DayZ 1.30
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◆ CanUseConstruction()

override bool bsbDebugPrint::CanUseConstruction ( )
protected

См. определение в файле BaseBuildingBase.c строка 2106

2108{
2109 const string ANIMATION_DEPLOYED = "Deployed";
2110
2111 float m_ConstructionKitHealth; //stored health value for used construction kit
2112
2113 bool m_HasBase;
2114 //variables for synchronization of base building parts (2x31 is the current limit)
2115 int m_SyncParts01; //synchronization for already built parts (31 parts)
2116 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2117 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2118 int m_InteractedPartId; //construction part id that an action was performed on
2119 int m_PerformedActionId; //action id that was performed on a construction part
2120 protected ref ConstructionBasic m_Construction;
2121
2122 //Sounds
2123 //build
2124 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2125 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2126 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2127 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2128 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2129 //dismantle
2130 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2131 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2132 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2133 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2134 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2135
2136 protected EffectSound m_Sound;
2137
2141
2142 // Constructor
2143 void BaseBuildingBase()
2144 {
2146
2147 //synchronized variables
2148 RegisterNetSyncVariableInt( "m_SyncParts01" );
2149 RegisterNetSyncVariableInt( "m_SyncParts02" );
2150 RegisterNetSyncVariableInt( "m_SyncParts03" );
2151 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2152 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2153 RegisterNetSyncVariableBool( "m_HasBase" );
2154
2155 //Construction init
2156 ConstructionInit();
2157
2158 if (ConfigIsExisting("hybridAttachments"))
2159 {
2161 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2162 }
2163 if (ConfigIsExisting("mountables"))
2164 {
2166 ConfigGetTextArray("mountables", m_Mountables);
2167 }
2168
2169 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2170 SetAllowDamage(true);
2171 }
2172
2173 override string GetInvulnerabilityTypeString()
2174 {
2175 return "disableBaseDamage";
2176 }
2177
2178 override bool CanObstruct()
2179 {
2180 return true;
2181 }
2182
2183 override int GetHideIconMask()
2184 {
2185 return EInventoryIconVisibility.HIDE_VICINITY;
2186 }
2187
2188 override void InitItemSounds()
2189 {
2190 super.InitItemSounds();
2191
2193 SoundParameters params = new SoundParameters();
2194 params.m_Loop = true;
2195
2196 if (GetFoldSoundset() != string.Empty)
2197 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2198 if (GetLoopFoldSoundset() != string.Empty)
2199 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2200 }
2201
2202 override string GetFoldSoundset()
2203 {
2204 return "putDown_FenceKit_SoundSet";
2205 }
2206
2207 override string GetLoopFoldSoundset()
2208 {
2209 return "Shelter_Site_Build_Loop_SoundSet";
2210 }
2211
2212 // --- SYNCHRONIZATION
2214 {
2215 if ( g_Game.IsServer() )
2216 {
2217 SetSynchDirty();
2218 }
2219 }
2220
2221 override void OnVariablesSynchronized()
2222 {
2223 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2224 super.OnVariablesSynchronized();
2225
2226 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2227 }
2228
2229 protected void OnSynchronizedClient()
2230 {
2231 //update parts
2233
2234 //update action on part
2236
2237 //update visuals (client)
2238 UpdateVisuals();
2239 }
2240
2241 //parts synchronization
2242 void RegisterPartForSync( int part_id )
2243 {
2244 //part_id must starts from index = 1
2245 int offset;
2246 int mask;
2247
2248 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2249 {
2250 offset = part_id - 1;
2251 mask = 1 << offset;
2252
2253 m_SyncParts01 = m_SyncParts01 | mask;
2254 }
2255 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2256 {
2257 offset = ( part_id % 32 );
2258 mask = 1 << offset;
2259
2260 m_SyncParts02 = m_SyncParts02 | mask;
2261 }
2262 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2263 {
2264 offset = ( part_id % 63 );
2265 mask = 1 << offset;
2266
2267 m_SyncParts03 = m_SyncParts03 | mask;
2268 }
2269 }
2270
2271 void UnregisterPartForSync( int part_id )
2272 {
2273 //part_id must starts from index = 1
2274 int offset;
2275 int mask;
2276
2277 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2278 {
2279 offset = part_id - 1;
2280 mask = 1 << offset;
2281
2282 m_SyncParts01 = m_SyncParts01 & ~mask;
2283 }
