DayZ 1.30
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◆ SetPartFromSyncData()

void bsbDebugPrint::SetPartFromSyncData ( ConstructionPart part)
protected

См. определение в файле BaseBuildingBase.c строка 1553

1555{
1556 const string ANIMATION_DEPLOYED = "Deployed";
1557
1558 float m_ConstructionKitHealth; //stored health value for used construction kit
1559
1560 bool m_HasBase;
1561 //variables for synchronization of base building parts (2x31 is the current limit)
1562 int m_SyncParts01; //synchronization for already built parts (31 parts)
1563 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1564 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1565 int m_InteractedPartId; //construction part id that an action was performed on
1566 int m_PerformedActionId; //action id that was performed on a construction part
1567 protected ref ConstructionBasic m_Construction;
1568
1569 //Sounds
1570 //build
1571 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1572 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1573 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1574 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1575 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1576 //dismantle
1577 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1578 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1579 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1580 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1581 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1582
1583 protected EffectSound m_Sound;
1584
1588
1589 // Constructor
1590 void BaseBuildingBase()
1591 {
1593
1594 //synchronized variables
1595 RegisterNetSyncVariableInt( "m_SyncParts01" );
1596 RegisterNetSyncVariableInt( "m_SyncParts02" );
1597 RegisterNetSyncVariableInt( "m_SyncParts03" );
1598 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1599 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1600 RegisterNetSyncVariableBool( "m_HasBase" );
1601
1602 //Construction init
1603 ConstructionInit();
1604
1605 if (ConfigIsExisting("hybridAttachments"))
1606 {
1608 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1609 }
1610 if (ConfigIsExisting("mountables"))
1611 {
1613 ConfigGetTextArray("mountables", m_Mountables);
1614 }
1615
1616 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1617 SetAllowDamage(true);
1618 }
1619
1620 override string GetInvulnerabilityTypeString()
1621 {
1622 return "disableBaseDamage";
1623 }
1624
1625 override bool CanObstruct()
1626 {
1627 return true;
1628 }
1629
1630 override int GetHideIconMask()
1631 {
1632 return EInventoryIconVisibility.HIDE_VICINITY;
1633 }
1634
1635 override void InitItemSounds()
1636 {
1637 super.InitItemSounds();
1638
1640 SoundParameters params = new SoundParameters();
1641 params.m_Loop = true;
1642
1643 if (GetFoldSoundset() != string.Empty)
1644 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1645 if (GetLoopFoldSoundset() != string.Empty)
1646 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1647 }
1648
1649 override string GetFoldSoundset()
1650 {
1651 return "putDown_FenceKit_SoundSet";
1652 }
1653
1654 override string GetLoopFoldSoundset()
1655 {
1656 return "Shelter_Site_Build_Loop_SoundSet";
1657 }
1658
1659 // --- SYNCHRONIZATION
1661 {
1662 if ( g_Game.IsServer() )
1663 {
1664 SetSynchDirty();
1665 }
1666 }
1667
1668 override void OnVariablesSynchronized()
1669 {
1670 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1671 super.OnVariablesSynchronized();
1672
1673 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1674 }
1675
1676 protected void OnSynchronizedClient()
1677 {
1678 //update parts
1680
1681 //update action on part
1683
1684 //update visuals (client)
1685 UpdateVisuals();
1686 }
1687
1688 //parts synchronization
1689 void RegisterPartForSync( int part_id )
1690 {
1691 //part_id must starts from index = 1
1692 int offset;
1693 int mask;
1694
1695 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1696 {
1697 offset = part_id - 1;
1698 mask = 1 << offset;
1699
1700 m_SyncParts01 = m_SyncParts01 | mask;
1701 }
1702 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1703 {
1704 offset = ( part_id % 32 );
1705 mask = 1 << offset;
1706
1707 m_SyncParts02 = m_SyncParts02 | mask;
1708 }
1709 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1710 {
