBase() )
3090 {
3091 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3092 }
3093 else
3094 {
3095 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3096 }
3097
3098 GetConstruction().UpdateVisuals();
3099 }
3100
3101 void UpdateVisuals()
3102 {
3103 array<string> attachmentSlots = new array<string>;
3104
3105 GetAttachmentSlots(this, attachmentSlots);
3106 foreach (string slotName : attachmentSlots)
3107 {
3109 }
3110
3111 //check base
3112 if (!HasBase())
3113 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3114 else
3115 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3116
3117 GetConstruction().UpdateVisuals();
3118 }
3119
3120 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3121 {
3122 string slotNameMounted = slot_name + "_Mounted";
3123 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3124
3125 if (attachment)
3126 {
3127 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3128 if (barbedWire && barbedWire.IsMounted())
3129 CreateAreaDamage(slotNameMounted);
3130 else
3131 DestroyAreaDamage(slotNameMounted);
3132
3133 if (is_locked)
3134 {
3135 SetAnimationPhase(slotNameMounted, 0);
3136 SetAnimationPhase(slot_name, 1);
3137 }
3138 else
3139 {
3140 SetAnimationPhase(slotNameMounted, 1);
3141 SetAnimationPhase(slot_name, 0);
3142 }
3143 }
3144 else
3145 {
3146 SetAnimationPhase(slotNameMounted, 1);
3147 SetAnimationPhase(slot_name, 1);
3148
3149 DestroyAreaDamage(slotNameMounted);
3150 }
3151 }
3152
3153 // avoid calling this function on frequent occasions, it's a massive performance hit
3154 void UpdatePhysics()
3155 {
3157 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3158
3159 array<string> attachmentSlots = new array<string>;
3160 GetAttachmentSlots(this, attachmentSlots);
3161
3163 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3164
3165 foreach (string slotName : attachmentSlots)
3166 {
3168 }
3169
3170 //check base
3171 if (!HasBase())
3172 {
3174 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3175
3176 AddProxyPhysics(ANIMATION_DEPLOYED);
3177 }
3178 else
3179 {
3181 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3182
3183 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3184 }
3185
3186 GetConstruction().UpdatePhysics();
3187 UpdateNavmesh();
3188 }
3189
3190 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3191 {
3192 //checks for invalid appends; hotfix
3193 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3194 return;
3195 //----------------------------------
3196 string slot_name_mounted = slot_name + "_Mounted";
3197 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3198
3199 //remove proxy physics
3200 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3201 RemoveProxyPhysics( slot_name_mounted );
3202 RemoveProxyPhysics( slot_name );
3203
3204 if ( attachment )
3205 {
3206 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3207 if ( is_locked )
3208 {
3209 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3210 AddProxyPhysics( slot_name_mounted );
3211 }
3212 else
3213 {
3214 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3215 AddProxyPhysics( slot_name );
3216 }
3217 }
3218 }
3219
3220 protected void UpdateNavmesh()
3221 {
3222 SetAffectPathgraph( true, false );
3223 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3224 }
3225
3226 override bool CanUseConstruction()
3227 {
3228 return true;
3229 }
3230
3231 override bool CanUseConstructionBuild()
3232 {
3233 return true;
3234 }
3235
3236 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3237 {
3238 if ( attachment )
3239 {
3240 InventoryLocation inventory_location = new InventoryLocation;
3241 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3242
3243 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3244 }
3245
3246 return false;
3247 }
3248
3249 protected bool IsAttachmentSlotLocked( string slot_name )
3250 {
3251 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3252 }
3253
3254 //--- ATTACHMENT SLOTS
3255 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3256 {
3257 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3258 if ( GetGame().ConfigIsExisting( config_path ) )
3259 {
3260 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3261 }
3262 }