2284 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2285 {
2286 offset = ( part_id % 32 );
2287 mask = 1 << offset;
2288
2289 m_SyncParts02 = m_SyncParts02 & ~mask;
2290 }
2291 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2292 {
2293 offset = ( part_id % 63 );
2294 mask = 1 << offset;
2295
2296 m_SyncParts03 = m_SyncParts03 & ~mask;
2297 }
2298 }
2299
2300 bool IsPartBuildInSyncData( int part_id )
2301 {
2302 //part_id must starts from index = 1
2303 int offset;
2304 int mask;
2305
2306 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2307 {
2308 offset = part_id - 1;
2309 mask = 1 << offset;
2310
2311 if ( ( m_SyncParts01 & mask ) > 0 )
2312 {
2313 return true;
2314 }
2315 }
2316 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2317 {
2318 offset = ( part_id % 32 );
2319 mask = 1 << offset;
2320
2321 if ( ( m_SyncParts02 & mask ) > 0 )
2322 {
2323 return true;
2324 }
2325 }
2326 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2327 {
2328 offset = ( part_id % 63 );
2329 mask = 1 << offset;
2330
2331 if ( ( m_SyncParts03 & mask ) > 0 )
2332 {
2333 return true;
2334 }
2335 }
2336
2337 return false;
2338 }
2339
2340 protected void RegisterActionForSync( int part_id, int action_id )
2341 {
2342 m_InteractedPartId = part_id;
2343 m_PerformedActionId = action_id;
2344 }
2345
2346 protected void ResetActionSyncData()
2347 {
2348 //reset data
2349 m_InteractedPartId = -1;
2351 }
2352
2353 protected void SetActionFromSyncData()
2354 {
2355 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2356 {
2358 int build_action_id = m_PerformedActionId;
2359
2360 switch( build_action_id )
2361 {
2362 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2363 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2364 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2365 }
2366 }
2367 }
2368 //------
2369
2371 {
2372 string key = part.GetPartName();
2373 bool is_base = part.IsBase();
2374 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2375 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2376 if ( is_part_built_sync )
2377 {
2378 if ( !part.IsBuilt() )
2379 {
2380 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2381 GetConstruction().AddToConstructedParts( key );
2382 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2383
2384 if (is_base)
2385 {
2387 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2388 }
2389 }
2390 }
2391 else
2392 {
2393 if ( part.IsBuilt() )
2394 {
2395 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2396 GetConstruction().RemoveFromConstructedParts( key );
2397 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2398
2399 if (is_base)
2400 {
2402 AddProxyPhysics( ANIMATION_DEPLOYED );
2403 }
2404 }
2405 }
2406
2407 //check slot lock for material attachments
2408 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2409 }
2410
2411 //set construction parts based on synchronized data
2413 {
2414 Construction construction = GetConstruction();
2415 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2416
2417 for ( int i = 0; i < construction_parts.Count(); ++i )
2418 {
2419 string key = construction_parts.GetKey( i );
2420 ConstructionPart value = construction_parts.Get( key );
2421 SetPartFromSyncData(value);
2422 }
2423
2424 //regenerate navmesh
2425 UpdateNavmesh();
2426 }
2427
2428 protected ConstructionPart GetConstructionPartById( int id )
2429 {
2430 Construction construction = GetConstruction();
2431 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2432
2433 for ( int i = 0; i < construction_parts.Count(); ++i )
2434 {
2435 string key = construction_parts.GetKey( i );
2436 ConstructionPart value = construction_parts.Get( key );
2437
2438 if ( value.GetId() == id )
2439 {
2440 return value;
2441 }
2442 }
2443
2444 return NULL;
2445 }
2446 //
2447
2448 //Base
2449 bool HasBase()
2450 {
2451 return m_HasBase;
2452 }
2453
2454 void SetBaseState( bool has_base )
2455 {
2456 m_HasBase = has_base;
2457 }
2458
2459 override bool IsDeployable()
2460 {
2461 return true;
2462 }
2463
2464 bool IsOpened()
2465 {
2466 return false;
2467 }
2468
2469 //--- CONSTRUCTION KIT
2471 {
2472 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2473 if ( m_ConstructionKitHealth > 0 )
2474 {
2475 construction_kit.SetHealth( m_ConstructionKitHealth );
2476 }
2477
2478 return construction_kit;
2479 }
2480
2481 void CreateConstructionKitInHands(notnull PlayerBase player)
2482 {
2483 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2484 if ( m_ConstructionKitHealth > 0 )
2485 {
2486 construction_kit.SetHealth( m_ConstructionKitHealth );
2487 }
2488 }
2489
2490 protected vector GetKitSpawnPosition()
2491 {
2492 return GetPosition();
2493 }
2494
2495 protected string GetConstructionKitType()
2496 {
2497 return "";
