DayZ 1.27
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◆ FoldBaseBuildingObject()

ItemBase bsbDebugPrint::FoldBaseBuildingObject ( )
protected

См. определение в файле BaseBuildingBase.c строка 2346

2348{
2349 const string ANIMATION_DEPLOYED = "Deployed";
2350
2351 float m_ConstructionKitHealth; //stored health value for used construction kit
2352
2354
2355 bool m_HasBase;
2356 //variables for synchronization of base building parts (2x31 is the current limit)
2357 int m_SyncParts01; //synchronization for already built parts (31 parts)
2358 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2359 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2360 int m_InteractedPartId; //construction part id that an action was performed on
2361 int m_PerformedActionId; //action id that was performed on a construction part
2362
2363 //Sounds
2364 //build
2365 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2366 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2367 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2368 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2369 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2370 //dismantle
2371 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2372 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2373 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2374 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2375 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2376
2377 protected EffectSound m_Sound;
2378
2382
2383 // Constructor
2384 void BaseBuildingBase()
2385 {
2387
2388 //synchronized variables
2389 RegisterNetSyncVariableInt( "m_SyncParts01" );
2390 RegisterNetSyncVariableInt( "m_SyncParts02" );
2391 RegisterNetSyncVariableInt( "m_SyncParts03" );
2392 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2393 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2394 RegisterNetSyncVariableBool( "m_HasBase" );
2395
2396 //Construction init
2398
2399 if (ConfigIsExisting("hybridAttachments"))
2400 {
2402 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2403 }
2404 if (ConfigIsExisting("mountables"))
2405 {
2407 ConfigGetTextArray("mountables", m_Mountables);
2408 }
2409
2410 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2411 }
2412
2413 override void EEDelete(EntityAI parent)
2414 {
2415 super.EEDelete(parent);
2416
2417 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2418 {
2419 areaDamage.Destroy();
2420 }
2421
2422 }
2423
2424 override string GetInvulnerabilityTypeString()
2425 {
2426 return "disableBaseDamage";
2427 }
2428
2429 override bool CanObstruct()
2430 {
2431 return true;
2432 }
2433
2434 override int GetHideIconMask()
2435 {
2436 return EInventoryIconVisibility.HIDE_VICINITY;
2437 }
2438
2439 // --- SYNCHRONIZATION
2441 {
2442 if ( GetGame().IsServer() )
2443 {
2444 SetSynchDirty();
2445 }
2446 }
2447
2448 override void OnVariablesSynchronized()
2449 {
2450 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2451 super.OnVariablesSynchronized();
2452
2454 }
2455
2456 protected void OnSynchronizedClient()
2457 {
2458 //update parts
2460
2461 //update action on part
2463
2464 //update visuals (client)
2465 UpdateVisuals();
2466 }
2467
2468 //parts synchronization
2469 void RegisterPartForSync( int part_id )
2470 {
2471 //part_id must starts from index = 1
2472 int offset;
2473 int mask;
2474
2475 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2476 {
2477 offset = part_id - 1;
2478 mask = 1 << offset;
2479
2480 m_SyncParts01 = m_SyncParts01 | mask;
2481 }
2482 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2483 {
2484 offset = ( part_id % 32 );
2485 mask = 1 << offset;
2486
2487 m_SyncParts02 = m_SyncParts02 | mask;
2488 }
2489 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2490 {
2491 offset = ( part_id % 63 );
2492 mask = 1 << offset;
2493
2494 m_SyncParts03 = m_SyncParts03 | mask;
2495 }
2496 }
2497
2498 void UnregisterPartForSync( int part_id )
2499 {
2500 //part_id must starts from index = 1
2501 int offset;
2502 int mask;
2503
2504 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2505 {
2506 offset = part_id - 1;
2507 mask = 1 << offset;
2508
2509 m_SyncParts01 = m_SyncParts01 & ~mask;