1711 offset = ( part_id % 63 );
1712 mask = 1 << offset;
1713
1714 m_SyncParts03 = m_SyncParts03 | mask;
1715 }
1716 }
1717
1718 void UnregisterPartForSync( int part_id )
1719 {
1720 //part_id must starts from index = 1
1721 int offset;
1722 int mask;
1723
1724 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1725 {
1726 offset = part_id - 1;
1727 mask = 1 << offset;
1728
1729 m_SyncParts01 = m_SyncParts01 & ~mask;
1730 }
1731 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1732 {
1733 offset = ( part_id % 32 );
1734 mask = 1 << offset;
1735
1736 m_SyncParts02 = m_SyncParts02 & ~mask;
1737 }
1738 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1739 {
1740 offset = ( part_id % 63 );
1741 mask = 1 << offset;
1742
1743 m_SyncParts03 = m_SyncParts03 & ~mask;
1744 }
1745 }
1746
1747 bool IsPartBuildInSyncData( int part_id )
1748 {
1749 //part_id must starts from index = 1
1750 int offset;
1751 int mask;
1752
1753 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1754 {
1755 offset = part_id - 1;
1756 mask = 1 << offset;
1757
1758 if ( ( m_SyncParts01 & mask ) > 0 )
1759 {
1760 return true;
1761 }
1762 }
1763 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1764 {
1765 offset = ( part_id % 32 );
1766 mask = 1 << offset;
1767
1768 if ( ( m_SyncParts02 & mask ) > 0 )
1769 {
1770 return true;
1771 }
1772 }
1773 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1774 {
1775 offset = ( part_id % 63 );
1776 mask = 1 << offset;
1777
1778 if ( ( m_SyncParts03 & mask ) > 0 )
1779 {
1780 return true;
1781 }
1782 }
1783
1784 return false;
1785 }
1786
1787 protected void RegisterActionForSync( int part_id, int action_id )
1788 {
1789 m_InteractedPartId = part_id;
1790 m_PerformedActionId = action_id;
1791 }
1792
1793 protected void ResetActionSyncData()
1794 {
1795 //reset data
1796 m_InteractedPartId = -1;
1798 }
1799
1800 protected void SetActionFromSyncData()
1801 {
1802 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1803 {
1805 int build_action_id = m_PerformedActionId;
1806
1807 switch( build_action_id )
1808 {
1809 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1810 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1811 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1812 }
1813 }
1814 }
1815 //------
1816
1818 {
1819 string key = part.GetPartName();
1820 bool is_base = part.IsBase();
1821 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1822 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1823 if ( is_part_built_sync )
1824 {
1825 if ( !part.IsBuilt() )
1826 {
1827 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1828 GetConstruction().AddToConstructedParts( key );
1829 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1830
1831 if (is_base)
1832 {
1834 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1835 }
1836 }
1837 }
1838 else
1839 {
1840 if ( part.IsBuilt() )
1841 {
1842 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1843 GetConstruction().RemoveFromConstructedParts( key );
1844 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1845
1846 if (is_base)
1847 {
1849 AddProxyPhysics( ANIMATION_DEPLOYED );
1850 }
1851 }
1852 }
1853
1854 //check slot lock for material attachments
1855 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1856 }
1857
1858 //set construction parts based on synchronized data
1860 {
1861 Construction construction = GetConstruction();
1862 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1863
1864 for ( int i = 0; i < construction_parts.Count(); ++i )
1865 {
1866 string key = construction_parts.GetKey( i );
1867 ConstructionPart value = construction_parts.Get( key );
1868 SetPartFromSyncData(value);
1869 }
1870
1871 //regenerate navmesh
1872 UpdateNavmesh();
1873 }
1874
1875 protected ConstructionPart GetConstructionPartById( int id )
1876 {
1877 Construction construction = GetConstruction();
1878 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1879
1880 for ( int i = 0; i < construction_parts.Count(); ++i )
1881 {
1882 string key = construction_parts.GetKey( i );
1883 ConstructionPart value = construction_parts.Get( key );
1884
1885 if ( value.GetId() == id )
1886 {
1887 return value;
1888 }
1889 }
1890
1891 return NULL;
1892 }
1893 //
1894
1895 //Base
1896 bool HasBase()
1897 {
1898 return m_HasBase;
1899 }