2498 }
2499
2500 void DestroyConstructionKit( ItemBase construction_kit )
2501 {
2502 m_ConstructionKitHealth = construction_kit.GetHealth();
2503 g_Game.ObjectDelete( construction_kit );
2504 }
2505
2506 //--- CONSTRUCTION
2507 void DestroyConstruction()
2508 {
2509 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2510 g_Game.ObjectDelete( this );
2511 }
2512
2513 // --- EVENTS
2514 override void EEDelete(EntityAI parent)
2515 {
2516 super.EEDelete(parent);
2517
2518 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2519 {
2520 areaDamage.Destroy();
2521 }
2522
2523 }
2524
2525 override void OnStoreSave( ParamsWriteContext ctx )
2526 {
2527 super.OnStoreSave( ctx );
2528
2529 //sync parts 01
2530 ctx.Write( m_SyncParts01 );
2531 ctx.Write( m_SyncParts02 );
2532 ctx.Write( m_SyncParts03 );
2533
2534 ctx.Write( m_HasBase );
2535 }
2536
2537 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2538 {
2539 if ( !super.OnStoreLoad( ctx, version ) )
2540 return false;
2541
2542 //--- Base building data ---
2543 //Restore synced parts data
2544 if ( !ctx.Read( m_SyncParts01 ) )
2545 {
2546 m_SyncParts01 = 0; //set default
2547 return false;
2548 }
2549 if ( !ctx.Read( m_SyncParts02 ) )
2550 {
2551 m_SyncParts02 = 0; //set default
2552 return false;
2553 }
2554 if ( !ctx.Read( m_SyncParts03 ) )
2555 {
2556 m_SyncParts03 = 0; //set default
2557 return false;
2558 }
2559
2560 //has base
2561 if ( !ctx.Read( m_HasBase ) )
2562 {
2563 m_HasBase = false;
2564 return false;
2565 }
2566 //---
2567
2568 return true;
2569 }
2570
2571 override void AfterStoreLoad()
2572 {
2573 super.AfterStoreLoad();
2574
2576 {
2578 }
2579 }
2580
2582 {
2583 //update server data
2585
2586 //set base state
2587 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2588 SetBaseState( part.IsBuilt() ) ;
2589
2590 //synchronize after load
2592 }
2593
2594 override void OnCreatePhysics()
2595 {
2596 super.OnCreatePhysics();
2597
2598 ConstructionInit();
2600 }
2601
2602 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2603 {
2605 return;
2606
2607 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2608 }
2609
2610 override void EEOnAfterLoad()
2611 {
2613 {
2614 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2615 }
2616
2617 super.EEOnAfterLoad();
2618 }
2619
2620 override void EEItemAttached( EntityAI item, string slot_name )
2621 {
2622 super.EEItemAttached( item, slot_name );
2623
2624 CheckForHybridAttachments( item, slot_name );
2625 UpdateVisuals();
2626 UpdateAttachmentPhysics( slot_name, false );
2627 }
2628
2629 override void EEItemDetached( EntityAI item, string slot_name )
2630 {
2631 super.EEItemDetached( item, slot_name );
2632
2633 UpdateVisuals();
2634 UpdateAttachmentPhysics( slot_name, false );
2635 }
2636
2637 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2638 {
2639 string slot_name = InventorySlots.GetSlotName( slotId );
2640 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2641
2642 UpdateAttachmentVisuals( slot_name, locked );
2643 UpdateAttachmentPhysics( slot_name, locked );
2644 }
2645
2646 //ignore out of reach condition
2647 override bool IgnoreOutOfReachCondition()
2648 {
2649 return true;
2650 }
2651
2652 //CONSTRUCTION EVENTS
2653 //Build
2654 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2655 {
2656 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2657
2658 //check base state
2659 if (construtionPart.IsBase())
2660 {
2661 SetBaseState(true);
2662
2663 //spawn kit
2665 }
2666
2667 //register constructed parts for synchronization
2668 RegisterPartForSync(construtionPart.GetId());
2669
2670 //register action that was performed on part
2671 RegisterActionForSync(construtionPart.GetId(), action_id);
2672
2673 //synchronize
2675
2676 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2677
2678 UpdateNavmesh();
2679
2680 //update visuals
2681 UpdateVisuals();
2682
2683 //reset action sync data
2684 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2685 }
2686
2687 void OnPartBuiltClient(string part_name, int action_id)
2688 {
2689 //play sound
2690 SoundBuildStart( part_name );
2691 }
2692
2693 //Dismantle
2694 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2695 {
2696 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2697 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2698
2699 //register constructed parts for synchronization
2700 UnregisterPartForSync(construtionPart.GetId());
2701
2702 //register action that was performed on part
2703 RegisterActionForSync(construtionPart.GetId(), action_id);
2704
2705 //synchronize
2707
2708 // server part of sync, client will be synced from SetPartsFromSyncData
2709 SetPartFromSyncData(construtionPart);
2710
2711 UpdateNavmesh();
2712
2713 //update visuals
2714 UpdateVisuals();