2510 }
2511 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2512 {
2513 offset = ( part_id % 32 );
2514 mask = 1 << offset;
2515
2516 m_SyncParts02 = m_SyncParts02 & ~mask;
2517 }
2518 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2519 {
2520 offset = ( part_id % 63 );
2521 mask = 1 << offset;
2522
2523 m_SyncParts03 = m_SyncParts03 & ~mask;
2524 }
2525 }
2526
2527 bool IsPartBuildInSyncData( int part_id )
2528 {
2529 //part_id must starts from index = 1
2530 int offset;
2531 int mask;
2532
2533 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2534 {
2535 offset = part_id - 1;
2536 mask = 1 << offset;
2537
2538 if ( ( m_SyncParts01 & mask ) > 0 )
2539 {
2540 return true;
2541 }
2542 }
2543 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2544 {
2545 offset = ( part_id % 32 );
2546 mask = 1 << offset;
2547
2548 if ( ( m_SyncParts02 & mask ) > 0 )
2549 {
2550 return true;
2551 }
2552 }
2553 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2554 {
2555 offset = ( part_id % 63 );
2556 mask = 1 << offset;
2557
2558 if ( ( m_SyncParts03 & mask ) > 0 )
2559 {
2560 return true;
2561 }
2562 }
2563
2564 return false;
2565 }
2566
2567 protected void RegisterActionForSync( int part_id, int action_id )
2568 {
2569 m_InteractedPartId = part_id;
2570 m_PerformedActionId = action_id;
2571 }
2572
2573 protected void ResetActionSyncData()
2574 {
2575 //reset data
2576 m_InteractedPartId = -1;
2578 }
2579
2580 protected void SetActionFromSyncData()
2581 {
2582 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2583 {
2585 int build_action_id = m_PerformedActionId;
2586
2587 switch( build_action_id )
2588 {
2589 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2590 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2591 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2592 }
2593 }
2594 }
2595 //------
2596
2598 {
2599 string key = part.m_PartName;
2600 bool is_base = part.IsBase();
2601 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2602 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2603 if ( is_part_built_sync )
2604 {
2605 if ( !part.IsBuilt() )
2606 {
2607 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2608 GetConstruction().AddToConstructedParts( key );
2609 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2610
2611 if (is_base)
2612 {
2614 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2615 }
2616 }
2617 }
2618 else
2619 {
2620 if ( part.IsBuilt() )
2621 {
2622 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2623 GetConstruction().RemoveFromConstructedParts( key );
2624 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2625
2626 if (is_base)
2627 {
2629 AddProxyPhysics( ANIMATION_DEPLOYED );
2630 }
2631 }
2632 }
2633
2634 //check slot lock for material attachments
2635 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2636 }
2637
2638 //set construction parts based on synchronized data
2640 {
2641 Construction construction = GetConstruction();
2642 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2643
2644 for ( int i = 0; i < construction_parts.Count(); ++i )
2645 {
2646 string key = construction_parts.GetKey( i );
2647 ConstructionPart value = construction_parts.Get( key );
2648 SetPartFromSyncData(value);
2649 }
2650
2651 //regenerate navmesh
2652 UpdateNavmesh();
2653 }
2654
2655 protected ConstructionPart GetConstructionPartById( int id )
2656 {
2657 Construction construction = GetConstruction();
2658 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2659
2660 for ( int i = 0; i < construction_parts.Count(); ++i )
2661 {
2662 string key = construction_parts.GetKey( i );
2663 ConstructionPart value = construction_parts.Get( key );
2664
2665 if ( value.GetId() == id )
2666 {
2667 return value;
2668 }
2669 }
2670
2671 return NULL;
2672 }
2673 //
2674
2675 //Base
2676 bool HasBase()
2677 {
2678 return m_HasBase;
2679 }
2680
2681 void SetBaseState( bool has_base )
2682 {
2683 m_HasBase = has_base;
2684 }
2685
2686 override bool IsDeployable()
2687 {
2688 return true;
2689 }
2690
2691 bool IsOpened()
2692 {
2693 return false;
2694 }
2695
2696 //--- CONSTRUCTION KIT
2698 {
2699 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2700 if ( m_ConstructionKitHealth > 0 )