1900
1901 void SetBaseState( bool has_base )
1902 {
1903 m_HasBase = has_base;
1904 }
1905
1906 override bool IsDeployable()
1907 {
1908 return true;
1909 }
1910
1911 bool IsOpened()
1912 {
1913 return false;
1914 }
1915
1916 //--- CONSTRUCTION KIT
1918 {
1919 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1920 if ( m_ConstructionKitHealth > 0 )
1921 {
1922 construction_kit.SetHealth( m_ConstructionKitHealth );
1923 }
1924
1925 return construction_kit;
1926 }
1927
1928 void CreateConstructionKitInHands(notnull PlayerBase player)
1929 {
1930 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1931 if ( m_ConstructionKitHealth > 0 )
1932 {
1933 construction_kit.SetHealth( m_ConstructionKitHealth );
1934 }
1935 }
1936
1937 protected vector GetKitSpawnPosition()
1938 {
1939 return GetPosition();
1940 }
1941
1942 protected string GetConstructionKitType()
1943 {
1944 return "";
1945 }
1946
1947 void DestroyConstructionKit( ItemBase construction_kit )
1948 {
1949 m_ConstructionKitHealth = construction_kit.GetHealth();
1950 g_Game.ObjectDelete( construction_kit );
1951 }
1952
1953 //--- CONSTRUCTION
1954 void DestroyConstruction()
1955 {
1956 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1957 g_Game.ObjectDelete( this );
1958 }
1959
1960 // --- EVENTS
1961 override void EEDelete(EntityAI parent)
1962 {
1963 super.EEDelete(parent);
1964
1965 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1966 {
1967 areaDamage.Destroy();
1968 }
1969
1970 }
1971
1972 override void OnStoreSave( ParamsWriteContext ctx )
1973 {
1974 super.OnStoreSave( ctx );
1975
1976 //sync parts 01
1977 ctx.Write( m_SyncParts01 );
1978 ctx.Write( m_SyncParts02 );
1979 ctx.Write( m_SyncParts03 );
1980
1981 ctx.Write( m_HasBase );
1982 }
1983
1984 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1985 {
1986 if ( !super.OnStoreLoad( ctx, version ) )
1987 return false;
1988
1989 //--- Base building data ---
1990 //Restore synced parts data
1991 if ( !ctx.Read( m_SyncParts01 ) )
1992 {
1993 m_SyncParts01 = 0; //set default
1994 return false;
1995 }
1996 if ( !ctx.Read( m_SyncParts02 ) )
1997 {
1998 m_SyncParts02 = 0; //set default
1999 return false;
2000 }
2001 if ( !ctx.Read( m_SyncParts03 ) )
2002 {
2003 m_SyncParts03 = 0; //set default
2004 return false;
2005 }
2006
2007 //has base
2008 if ( !ctx.Read( m_HasBase ) )
2009 {
2010 m_HasBase = false;
2011 return false;
2012 }
2013 //---
2014
2015 return true;
2016 }
2017
2018 override void AfterStoreLoad()
2019 {
2020 super.AfterStoreLoad();
2021
2023 {
2025 }
2026 }
2027
2029 {
2030 //update server data
2032
2033 //set base state
2034 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2035 SetBaseState( part.IsBuilt() ) ;
2036
2037 //synchronize after load
2039 }
2040
2041 override void OnCreatePhysics()
2042 {
2043 super.OnCreatePhysics();
2044
2045 ConstructionInit();
2047 }
2048
2049 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2050 {
2052 return;
2053
2054 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2055 }
2056
2057 override void EEOnAfterLoad()
2058 {
2060 {
2061 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2062 }
2063
2064 super.EEOnAfterLoad();
2065 }
2066
2067 override void EEItemAttached( EntityAI item, string slot_name )
2068 {
2069 super.EEItemAttached( item, slot_name );
2070
2071 CheckForHybridAttachments( item, slot_name );
2072 UpdateVisuals();
2073 UpdateAttachmentPhysics( slot_name, false );
2074 }
2075
2076 override void EEItemDetached( EntityAI item, string slot_name )
2077 {
2078 super.EEItemDetached( item, slot_name );
2079
2080 UpdateVisuals();
2081 UpdateAttachmentPhysics( slot_name, false );
2082 }
2083
2084 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2085 {
2086 string slot_name = InventorySlots.GetSlotName( slotId );
2087 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2088
2089 UpdateAttachmentVisuals( slot_name, locked );
2090 UpdateAttachmentPhysics( slot_name, locked );
2091 }
2092
2093 //ignore out of reach condition
2094 override bool IgnoreOutOfReachCondition()
2095 {
2096 return true;
2097 }
2098
2099 //CONSTRUCTION EVENTS
2100 //Build
2101 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2102 {
2103 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2104
2105 //check base state
2106 if (construtionPart.IsBase())
2107 {