2715
2716 //reset action sync data
2717 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2718
2719 //check base state
2720 if (construtionPart.IsBase())
2721 {
2722 //Destroy construction
2723 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2724 }
2725 }
2726
2727 void OnPartDismantledClient( string part_name, int action_id )
2728 {
2729 //play sound
2730 SoundDismantleStart( part_name );
2731 }
2732
2733 //Destroy
2734 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2735 {
2736 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2737 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2738
2739 //register constructed parts for synchronization
2740 UnregisterPartForSync(construtionPart.GetId());
2741
2742 //register action that was performed on part
2743 RegisterActionForSync(construtionPart.GetId(), action_id);
2744
2745 //synchronize
2747
2748 // server part of sync, client will be synced from SetPartsFromSyncData
2749 SetPartFromSyncData(construtionPart);
2750
2751 UpdateNavmesh();
2752
2753 //update visuals
2754 UpdateVisuals();
2755
2756 //reset action sync data
2757 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2758
2759 //check base state
2760 if (construtionPart.IsBase())
2761 {
2762 //Destroy construction
2763 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2764 }
2765 }
2766
2767 void OnPartDestroyedClient( string part_name, int action_id )
2768 {
2769 //play sound
2770 SoundDestroyStart( part_name );
2771 }
2772
2773 // --- UPDATE
2774 void InitBaseState()
2775 {
2776 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2777
2778 InitVisuals();
2779 UpdateNavmesh(); //regenerate navmesh
2780 }
2781
2782 void InitVisuals()
2783 {
2784 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2785 //check base
2786 if ( !HasBase() )
2787 {
2788 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2789 }
2790 else
2791 {
2792 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2793 }
2794
2795 GetConstruction().InitVisuals();
2796 }
2797
2798 void UpdateVisuals()
2799 {
2800 array<string> attachmentSlots = new array<string>;
2801
2802 GetAttachmentSlots(this, attachmentSlots);
2803 foreach (string slotName : attachmentSlots)
2804 {
2806 }
2807
2808 //check base
2809 if (!HasBase())
2810 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2811 else
2812 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2813
2814 GetConstruction().UpdateVisuals();
2815 }
2816
2817 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2818 {
2819 string slotNameMounted = slot_name + "_Mounted";
2820 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2821
2822 if (attachment)
2823 {
2824 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2825 if (barbedWire && barbedWire.IsMounted())
2826 CreateAreaDamage(slotNameMounted);
2827 else
2828 DestroyAreaDamage(slotNameMounted);
2829
2830 if (is_locked)
2831 {
2832 SetAnimationPhase(slotNameMounted, 0);
2833 SetAnimationPhase(slot_name, 1);
2834 }
2835 else
2836 {
2837 SetAnimationPhase(slotNameMounted, 1);
2838 SetAnimationPhase(slot_name, 0);
2839 }
2840 }
2841 else
2842 {
2843 SetAnimationPhase(slotNameMounted, 1);
2844 SetAnimationPhase(slot_name, 1);
2845
2846 DestroyAreaDamage(slotNameMounted);
2847 }
2848 }
2849
2850 // avoid calling this function on frequent occasions, it's a massive performance hit
2851 void UpdatePhysics()
2852 {
2854 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2855
2856 array<string> attachmentSlots = new array<string>;
2857 GetAttachmentSlots(this, attachmentSlots);
2858
2860 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2861
2862 foreach (string slotName : attachmentSlots)
2863 {
2865 }
2866
2867 //check base
2868 if (!HasBase())
2869 {
2871 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2872
2873 AddProxyPhysics(ANIMATION_DEPLOYED);
2874 }
2875 else
2876 {
2878 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2879
2880 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2881 }
2882
2883 GetConstruction().UpdatePhysics();
2884 UpdateNavmesh();
2885 }
2886
2887 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2888 {
2889 //checks for invalid appends; hotfix
2890 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2891 return;
2892 //----------------------------------
2893 string slot_name_mounted = slot_name + "_Mounted";
2894 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2895
2896 //remove proxy physics
2897 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2898 RemoveProxyPhysics( slot_name_mounted );
2899 RemoveProxyPhysics( slot_name );
2900
2901 if ( attachment )
2902 {
2903 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2904 if ( is_locked )
2905 {
2906 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2907 AddProxyPhysics( slot_name_mounted );