2701 {
2702 construction_kit.SetHealth( m_ConstructionKitHealth );
2703 }
2704
2705 return construction_kit;
2706 }
2707
2708 void CreateConstructionKitInHands(notnull PlayerBase player)
2709 {
2710 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2711 if ( m_ConstructionKitHealth > 0 )
2712 {
2713 construction_kit.SetHealth( m_ConstructionKitHealth );
2714 }
2715 }
2716
2717 protected vector GetKitSpawnPosition()
2718 {
2719 return GetPosition();
2720 }
2721
2722 protected string GetConstructionKitType()
2723 {
2724 return "";
2725 }
2726
2727 void DestroyConstructionKit( ItemBase construction_kit )
2728 {
2729 m_ConstructionKitHealth = construction_kit.GetHealth();
2730 GetGame().ObjectDelete( construction_kit );
2731 }
2732
2733 //--- CONSTRUCTION
2734 void DestroyConstruction()
2735 {
2736 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2737 GetGame().ObjectDelete( this );
2738 }
2739
2740 // --- EVENTS
2741 override void OnStoreSave( ParamsWriteContext ctx )
2742 {
2743 super.OnStoreSave( ctx );
2744
2745 //sync parts 01
2746 ctx.Write( m_SyncParts01 );
2747 ctx.Write( m_SyncParts02 );
2748 ctx.Write( m_SyncParts03 );
2749
2750 ctx.Write( m_HasBase );
2751 }
2752
2753 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2754 {
2755 if ( !super.OnStoreLoad( ctx, version ) )
2756 return false;
2757
2758 //--- Base building data ---
2759 //Restore synced parts data
2760 if ( !ctx.Read( m_SyncParts01 ) )
2761 {
2762 m_SyncParts01 = 0; //set default
2763 return false;
2764 }
2765 if ( !ctx.Read( m_SyncParts02 ) )
2766 {
2767 m_SyncParts02 = 0; //set default
2768 return false;
2769 }
2770 if ( !ctx.Read( m_SyncParts03 ) )
2771 {
2772 m_SyncParts03 = 0; //set default
2773 return false;
2774 }
2775
2776 //has base
2777 if ( !ctx.Read( m_HasBase ) )
2778 {
2779 m_HasBase = false;
2780 return false;
2781 }
2782 //---
2783
2784 return true;
2785 }
2786
2787 override void AfterStoreLoad()
2788 {
2789 super.AfterStoreLoad();
2790
2792 {
2794 }
2795 }
2796
2798 {
2799 //update server data
2801
2802 //set base state
2803 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2804 SetBaseState( construction_part.IsBuilt() ) ;
2805
2806 //synchronize after load
2808 }
2809
2810 override void OnCreatePhysics()
2811 {
2812 super.OnCreatePhysics();
2815 }
2816
2817 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2818 {
2820 return;
2821
2822 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2823
2824 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2825 return;
2826
2827 Construction construction = GetConstruction();
2828 string part_name = zone;
2829 part_name.ToLower();
2830
2831 if ( newLevel == GameConstants.STATE_RUINED )
2832 {
2833 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2834
2835 if ( construction_part && construction.IsPartConstructed( part_name ) )
2836 {
2837 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2838 construction.DestroyConnectedParts(part_name);
2839 }
2840
2841 //barbed wire handling (hack-ish)
2842 if ( part_name.Contains("barbed") )
2843 {
2844 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2845 if (barbed_wire)
2846 barbed_wire.SetMountedState( false );
2847 }
2848 }
2849 }
2850
2851 override void EEOnAfterLoad()
2852 {
2854 {
2856 }
2857
2858 super.EEOnAfterLoad();
2859 }
2860
2861 override void EEInit()
2862 {
2863 super.EEInit();
2864
2865 // init visuals and physics
2866 InitBaseState();
2867
2868 //debug
2869 #ifdef DEVELOPER
2871 #endif
2872 }
2873
2874 override void EEItemAttached( EntityAI item, string slot_name )
2875 {
2876 super.EEItemAttached( item, slot_name );
2877
2878 CheckForHybridAttachments( item, slot_name );
2879 UpdateVisuals();
2880 UpdateAttachmentPhysics( slot_name, false );
2881 }
2882
2883 override void EEItemDetached( EntityAI item, string slot_name )
2884 {
2885 super.EEItemDetached( item, slot_name );
2886
2887 UpdateVisuals();
2888 UpdateAttachmentPhysics( slot_name, false );
2889 }
2890
2891 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2892 {
2893 string slot_name = InventorySlots.GetSlotName( slotId );
2894 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2895
2896 UpdateAttachmentVisuals( slot_name, locked );