3263
3264 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3265 {
3266 return true;
3267 }
3268
3269 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3270 {
3271 return true;
3272 }
3273
3274 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3275 {
3276 return true;
3277 }
3278
3279 // --- INIT
3280 void ConstructionInit()
3281 {
3282 if ( !m_Construction )
3283 {
3284 m_Construction = new Construction( this );
3285 }
3286
3287 GetConstruction().Init();
3288 }
3289
3291 {
3292 return m_Construction;
3293 }
3294
3295 //--- INVENTORY/ATTACHMENTS CONDITIONS
3296 //attachments
3297 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3298 {
3299 return super.CanReceiveAttachment(attachment, slotId);
3300 }
3301
3303 {
3304 int attachment_count = GetInventory().AttachmentCount();
3305 if ( attachment_count > 0 )
3306 {
3307 if ( HasBase() && attachment_count == 1 )
3308 {
3309 return false;
3310 }
3311
3312 return true;
3313 }
3314
3315 return false;
3316 }
3317
3318 override bool ShowZonesHealth()
3319 {
3320 return true;
3321 }
3322
3323 override bool IsTakeable()
3324 {
3325 return false;
3326 }
3327
3328 //this into/outo parent.Cargo
3329 override bool CanPutInCargo( EntityAI parent )
3330 {
3331 return false;
3332 }
3333
3334 override bool CanRemoveFromCargo( EntityAI parent )
3335 {
3336 return false;
3337 }
3338
3339 //hands
3340 override bool CanPutIntoHands( EntityAI parent )
3341 {
3342 return false;
3343 }
3344
3345 //--- ACTION CONDITIONS
3346 //direction
3347 override bool IsFacingPlayer( PlayerBase player, string selection )
3348 {
3349 return true;
3350 }
3351
3352 override bool IsPlayerInside( PlayerBase player, string selection )
3353 {
3354 return true;
3355 }
3356
3359 {
3360 return false;
3361 }
3362
3363 //camera direction check
3364 bool IsFacingCamera( string selection )
3365 {
3366 return true;
3367 }
3368
3369 //roof check
3370 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3371 {
3372 return false;
3373 }
3374
3375 //selection->player distance check
3376 bool HasProperDistance( string selection, PlayerBase player )
3377 {
3378 return true;
3379 }
3380
3381 //folding
3383 {
3384 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3385 {
3386 return false;
3387 }
3388
3389 return true;
3390 }
3391
3393 {
3396
3397 return item;
3398 }
3399
3400 //Damage triggers (barbed wire)
3401 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3402 {
3403 if ( GetGame() && GetGame().IsServer() )
3404 {
3405 //destroy area damage if some already exists
3406 DestroyAreaDamage( slot_name );
3407
3408 //create new area damage
3410 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3411
3412 vector min_max[2];
3413 if ( MemoryPointExists( slot_name + "_min" ) )
3414 {
3415 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3416 }
3417 if ( MemoryPointExists( slot_name + "_max" ) )
3418 {
3419 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3420 }
3421
3422 //get proper trigger extents (min<max)
3423 vector extents[2];
3424 GetConstruction().GetTriggerExtents( min_max, extents );
3425
3426 //get box center
3427 vector center;
3428 center = GetConstruction().GetBoxCenter( min_max );
3429 center = ModelToWorld( center );
3430
3431 //rotate center if needed
3432 vector orientation = GetOrientation();;
3433 CalcDamageAreaRotation( rotation_angle, center, orientation );
3434
3435 areaDamage.SetExtents( extents[0], extents[1] );
3436 areaDamage.SetAreaPosition( center );
3437 areaDamage.SetAreaOrientation( orientation );
3438 areaDamage.SetLoopInterval( 1.0 );
3439 areaDamage.SetDeferDuration( 0.2 );
3440 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3441 areaDamage.SetAmmoName( "BarbedWireHit" );
3442 areaDamage.Spawn();
3443
3444 m_DamageTriggers.Insert( slot_name, areaDamage );
3445 }
3446 }
3447
3448 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3449 {
3450 if ( angle_deg != 0 )
3451 {
3452 //orientation
3453 orientation[0] = orientation[0] - angle_deg;
3454
3455 //center
3456 vector rotate_axis;
3457 if ( MemoryPointExists( "rotate_axis" ) )
3458 {
3459 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3460 }
3461 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];