2908 }
2909 else
2910 {
2911 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2912 AddProxyPhysics( slot_name );
2913 }
2914 }
2915 }
2916
2917 protected void UpdateNavmesh()
2918 {
2919 SetAffectPathgraph( true, false );
2920 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2921 }
2922
2923 override bool CanUseConstruction()
2924 {
2925 return true;
2926 }
2927
2928 override bool CanUseConstructionBuild()
2929 {
2930 return true;
2931 }
2932
2933 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2934 {
2935 if ( attachment )
2936 {
2937 InventoryLocation inventory_location = new InventoryLocation;
2938 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2939
2940 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2941 }
2942
2943 return false;
2944 }
2945
2946 protected bool IsAttachmentSlotLocked( string slot_name )
2947 {
2948 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2949 }
2950
2951 //--- ATTACHMENT SLOTS
2952 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2953 {
2954 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2955 if ( g_Game.ConfigIsExisting( config_path ) )
2956 {
2957 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2958 }
2959 }
2960
2961 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2962 {
2963 return true;
2964 }
2965
2966 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2967 {
2968 return true;
2969 }
2970
2971 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2972 {
2973 return true;
2974 }
2975
2976 // --- INIT
2978 {
2979 m_Construction = new Construction(this);
2980 return m_Construction;
2981 }
2982
2984 {
2985 return m_Construction;
2986 }
2987
2989 {
2990 return Construction.Cast(m_Construction);
2991 }
2992
2994 {
2995 int attachment_count = GetInventory().AttachmentCount();
2996 if ( attachment_count > 0 )
2997 {
2998 if ( HasBase() && attachment_count == 1 )
2999 {
3000 return false;
3001 }
3002
3003 return true;
3004 }
3005
3006 return false;
3007 }
3008
3009 override bool ShowZonesHealth()
3010 {
3011 return true;
3012 }
3013
3014 override bool IsTakeable()
3015 {
3016 return false;
3017 }
3018
3019 //this into/outo parent.Cargo
3020 override bool CanPutInCargo( EntityAI parent )
3021 {
3022 return false;
3023 }
3024
3025 override bool CanRemoveFromCargo( EntityAI parent )
3026 {
3027 return false;
3028 }
3029
3030 //hands
3031 override bool CanPutIntoHands( EntityAI parent )
3032 {
3033 return false;
3034 }
3035
3036 //--- ACTION CONDITIONS
3037 //direction
3038 override bool IsFacingPlayer( PlayerBase player, string selection )
3039 {
3040 return true;
3041 }
3042
3043 override bool IsPlayerInside( PlayerBase player, string selection )
3044 {
3045 return true;
3046 }
3047
3050 {
3051 return false;
3052 }
3053
3054 //roof check
3055 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3056 {
3057 return false;
3058 }
3059
3060 //selection->player distance check
3061 bool HasProperDistance( string selection, PlayerBase player )
3062 {
3063 return true;
3064 }
3065
3066 //folding
3068 {
3069 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3070 {
3071 return false;
3072 }
3073
3074 return true;
3075 }
3076
3078 {
3081
3082 return item;
3083 }
3084
3085 //Damage triggers (barbed wire)
3086 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3087 {
3088 if ( g_Game && g_Game.IsServer() )
3089 {
3090 //destroy area damage if some already exists
3091 DestroyAreaDamage( slot_name );
3092
3093 //create new area damage
3095 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3096
3097 vector min_max[2];
3098 if ( MemoryPointExists( slot_name + "_min" ) )
3099 {
3100 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3101 }
3102 if ( MemoryPointExists( slot_name + "_max" ) )
3103 {
3104 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3105 }
3106
3107 //get proper trigger extents (min<max)
3108 vector extents[2];
3109 GetConstruction().GetTriggerExtents( min_max, extents );
3110
3111 //get box center
3112 vector center;
3113 center = GetConstruction().GetBoxCenter( min_max );
3114 center = ModelToWorld( center );
3115
3116 //rotate center if needed
3118 CalcDamageAreaRotation( rotation_angle, center, orientation );
3119
3120 areaDamage.SetExtents( extents[0], extents[1] );
3121 areaDamage.SetAreaPosition( center );
3122 areaDamage.SetAreaOrientation( orientation );
3123 areaDamage.SetLoopInterval( 1.0 );
3124 areaDamage.SetDeferDuration( 0.2 );
3125 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3126 areaDamage.SetAmmoName( "BarbedWireHit" );
3127 areaDamage.Spawn();
3128
3129 m_DamageTriggers.Insert( slot_name, areaDamage );
3130 }
3131 }
3132
3133 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3134 {
3135 if ( angle_deg != 0 )