2897 UpdateAttachmentPhysics( slot_name, locked );
2898 }
2899
2900 //ignore out of reach condition
2901 override bool IgnoreOutOfReachCondition()
2902 {
2903 return true;
2904 }
2905
2906 //CONSTRUCTION EVENTS
2907 //Build
2908 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2909 {
2910 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2911
2912 //check base state
2913 if (construtionPart.IsBase())
2914 {
2915 SetBaseState(true);
2916
2917 //spawn kit
2919 }
2920
2921 //register constructed parts for synchronization
2922 RegisterPartForSync(construtionPart.GetId());
2923
2924 //register action that was performed on part
2925 RegisterActionForSync(construtionPart.GetId(), action_id);
2926
2927 //synchronize
2929
2930 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2931
2932 UpdateNavmesh();
2933
2934 //update visuals
2935 UpdateVisuals();
2936
2937 //reset action sync data
2939 }
2940
2941 void OnPartBuiltClient(string part_name, int action_id)
2942 {
2943 //play sound
2944 SoundBuildStart( part_name );
2945 }
2946
2947 //Dismantle
2948 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2949 {
2950 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2951 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2952
2953 //register constructed parts for synchronization
2954 UnregisterPartForSync(construtionPart.GetId());
2955
2956 //register action that was performed on part
2957 RegisterActionForSync(construtionPart.GetId(), action_id);
2958
2959 //synchronize
2961
2962 // server part of sync, client will be synced from SetPartsFromSyncData
2963 SetPartFromSyncData(construtionPart);
2964
2965 UpdateNavmesh();
2966
2967 //update visuals
2968 UpdateVisuals();
2969
2970 //reset action sync data
2972
2973 //check base state
2974 if (construtionPart.IsBase())
2975 {
2976 //Destroy construction
2978 }
2979
2980 if (GetGame().IsServer())
2981 HandleItemFalling(construtionPart);
2982 }
2983
2984 void OnPartDismantledClient( string part_name, int action_id )
2985 {
2986 //play sound
2987 SoundDismantleStart( part_name );
2988 }
2989
2990 //Destroy
2991 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2992 {
2993 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2994 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2995
2996 //register constructed parts for synchronization
2997 UnregisterPartForSync(construtionPart.GetId());
2998
2999 //register action that was performed on part
3000 RegisterActionForSync(construtionPart.GetId(), action_id);
3001
3002 //synchronize
3004
3005 // server part of sync, client will be synced from SetPartsFromSyncData
3006 SetPartFromSyncData(construtionPart);
3007
3008 UpdateNavmesh();
3009
3010 //update visuals
3011 UpdateVisuals();
3012
3013 //reset action sync data
3015
3016 //check base state
3017 if (construtionPart.IsBase())
3018 {
3019 //Destroy construction
3021 }
3022
3023 if (GetGame().IsServer())
3024 HandleItemFalling(construtionPart);
3025 }
3026
3027 void OnPartDestroyedClient( string part_name, int action_id )
3028 {
3029 //play sound
3030 SoundDestroyStart( part_name );
3031 }
3032
3033 protected void HandleItemFalling(ConstructionPart part)
3034 {
3035 bool process = false;
3036
3037 //TODO: add a parameter to parts' config classes?
3038 process |= part.m_PartName.Contains("_roof");
3039 process |= part.m_PartName.Contains("_platform");
3040 process |= part.m_PartName.Contains("_stair");
3041
3042 if (process)
3043 {
3044 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
3045 {
3046 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
3047 return;
3048 }
3049
3050 vector mins, maxs;
3051 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
3052 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3053
3054 //sanitize minmaxs
3055 vector minTmp, maxTmp;
3056 minTmp[0] = Math.Min(mins[0],maxs[0]);
3057 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3058 minTmp[1] = Math.Min(mins[1],maxs[1]);
3059 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3060 minTmp[2] = Math.Min(mins[2],maxs[2]);
3061 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3062 mins = minTmp;
3063 maxs = maxTmp;
3064
3065 maxs[1] = maxs[1] + 0.35; //reach a little above..