2108 SetBaseState(true);
2109
2110 //spawn kit
2112 }
2113
2114 //register constructed parts for synchronization
2115 RegisterPartForSync(construtionPart.GetId());
2116
2117 //register action that was performed on part
2118 RegisterActionForSync(construtionPart.GetId(), action_id);
2119
2120 //synchronize
2122
2123 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2124
2125 UpdateNavmesh();
2126
2127 //update visuals
2128 UpdateVisuals();
2129
2130 //reset action sync data
2131 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2132 }
2133
2134 void OnPartBuiltClient(string part_name, int action_id)
2135 {
2136 //play sound
2137 SoundBuildStart( part_name );
2138 }
2139
2140 //Dismantle
2141 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2142 {
2143 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2144 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2145
2146 //register constructed parts for synchronization
2147 UnregisterPartForSync(construtionPart.GetId());
2148
2149 //register action that was performed on part
2150 RegisterActionForSync(construtionPart.GetId(), action_id);
2151
2152 //synchronize
2154
2155 // server part of sync, client will be synced from SetPartsFromSyncData
2156 SetPartFromSyncData(construtionPart);
2157
2158 UpdateNavmesh();
2159
2160 //update visuals
2161 UpdateVisuals();
2162
2163 //reset action sync data
2164 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2165
2166 //check base state
2167 if (construtionPart.IsBase())
2168 {
2169 //Destroy construction
2170 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2171 }
2172 }
2173
2174 void OnPartDismantledClient( string part_name, int action_id )
2175 {
2176 //play sound
2177 SoundDismantleStart( part_name );
2178 }
2179
2180 //Destroy
2181 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2182 {
2183 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2184 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2185
2186 //register constructed parts for synchronization
2187 UnregisterPartForSync(construtionPart.GetId());
2188
2189 //register action that was performed on part
2190 RegisterActionForSync(construtionPart.GetId(), action_id);
2191
2192 //synchronize
2194
2195 // server part of sync, client will be synced from SetPartsFromSyncData
2196 SetPartFromSyncData(construtionPart);
2197
2198 UpdateNavmesh();
2199
2200 //update visuals
2201 UpdateVisuals();
2202
2203 //reset action sync data
2204 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2205
2206 //check base state
2207 if (construtionPart.IsBase())
2208 {
2209 //Destroy construction
2210 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2211 }
2212 }
2213
2214 void OnPartDestroyedClient( string part_name, int action_id )
2215 {
2216 //play sound
2217 SoundDestroyStart( part_name );
2218 }
2219
2220 // --- UPDATE
2221 void InitBaseState()
2222 {
2223 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2224
2225 InitVisuals();
2226 UpdateNavmesh(); //regenerate navmesh
2227 }
2228
2229 void InitVisuals()
2230 {
2231 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2232 //check base
2233 if ( !HasBase() )
2234 {
2235 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2236 }
2237 else
2238 {
2239 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2240 }
2241
2242 GetConstruction().InitVisuals();
2243 }
2244
2245 void UpdateVisuals()
2246 {
2247 array<string> attachmentSlots = new array<string>;
2248
2249 GetAttachmentSlots(this, attachmentSlots);
2250 foreach (string slotName : attachmentSlots)
2251 {
2253 }
2254
2255 //check base
2256 if (!HasBase())
2257 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2258 else
2259 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2260
2261 GetConstruction().UpdateVisuals();
2262 }
2263
2264 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2265 {
2266 string slotNameMounted = slot_name + "_Mounted";
2267 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2268
2269 if (attachment)
2270 {
2271 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2272 if (barbedWire && barbedWire.IsMounted())
2273 CreateAreaDamage(slotNameMounted);
2274 else
2275 DestroyAreaDamage(slotNameMounted);
2276
2277 if (is_locked)
2278 {
2279 SetAnimationPhase(slotNameMounted, 0);
2280 SetAnimationPhase(slot_name, 1);
2281 }
2282 else