3136 {
3137 //orientation
3138 orientation[0] = orientation[0] - angle_deg;
3139
3140 //center
3141 vector rotate_axis;
3142 if ( MemoryPointExists( "rotate_axis" ) )
3143 {
3144 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3145 }
3146 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];
3147 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];
3148 center[0] = r_center_x;
3149 center[2] = r_center_z;
3150 }
3151 }
3152
3153 void DestroyAreaDamage( string slot_name )
3154 {
3155 if (g_Game && g_Game.IsServer())
3156 {
3158 if (m_DamageTriggers.Find(slot_name, areaDamage))
3159 {
3160 if (areaDamage)
3161 {
3162 areaDamage.Destroy();
3163 }
3164
3165 m_DamageTriggers.Remove( slot_name );
3166 }
3167 }
3168 }
3169
3170 override bool IsIgnoredByConstruction()
3171 {
3172 return true;
3173 }
3174
3175 //================================================================
3176 // SOUNDS
3177 //================================================================
3178 protected void SoundBuildStart( string part_name )
3179 {
3180 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3181 }
3182
3183 protected void SoundDismantleStart( string part_name )
3184 {
3185 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3186 }
3187
3188 protected void SoundDestroyStart( string part_name )
3189 {
3190 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3191 }
3192
3193 protected string GetBuildSoundByMaterial( string part_name )
3194 {
3195 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3196
3197 switch ( material_type )
3198 {
3199 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3200 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3201 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3202 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3203 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3204 }
3205
3206 return "";
3207 }
3208
3209 protected string GetDismantleSoundByMaterial( string part_name )
3210 {
3211 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3212
3213 switch ( material_type )
3214 {
3215 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3216 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3217 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3218 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3219 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3220 }
3221
3222 return "";
3223 }
3224
3225 //misc
3226 void CheckForHybridAttachments( EntityAI item, string slot_name )
3227 {
3228 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3229 {
3230 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3231 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3232 {
3233 SetHealth(slot_name,"Health",item.GetHealth());
3234 }
3235 }
3236 }
3237
3238 override int GetDamageSystemVersionChange()
3239 {
3240 return 111;
3241 }
3242
3243 override void SetActions()
3244 {
3245 super.SetActions();
3246
3250 }
3251
3252 protected void DestroyConstructedParts()
3253 {
3254 Construction construction = GetConstruction();
3255 if (!construction)
3256 return;
3257
3258 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3259 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3260 {
3261 ConstructionPart part = constructionParts.GetElement(i);
3262 if (part && part.IsBuilt() && !part.IsUtilityPart())
3263 {
3264 construction.DestroyPartServer(null, part.GetPartName(), -1);
3265 }
3266 }
3267 }
3268
3269 protected void HandleFallingForConstructedParts()
3270 {
3271 Construction construction = GetConstruction();
3272 if (!construction)
3273 return;
3274
3275 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3276 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3277 {
3278 ConstructionPart part = constructionParts.GetElement(i);
3279 if (part && part.IsBuilt() && !part.IsUtilityPart())
3280 {
3281 construction.HandleEntityFalling(part.GetPartName());
3282 }
3283 }
3284 }
3285
3287 override void OnItemFallRebuilding()
3288 {
3289 if (!g_Game.IsServer())
3290 return;
3291
3294
3295 if (DestroyOnFall())
3296 {
3298 {
3300 }
3301 else
3302 {
3304 {
3306 }
3307 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3308 }
3309 }
3310 }
3311
3313 {
3314 if (HasAnyAttachmentsOrCargo())
3315 {
3317 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3318 }
3319 }
3320
3321 //================================================================
3322 // DEBUG
3323 //================================================================
3324
3327 {
3328 return null;
3329 }
3330
3331 override void OnDebugSpawn()
3332 {
3333 FullyBuild();
3334 }
3335
3336 void FullyBuild()
3337 {
3339 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3340
3341 Man p;
3342
3343 #ifdef SERVER
3344 array<Man> players = new array<Man>;