3066
3067 ItemFall(mins,maxs);
3068 }
3069 }
3070
3071 protected void ItemFall(vector min, vector max)
3072 {
3073 array<EntityAI> foundEntities = new array<EntityAI>();
3074 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3075
3076 //filtering
3077 ItemBase item;
3078 foreach (EntityAI entity : foundEntities)
3079 {
3080 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3081 item.ThrowPhysically(null,vector.Zero);
3082 }
3083 }
3084
3085 // --- UPDATE
3086 void InitBaseState()
3087 {
3088 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3089
3090 InitVisuals();
3091 UpdateNavmesh(); //regenerate navmesh
3092 GetConstruction().InitBaseState();
3093 }
3094
3095 void InitVisuals()
3096 {
3097 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3098 //check base
3099 if ( !HasBase() )
3100 {
3101 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3102 }
3103 else
3104 {
3105 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3106 }
3107
3108 GetConstruction().UpdateVisuals();
3109 }
3110
3111 void UpdateVisuals()
3112 {
3113 array<string> attachmentSlots = new array<string>;
3114
3115 GetAttachmentSlots(this, attachmentSlots);
3116 foreach (string slotName : attachmentSlots)
3117 {
3119 }
3120
3121 //check base
3122 if (!HasBase())
3123 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3124 else
3125 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3126
3127 GetConstruction().UpdateVisuals();
3128 }
3129
3130 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3131 {
3132 string slotNameMounted = slot_name + "_Mounted";
3133 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3134
3135 if (attachment)
3136 {
3137 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3138 if (barbedWire && barbedWire.IsMounted())
3139 CreateAreaDamage(slotNameMounted);
3140 else
3141 DestroyAreaDamage(slotNameMounted);
3142
3143 if (is_locked)
3144 {
3145 SetAnimationPhase(slotNameMounted, 0);
3146 SetAnimationPhase(slot_name, 1);
3147 }
3148 else
3149 {
3150 SetAnimationPhase(slotNameMounted, 1);
3151 SetAnimationPhase(slot_name, 0);
3152 }
3153 }
3154 else
3155 {
3156 SetAnimationPhase(slotNameMounted, 1);
3157 SetAnimationPhase(slot_name, 1);
3158
3159 DestroyAreaDamage(slotNameMounted);
3160 }
3161 }
3162
3163 // avoid calling this function on frequent occasions, it's a massive performance hit
3164 void UpdatePhysics()
3165 {
3167 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3168
3169 array<string> attachmentSlots = new array<string>;
3170 GetAttachmentSlots(this, attachmentSlots);
3171
3173 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3174
3175 foreach (string slotName : attachmentSlots)
3176 {
3178 }
3179
3180 //check base
3181 if (!HasBase())
3182 {
3184 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3185
3186 AddProxyPhysics(ANIMATION_DEPLOYED);
3187 }
3188 else
3189 {
3191 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3192
3193 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3194 }
3195
3196 GetConstruction().UpdatePhysics();
3197 UpdateNavmesh();
3198 }
3199
3200 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3201 {
3202 //checks for invalid appends; hotfix
3203 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3204 return;
3205 //----------------------------------
3206 string slot_name_mounted = slot_name + "_Mounted";
3207 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3208
3209 //remove proxy physics
3210 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3211 RemoveProxyPhysics( slot_name_mounted );
3212 RemoveProxyPhysics( slot_name );
3213
3214 if ( attachment )
3215 {
3216 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3217 if ( is_locked )
3218 {
3219 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3220 AddProxyPhysics( slot_name_mounted );
3221 }
3222 else
3223 {
3224 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3225 AddProxyPhysics( slot_name );
3226 }
3227 }
3228 }
3229
3230 protected void UpdateNavmesh()
3231 {
3232 SetAffectPathgraph( true, false );
3233 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3234 }
3235
3236 override bool CanUseConstruction()
3237 {
3238 return true;
3239 }
3240
3241 override bool CanUseConstructionBuild()
3242 {
3243 return true;
3244 }
3245
3246 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3247 {
3248 if ( attachment )
3249 {
3250 InventoryLocation inventory_location = new InventoryLocation;
3251 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3252