2283 {
2284 SetAnimationPhase(slotNameMounted, 1);
2285 SetAnimationPhase(slot_name, 0);
2286 }
2287 }
2288 else
2289 {
2290 SetAnimationPhase(slotNameMounted, 1);
2291 SetAnimationPhase(slot_name, 1);
2292
2293 DestroyAreaDamage(slotNameMounted);
2294 }
2295 }
2296
2297 // avoid calling this function on frequent occasions, it's a massive performance hit
2298 void UpdatePhysics()
2299 {
2301 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2302
2303 array<string> attachmentSlots = new array<string>;
2304 GetAttachmentSlots(this, attachmentSlots);
2305
2307 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2308
2309 foreach (string slotName : attachmentSlots)
2310 {
2312 }
2313
2314 //check base
2315 if (!HasBase())
2316 {
2318 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2319
2320 AddProxyPhysics(ANIMATION_DEPLOYED);
2321 }
2322 else
2323 {
2325 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2326
2327 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2328 }
2329
2330 GetConstruction().UpdatePhysics();
2331 UpdateNavmesh();
2332 }
2333
2334 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2335 {
2336 //checks for invalid appends; hotfix
2337 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2338 return;
2339 //----------------------------------
2340 string slot_name_mounted = slot_name + "_Mounted";
2341 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2342
2343 //remove proxy physics
2344 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2345 RemoveProxyPhysics( slot_name_mounted );
2346 RemoveProxyPhysics( slot_name );
2347
2348 if ( attachment )
2349 {
2350 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2351 if ( is_locked )
2352 {
2353 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2354 AddProxyPhysics( slot_name_mounted );
2355 }
2356 else
2357 {
2358 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2359 AddProxyPhysics( slot_name );
2360 }
2361 }
2362 }
2363
2364 protected void UpdateNavmesh()
2365 {
2366 SetAffectPathgraph( true, false );
2367 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2368 }
2369
2370 override bool CanUseConstruction()
2371 {
2372 return true;
2373 }
2374
2375 override bool CanUseConstructionBuild()
2376 {
2377 return true;
2378 }
2379
2380 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2381 {
2382 if ( attachment )
2383 {
2384 InventoryLocation inventory_location = new InventoryLocation;
2385 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2386
2387 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2388 }
2389
2390 return false;
2391 }
2392
2393 protected bool IsAttachmentSlotLocked( string slot_name )
2394 {
2395 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2396 }
2397
2398 //--- ATTACHMENT SLOTS
2399 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2400 {
2401 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2402 if ( g_Game.ConfigIsExisting( config_path ) )
2403 {
2404 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2405 }
2406 }
2407
2408 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2409 {
2410 return true;
2411 }
2412
2413 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2414 {
2415 return true;
2416 }
2417
2418 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2419 {
2420 return true;
2421 }
2422
2423 // --- INIT
2425 {
2426 m_Construction = new Construction(this);
2427 return m_Construction;
2428 }
2429
2431 {
2432 return m_Construction;
2433 }
2434
2436 {
2437 return Construction.Cast(m_Construction);
2438 }
2439
2441 {
2442 int attachment_count = GetInventory().AttachmentCount();
2443 if ( attachment_count > 0 )
2444 {
2445 if ( HasBase() && attachment_count == 1 )
2446 {
2447 return false;
2448 }
2449
2450 return true;
2451 }
2452
2453 return false;
2454 }
2455
2456 override bool ShowZonesHealth()
2457 {
2458 return true;
2459 }
2460
2461 override bool IsTakeable()
2462 {
2463 return false;
2464 }
2465
2466 //this into/outo parent.Cargo
2467 override bool CanPutInCargo( EntityAI parent )
2468 {
2469 return false;
2470 }
2471
2472 override bool CanRemoveFromCargo( EntityAI parent )
2473 {
2474 return false;
2475 }
2476
2477 //hands
2478 override bool CanPutIntoHands( EntityAI parent )
2479 {
2480 return false;
2481 }
2482
2483 //--- ACTION CONDITIONS
2484 //direction