3462 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];
3463 center[0] = r_center_x;
3464 center[2] = r_center_z;
3465 }
3466 }
3467
3468 void DestroyAreaDamage( string slot_name )
3469 {
3470 if (GetGame() && GetGame().IsServer())
3471 {
3473 if (m_DamageTriggers.Find(slot_name, areaDamage))
3474 {
3475 if (areaDamage)
3476 {
3477 areaDamage.Destroy();
3478 }
3479
3480 m_DamageTriggers.Remove( slot_name );
3481 }
3482 }
3483 }
3484
3485 override bool IsIgnoredByConstruction()
3486 {
3487 return true;
3488 }
3489
3490 //================================================================
3491 // SOUNDS
3492 //================================================================
3493 protected void SoundBuildStart( string part_name )
3494 {
3495 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3496 }
3497
3498 protected void SoundDismantleStart( string part_name )
3499 {
3500 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3501 }
3502
3503 protected void SoundDestroyStart( string part_name )
3504 {
3505 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3506 }
3507
3508 protected string GetBuildSoundByMaterial( string part_name )
3509 {
3510 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3511
3512 switch ( material_type )
3513 {
3514 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3515 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3516 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3517 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3518 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3519 }
3520
3521 return "";
3522 }
3523
3524 protected string GetDismantleSoundByMaterial( string part_name )
3525 {
3526 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3527
3528 switch ( material_type )
3529 {
3530 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3531 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3532 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3533 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3534 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3535 }
3536
3537 return "";
3538 }
3539
3540 //misc
3541 void CheckForHybridAttachments( EntityAI item, string slot_name )
3542 {
3543 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3544 {
3545 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3546 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3547 {
3548 SetHealth(slot_name,"Health",item.GetHealth());
3549 }
3550 }
3551 }
3552
3553 override int GetDamageSystemVersionChange()
3554 {
3555 return 111;
3556 }
3557
3558 override void SetActions()
3559 {
3560 super.SetActions();
3561
3565 }
3566
3567 //================================================================
3568 // DEBUG
3569 //================================================================
3570 protected void DebugCustomState()
3571 {
3572 }
3573
3576 {
3577 return null;
3578 }
3579
3580 override void OnDebugSpawn()
3581 {
3582 FullyBuild();
3583 }
3584
3585 void FullyBuild()
3586 {
3588 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3589
3590 Man p;
3591
3592 #ifdef SERVER
3593 array<Man> players = new array<Man>;
3594 GetGame().GetWorld().GetPlayerList(players);
3595 if (players.Count())
3596 p = players[0];
3597 #else
3598 p = GetGame().GetPlayer();
3599 #endif
3600
3601 foreach (ConstructionPart part : parts)
3602 {
3603 bool excluded = false;
3604 string partName = part.GetPartName();
3605 if (excludes)
3606 {
3607 foreach (string exclude : excludes)
3608 {
3609 if (partName.Contains(exclude))
3610 {
3611 excluded = true;
3612 break;
3613 }
3614 }
3615 }
3616
3617 if (!excluded)
3618 {
3619 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3620 }
3621 }
3622
3623 GetConstruction().UpdateVisuals();
3624 }
3625}
3626
3627void bsbDebugPrint (string s)
3628{
3629#ifdef BSB_DEBUG
3630 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3631#else
3632 //Print("" + s); // comment/uncomment to hide/see debug logs
3633#endif
3634}
3635void bsbDebugSpam (string s)
3636{
3637#ifdef BSB_DEBUG_SPAM
3638 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3639#else
3640 //Print("" + s); // comment/uncomment to hide/see debug logs
3641#endif
3642}
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