3253 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3254 }
3255
3256 return false;
3257 }
3258
3259 protected bool IsAttachmentSlotLocked( string slot_name )
3260 {
3261 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3262 }
3263
3264 //--- ATTACHMENT SLOTS
3265 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3266 {
3267 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3268 if ( GetGame().ConfigIsExisting( config_path ) )
3269 {
3270 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3271 }
3272 }
3273
3274 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3275 {
3276 return true;
3277 }
3278
3279 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3280 {
3281 return true;
3282 }
3283
3284 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3285 {
3286 return true;
3287 }
3288
3289 // --- INIT
3290 void ConstructionInit()
3291 {
3292 if ( !m_Construction )
3293 {
3294 m_Construction = new Construction( this );
3295 }
3296
3297 GetConstruction().Init();
3298 }
3299
3301 {
3302 return m_Construction;
3303 }
3304
3305 //--- INVENTORY/ATTACHMENTS CONDITIONS
3306 //attachments
3307 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3308 {
3309 return super.CanReceiveAttachment(attachment, slotId);
3310 }
3311
3313 {
3314 int attachment_count = GetInventory().AttachmentCount();
3315 if ( attachment_count > 0 )
3316 {
3317 if ( HasBase() && attachment_count == 1 )
3318 {
3319 return false;
3320 }
3321
3322 return true;
3323 }
3324
3325 return false;
3326 }
3327
3328 override bool ShowZonesHealth()
3329 {
3330 return true;
3331 }
3332
3333 override bool IsTakeable()
3334 {
3335 return false;
3336 }
3337
3338 //this into/outo parent.Cargo
3339 override bool CanPutInCargo( EntityAI parent )
3340 {
3341 return false;
3342 }
3343
3344 override bool CanRemoveFromCargo( EntityAI parent )
3345 {
3346 return false;
3347 }
3348
3349 //hands
3350 override bool CanPutIntoHands( EntityAI parent )
3351 {
3352 return false;
3353 }
3354
3355 //--- ACTION CONDITIONS
3356 //direction
3357 override bool IsFacingPlayer( PlayerBase player, string selection )
3358 {
3359 return true;
3360 }
3361
3362 override bool IsPlayerInside( PlayerBase player, string selection )
3363 {
3364 return true;
3365 }
3366
3369 {
3370 return false;
3371 }
3372
3373 //camera direction check
3374 bool IsFacingCamera( string selection )
3375 {
3376 return true;
3377 }
3378
3379 //roof check
3380 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3381 {
3382 return false;
3383 }
3384
3385 //selection->player distance check
3386 bool HasProperDistance( string selection, PlayerBase player )
3387 {
3388 return true;
3389 }
3390
3391 //folding
3393 {
3394 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3395 {
3396 return false;
3397 }
3398
3399 return true;
3400 }
3401
3403 {
3406
3407 return item;
3408 }
3409
3410 //Damage triggers (barbed wire)
3411 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3412 {
3413 if ( GetGame() && GetGame().IsServer() )
3414 {
3415 //destroy area damage if some already exists
3416 DestroyAreaDamage( slot_name );
3417
3418 //create new area damage
3420 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3421
3422 vector min_max[2];
3423 if ( MemoryPointExists( slot_name + "_min" ) )
3424 {
3425 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3426 }
3427 if ( MemoryPointExists( slot_name + "_max" ) )
3428 {
3429 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3430 }
3431
3432 //get proper trigger extents (min<max)
3433 vector extents[2];
3434 GetConstruction().GetTriggerExtents( min_max, extents );
3435
3436 //get box center
3437 vector center;
3438 center = GetConstruction().GetBoxCenter( min_max );
3439 center = ModelToWorld( center );
3440
3441 //rotate center if needed
3442 vector orientation = GetOrientation();;
3443 CalcDamageAreaRotation( rotation_angle, center, orientation );
3444
3445 areaDamage.SetExtents( extents[0], extents[1] );
3446 areaDamage.SetAreaPosition( center );
3447 areaDamage.SetAreaOrientation( orientation );
3448 areaDamage.SetLoopInterval( 1.0 );
3449 areaDamage.SetDeferDuration( 0.2 );
3450 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3451 areaDamage.SetAmmoName( "BarbedWireHit" );
3452 areaDamage.Spawn();
3453
3454 m_DamageTriggers.Insert( slot_name, areaDamage );
3455 }
3456 }
3457
3458 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3459 {
3460 if ( angle_deg != 0 )
3461 {
3462 //orientation