2485 override bool IsFacingPlayer( PlayerBase player, string selection )
2486 {
2487 return true;
2488 }
2489
2490 override bool IsPlayerInside( PlayerBase player, string selection )
2491 {
2492 return true;
2493 }
2494
2497 {
2498 return false;
2499 }
2500
2501 //roof check
2502 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2503 {
2504 return false;
2505 }
2506
2507 //selection->player distance check
2508 bool HasProperDistance( string selection, PlayerBase player )
2509 {
2510 return true;
2511 }
2512
2513 //folding
2515 {
2516 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2517 {
2518 return false;
2519 }
2520
2521 return true;
2522 }
2523
2525 {
2528
2529 return item;
2530 }
2531
2532 //Damage triggers (barbed wire)
2533 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2534 {
2535 if ( g_Game && g_Game.IsServer() )
2536 {
2537 //destroy area damage if some already exists
2538 DestroyAreaDamage( slot_name );
2539
2540 //create new area damage
2542 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2543
2544 vector min_max[2];
2545 if ( MemoryPointExists( slot_name + "_min" ) )
2546 {
2547 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2548 }
2549 if ( MemoryPointExists( slot_name + "_max" ) )
2550 {
2551 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2552 }
2553
2554 //get proper trigger extents (min<max)
2555 vector extents[2];
2556 GetConstruction().GetTriggerExtents( min_max, extents );
2557
2558 //get box center
2559 vector center;
2560 center = GetConstruction().GetBoxCenter( min_max );
2561 center = ModelToWorld( center );
2562
2563 //rotate center if needed
2565 CalcDamageAreaRotation( rotation_angle, center, orientation );
2566
2567 areaDamage.SetExtents( extents[0], extents[1] );
2568 areaDamage.SetAreaPosition( center );
2569 areaDamage.SetAreaOrientation( orientation );
2570 areaDamage.SetLoopInterval( 1.0 );
2571 areaDamage.SetDeferDuration( 0.2 );
2572 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2573 areaDamage.SetAmmoName( "BarbedWireHit" );
2574 areaDamage.Spawn();
2575
2576 m_DamageTriggers.Insert( slot_name, areaDamage );
2577 }
2578 }
2579
2580 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2581 {
2582 if ( angle_deg != 0 )
2583 {
2584 //orientation
2585 orientation[0] = orientation[0] - angle_deg;
2586
2587 //center
2588 vector rotate_axis;
2589 if ( MemoryPointExists( "rotate_axis" ) )
2590 {
2591 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2592 }
2593 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];
2594 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];
2595 center[0] = r_center_x;
2596 center[2] = r_center_z;
2597 }
2598 }
2599
2600 void DestroyAreaDamage( string slot_name )
2601 {
2602 if (g_Game && g_Game.IsServer())
2603 {
2605 if (m_DamageTriggers.Find(slot_name, areaDamage))
2606 {
2607 if (areaDamage)
2608 {
2609 areaDamage.Destroy();
2610 }
2611
2612 m_DamageTriggers.Remove( slot_name );
2613 }
2614 }
2615 }
2616
2617 override bool IsIgnoredByConstruction()
2618 {
2619 return true;
2620 }
2621
2622 //================================================================
2623 // SOUNDS
2624 //================================================================
2625 protected void SoundBuildStart( string part_name )
2626 {
2627 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2628 }
2629
2630 protected void SoundDismantleStart( string part_name )
2631 {
2632 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2633 }
2634
2635 protected void SoundDestroyStart( string part_name )
2636 {
2637 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2638 }
2639
2640 protected string GetBuildSoundByMaterial( string part_name )
2641 {
2642 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2643
2644 switch ( material_type )
2645 {
2646 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2647 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2648 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2649 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2650 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2651 }
2652
2653 return "";
2654 }
2655
2656 protected string GetDismantleSoundByMaterial( string part_name )
2657 {
2658 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2659
2660 switch ( material_type )
2661 {