3345 g_Game.GetWorld().GetPlayerList(players);
3346 if (players.Count())
3347 p = players[0];
3348 #else
3349 p = g_Game.GetPlayer();
3350 #endif
3351
3352 foreach (ConstructionPart part : parts)
3353 {
3354 bool excluded = false;
3355 string partName = part.GetPartName();
3356 if (excludes)
3357 {
3358 foreach (string exclude : excludes)
3359 {
3360 if (partName.Contains(exclude))
3361 {
3362 excluded = true;
3363 break;
3364 }
3365 }
3366 }
3367
3368 if (!excluded)
3369 {
3370 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3371 }
3372 }
3373
3374 GetConstruction().UpdateVisuals();
3375 }
3376
3378 //Deprecated code playpen//
3380 [Obsolete("handled in the Construction component directly")]
3381 protected void HandleItemFalling(ConstructionPart part)
3382 {
3383 }
3384
3385 [Obsolete("handled in the Construction component directly")]
3386 protected void ItemFall(vector min, vector max)
3387 {
3388 }
3389
3390 [Obsolete("obsolete debug method")]
3391 protected void DebugCustomState()
3392 {
3393 }
3394}
3395
3396void bsbDebugPrint (string s)
3397{
3398#ifdef BSB_DEBUG
3399 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3400#else
3401 //Print("" + s); // comment/uncomment to hide/see debug logs
3402#endif
3403}
3404void bsbDebugSpam (string s)
3405{
3406#ifdef BSB_DEBUG_SPAM
3407 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3408#else
3409 //Print("" + s); // comment/uncomment to hide/see debug logs
3410#endif
3411}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
ref ConstructionBasic m_Construction
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:1910
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1292
override int GetHideIconMask()
Определения BaseBuildingBase.c:1366
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1708
void FullyBuild()
Определения BaseBuildingBase.c:2519
void UpdateVisuals()
Определения BaseBuildingBase.c:1981
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1536
int m_SyncParts01
Определения BaseBuildingBase.c:1298
void UpdateNavmesh()
Определения BaseBuildingBase.c:2100
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2149
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2514
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2509
void DropAttachmentAndCargoItems()
Определения BaseBuildingBase.c:2495
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2371
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1307
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2361
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2000
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2316
override bool CanObstruct()
Определения BaseBuildingBase.c:1361
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2176
override void InitItemSounds()
Определения BaseBuildingBase.c:1371
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1425
ConstructionBasic CreateConstructionComponent()
Определения BaseBuildingBase.c:2160
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1316
void InitBaseState()
Определения BaseBuildingBase.c:1957
void BaseBuildingBase()
Определения BaseBuildingBase.c:1326
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1764
void DestroyConstruction()
Определения BaseBuildingBase.c:1690
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1322
int m_InteractedPartId
Определения BaseBuildingBase.c:1301
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_HasBase
Определения BaseBuildingBase.c:1296
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2392
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2116
void UpdatePhysics()
Определения BaseBuildingBase.c:2034
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2221
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1870
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2244
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1777
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1837
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1523
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1308
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1595
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1323
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1311
int m_SyncParts03
Определения BaseBuildingBase.c:1300
void ResetActionSyncData()
Определения BaseBuildingBase.c:1529
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1356
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1877
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2409
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1793
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1812
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1673
override void OnItemFallRebuilding()
@Note for modders: This method and is subject to change!