3463 orientation[0] = orientation[0] - angle_deg;
3464
3465 //center
3466 vector rotate_axis;
3467 if ( MemoryPointExists( "rotate_axis" ) )
3468 {
3469 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3470 }
3471 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];
3472 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];
3473 center[0] = r_center_x;
3474 center[2] = r_center_z;
3475 }
3476 }
3477
3478 void DestroyAreaDamage( string slot_name )
3479 {
3480 if (GetGame() && GetGame().IsServer())
3481 {
3483 if (m_DamageTriggers.Find(slot_name, areaDamage))
3484 {
3485 if (areaDamage)
3486 {
3487 areaDamage.Destroy();
3488 }
3489
3490 m_DamageTriggers.Remove( slot_name );
3491 }
3492 }
3493 }
3494
3495 override bool IsIgnoredByConstruction()
3496 {
3497 return true;
3498 }
3499
3500 //================================================================
3501 // SOUNDS
3502 //================================================================
3503 protected void SoundBuildStart( string part_name )
3504 {
3505 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3506 }
3507
3508 protected void SoundDismantleStart( string part_name )
3509 {
3510 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3511 }
3512
3513 protected void SoundDestroyStart( string part_name )
3514 {
3515 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3516 }
3517
3518 protected string GetBuildSoundByMaterial( string part_name )
3519 {
3520 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3521
3522 switch ( material_type )
3523 {
3524 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3525 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3526 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3527 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3528 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3529 }
3530
3531 return "";
3532 }
3533
3534 protected string GetDismantleSoundByMaterial( string part_name )
3535 {
3536 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3537
3538 switch ( material_type )
3539 {
3540 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3541 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3542 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3543 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3544 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3545 }
3546
3547 return "";
3548 }
3549
3550 //misc
3551 void CheckForHybridAttachments( EntityAI item, string slot_name )
3552 {
3553 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3554 {
3555 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3556 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3557 {
3558 SetHealth(slot_name,"Health",item.GetHealth());
3559 }
3560 }
3561 }
3562
3563 override int GetDamageSystemVersionChange()
3564 {
3565 return 111;
3566 }
3567
3568 override void SetActions()
3569 {
3570 super.SetActions();
3571
3575 }
3576
3577 //================================================================
3578 // DEBUG
3579 //================================================================
3580 protected void DebugCustomState()
3581 {
3582 }
3583
3586 {
3587 return null;
3588 }
3589
3590 override void OnDebugSpawn()
3591 {
3592 FullyBuild();
3593 }
3594
3595 void FullyBuild()
3596 {
3598 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3599
3600 Man p;
3601
3602 #ifdef SERVER
3603 array<Man> players = new array<Man>;
3604 GetGame().GetWorld().GetPlayerList(players);
3605 if (players.Count())
3606 p = players[0];
3607 #else
3608 p = GetGame().GetPlayer();
3609 #endif
3610
3611 foreach (ConstructionPart part : parts)
3612 {
3613 bool excluded = false;
3614 string partName = part.GetPartName();
3615 if (excludes)
3616 {
3617 foreach (string exclude : excludes)
3618 {
3619 if (partName.Contains(exclude))
3620 {
3621 excluded = true;
3622 break;
3623 }
3624 }
3625 }
3626
3627 if (!excluded)
3628 {
3629 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3630 }
3631 }
3632
3633 GetConstruction().UpdateVisuals();
3634 }
3635}
3636
3637void bsbDebugPrint (string s)
3638{
3639#ifdef BSB_DEBUG
3640 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3641#else
3642 //Print("" + s); // comment/uncomment to hide/see debug logs
3643#endif
3644}
3645void bsbDebugSpam (string s)
3646{
3647#ifdef BSB_DEBUG_SPAM
3648 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3649#else
3650 //Print("" + s); // comment/uncomment to hide/see debug logs
3651#endif
3652}
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