2662 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2663 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2664 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2665 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2666 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2667 }
2668
2669 return "";
2670 }
2671
2672 //misc
2673 void CheckForHybridAttachments( EntityAI item, string slot_name )
2674 {
2675 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2676 {
2677 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2678 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2679 {
2680 SetHealth(slot_name,"Health",item.GetHealth());
2681 }
2682 }
2683 }
2684
2685 override int GetDamageSystemVersionChange()
2686 {
2687 return 111;
2688 }
2689
2690 override void SetActions()
2691 {
2692 super.SetActions();
2693
2697 }
2698
2699 protected void DestroyConstructedParts()
2700 {
2701 Construction construction = GetConstruction();
2702 if (!construction)
2703 return;
2704
2705 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2706 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2707 {
2708 ConstructionPart part = constructionParts.GetElement(i);
2709 if (part && part.IsBuilt() && !part.IsUtilityPart())
2710 {
2711 construction.DestroyPartServer(null, part.GetPartName(), -1);
2712 }
2713 }
2714 }
2715
2716 protected void HandleFallingForConstructedParts()
2717 {
2718 Construction construction = GetConstruction();
2719 if (!construction)
2720 return;
2721
2722 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2723 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2724 {
2725 ConstructionPart part = constructionParts.GetElement(i);
2726 if (part && part.IsBuilt() && !part.IsUtilityPart())
2727 {
2728 construction.HandleEntityFalling(part.GetPartName());
2729 }
2730 }
2731 }
2732
2734 override void OnItemFallRebuilding()
2735 {
2736 if (!g_Game.IsServer())
2737 return;
2738
2741
2742 if (DestroyOnFall())
2743 {
2745 {
2747 }
2748 else
2749 {
2751 {
2753 }
2754 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2755 }
2756 }
2757 }
2758
2760 {
2761 if (HasAnyAttachmentsOrCargo())
2762 {
2764 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2765 }
2766 }
2767
2768 //================================================================
2769 // DEBUG
2770 //================================================================
2771
2774 {
2775 return null;
2776 }
2777
2778 override void OnDebugSpawn()
2779 {
2780 FullyBuild();
2781 }
2782
2783 void FullyBuild()
2784 {
2786 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2787
2788 Man p;
2789
2790 #ifdef SERVER
2791 array<Man> players = new array<Man>;
2792 g_Game.GetWorld().GetPlayerList(players);
2793 if (players.Count())
2794 p = players[0];
2795 #else
2796 p = g_Game.GetPlayer();
2797 #endif
2798
2799 foreach (ConstructionPart part : parts)
2800 {
2801 bool excluded = false;
2802 string partName = part.GetPartName();
2803 if (excludes)
2804 {
2805 foreach (string exclude : excludes)
2806 {
2807 if (partName.Contains(exclude))
2808 {
2809 excluded = true;
2810 break;
2811 }
2812 }
2813 }
2814
2815 if (!excluded)
2816 {
2817 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2818 }
2819 }
2820
2821 GetConstruction().UpdateVisuals();
2822 }
2823
2825 //Deprecated code playpen//
2827 [Obsolete("handled in the Construction component directly")]
2828 protected void HandleItemFalling(ConstructionPart part)
2829 {
2830 }
2831
2832 [Obsolete("handled in the Construction component directly")]
2833 protected void ItemFall(vector min, vector max)
2834 {
2835 }
2836
2837 [Obsolete("obsolete debug method")]
2838 protected void DebugCustomState()
2839 {
2840 }
2841}
2842
2843void bsbDebugPrint (string s)
2844{
2845#ifdef BSB_DEBUG
2846 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2847#else
2848 //Print("" + s); // comment/uncomment to hide/see debug logs
2849#endif
2850}
2851void bsbDebugSpam (string s)
2852{
2853#ifdef BSB_DEBUG_SPAM
2854 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2855#else
2856 //Print("" + s); // comment/uncomment to hide/see debug logs
2857#endif
2858}
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 TerritoryFlag::FullyBuild(), ItemBase::OnPartBuiltServer(), ItemBase::OnPartDestroyedServer(), ItemBase::OnPartDismantledServer() и ItemBase::SetPartsFromSyncData().