Определения BaseBuildingBase.c:2470
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2144
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2135
override bool IsDeployable()
Определения BaseBuildingBase.c:1642
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1950
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1454
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1299
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1404
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2238
Construction GetConstruction()
Определения BaseBuildingBase.c:2171
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2366
void DebugCustomState()
Определения BaseBuildingBase.c:2574
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1611
string GetConstructionKitType()
Определения BaseBuildingBase.c:1678
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2154
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1917
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2250
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2421
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1314
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1803
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1313
void InitVisuals()
Определения BaseBuildingBase.c:1965
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1291
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1309
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2260
override ConstructionBasic GetConstructionBasic()
Определения BaseBuildingBase.c:2166
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2203
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2106
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1754
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1553
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1785
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1830
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1720
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2192
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2070
void HandleFallingForConstructedParts()
Определения BaseBuildingBase.c:2452
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2226
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2376
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1653
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1317
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2232
override bool IsTakeable()
Определения BaseBuildingBase.c:2197
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1294
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1697
override void SetActions()
Определения BaseBuildingBase.c:2426
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:2564
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1683
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1664
bool IsOpened()
Определения BaseBuildingBase.c:1647
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2569
int m_PerformedActionId
Определения BaseBuildingBase.c:1302
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2111
bool HasBase()
Определения BaseBuildingBase.c:1632
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1412
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1396
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2353
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1321
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1637
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1310
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1820
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2214
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1483
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2208
int m_SyncParts02
Определения BaseBuildingBase.c:1299
void DestroyConstructedParts()
Определения BaseBuildingBase.c:2435
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1315
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:38
PlayerSpawnPreset slotName
ConstructionMaterialType
used to guide action sound selection, mostly. Could be also used for particles and stuff,...
Определения ConstructionBase.c:3
DayZGame g_Game
Определения DayZGame.c:4074
vector orientation
Определения DustKickupEffects.c:21
void DestroyAreaDamage()
Определения FireplaceBase.c:2363
void CreateAreaDamage()
Определения FireplaceBase.c:2347
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:4407
string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_FixDamageSystemInit
Определения ItemBase.c:61
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
ThrowEntityFlags
Определения MiscGameplayFunctions.c:208
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
static bool GetDisableRefundMaterialsOnFall()
Определения CfgGameplayHandler.c:362
static bool GetDisableDropAttachmentsOnFall()
Определения CfgGameplayHandler.c:357
static bool GetDisableItemFalling()
Определения CfgGameplayHandler.c:352
override void DestroyPartServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения Construction.c:93
just declared for module 3 use
Определения Construction_Basic.c:3
Used in BBB objects.
Определения Construction.c:3
int GetId()
Определения ConstructionPart.c:208
string GetPartName()
Определения ConstructionPart.c:198
bool IsBase()
Определения ConstructionPart.c:273
bool IsBuilt()
Определения ConstructionPart.c:160
bool IsUtilityPart()
Определения ConstructionPart.c:233
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Определения ConstructionPart.c:4
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:30
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
static bool IsBaseBuildingLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:809
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Определения Transport.c:70
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
override string GetDebugName()
Определения dayzplayer.c:1191
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
void Obsolete(string msg="")
Определения EnScript.c:371
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
vector GetPosition()
Get the world position of the Effect.
Определения Effect.c:473
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/DayZ/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8

Используется в IEntity::CanProxyObstruct(), ActionTargetsCursor::GetOnScreenPosition(), Building::IsDetectableByVicinityCone(), Building::IsHealthVisible(), Building::IsInventoryVisible() и Building::ShowZonesHealth().