DayZ 1.27
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◆ SetPartFromSyncData()

void bsbDebugPrint::SetPartFromSyncData ( ConstructionPart part)
protected

См. определение в файле BaseBuildingBase.c строка 1541

1543{
1544 const string ANIMATION_DEPLOYED = "Deployed";
1545
1546 float m_ConstructionKitHealth; //stored health value for used construction kit
1547
1549
1550 bool m_HasBase;
1551 //variables for synchronization of base building parts (2x31 is the current limit)
1552 int m_SyncParts01; //synchronization for already built parts (31 parts)
1553 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1554 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1555 int m_InteractedPartId; //construction part id that an action was performed on
1556 int m_PerformedActionId; //action id that was performed on a construction part
1557
1558 //Sounds
1559 //build
1560 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1561 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1562 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1563 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1564 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1565 //dismantle
1566 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1567 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1568 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1569 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1570 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1571
1572 protected EffectSound m_Sound;
1573
1577
1578 // Constructor
1579 void BaseBuildingBase()
1580 {
1582
1583 //synchronized variables
1584 RegisterNetSyncVariableInt( "m_SyncParts01" );
1585 RegisterNetSyncVariableInt( "m_SyncParts02" );
1586 RegisterNetSyncVariableInt( "m_SyncParts03" );
1587 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1588 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1589 RegisterNetSyncVariableBool( "m_HasBase" );
1590
1591 //Construction init
1593
1594 if (ConfigIsExisting("hybridAttachments"))
1595 {
1597 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1598 }
1599 if (ConfigIsExisting("mountables"))
1600 {
1602 ConfigGetTextArray("mountables", m_Mountables);
1603 }
1604
1605 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1606 }
1607
1608 override void EEDelete(EntityAI parent)
1609 {
1610 super.EEDelete(parent);
1611
1612 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1613 {
1614 areaDamage.Destroy();
1615 }
1616
1617 }
1618
1619 override string GetInvulnerabilityTypeString()
1620 {
1621 return "disableBaseDamage";
1622 }
1623
1624 override bool CanObstruct()
1625 {
1626 return true;
1627 }
1628
1629 override int GetHideIconMask()
1630 {
1631 return EInventoryIconVisibility.HIDE_VICINITY;
1632 }
1633
1634 // --- SYNCHRONIZATION
1636 {
1637 if ( GetGame().IsServer() )
1638 {
1639 SetSynchDirty();
1640 }
1641 }
1642
1643 override void OnVariablesSynchronized()
1644 {
1645 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1646 super.OnVariablesSynchronized();
1647
1649 }
1650
1651 protected void OnSynchronizedClient()
1652 {
1653 //update parts
1655
1656 //update action on part
1658
1659 //update visuals (client)
1660 UpdateVisuals();
1661 }
1662
1663 //parts synchronization
1664 void RegisterPartForSync( int part_id )
1665 {
1666 //part_id must starts from index = 1
1667 int offset;
1668 int mask;
1669
1670 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1671 {
1672 offset = part_id - 1;
1673 mask = 1 << offset;
1674
1675 m_SyncParts01 = m_SyncParts01 | mask;
1676 }
1677 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1678 {
1679 offset = ( part_id % 32 );
1680 mask = 1 << offset;
1681
1682 m_SyncParts02 = m_SyncParts02 | mask;
1683 }
1684 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1685 {
1686 offset = ( part_id % 63 );
1687 mask = 1 << offset;
1688
1689 m_SyncParts03 = m_SyncParts03 | mask;
1690 }
1691 }
1692
1693 void UnregisterPartForSync( int part_id )
1694 {
1695 //part_id must starts from index = 1
1696 int offset;
1697 int mask;
1698
1699 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1700 {
1701 offset = part_id - 1;
1702 mask = 1 << offset;
1703
1704 m_SyncParts01 = m_SyncParts01 & ~mask;
1705 }
1706 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1707 {
1708 offset = ( part_id % 32 );
1709 mask = 1 << offset;
1710
1711 m_SyncParts02 = m_SyncParts02 & ~mask;
1712 }
1713 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1714 {
1715 offset = ( part_id % 63 );
1716 mask = 1 << offset;
1717
1718 m_SyncParts03 = m_SyncParts03 & ~mask;
1719 }
1720 }
1721
1722 bool IsPartBuildInSyncData( int part_id )
1723 {
1724 //part_id must starts from index = 1
1725 int offset;
1726 int mask;
1727
1728 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1729 {
1730 offset = part_id - 1;
1731 mask = 1 << offset;
1732
1733 if ( ( m_SyncParts01 & mask ) > 0 )
1734 {
1735 return true;
1736 }
1737 }
1738 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1739 {
1740 offset = ( part_id % 32 );
1741 mask = 1 << offset;
1742
1743 if ( ( m_SyncParts02 & mask ) > 0 )
1744 {
1745 return true;
1746 }
1747 }
1748 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1749 {
1750 offset = ( part_id % 63 );
1751 mask = 1 << offset;
1752
1753 if ( ( m_SyncParts03 & mask ) > 0 )
1754 {
1755 return true;
1756 }
1757 }
1758
1759 return false;
1760 }
1761
1762 protected void RegisterActionForSync( int part_id, int action_id )
1763 {
1764 m_InteractedPartId = part_id;
1765 m_PerformedActionId = action_id;
1766 }
1767
1768 protected void ResetActionSyncData()
1769 {
1770 //reset data
1771 m_InteractedPartId = -1;
1773 }
1774
1775 protected void SetActionFromSyncData()
1776 {
1777 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1778 {
1780 int build_action_id = m_PerformedActionId;
1781
1782 switch( build_action_id )
1783 {
1784 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1785 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1786 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1787 }
1788 }
1789 }
1790 //------
1791
1793 {
1794 string key = part.m_PartName;
1795 bool is_base = part.IsBase();
1796 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1797 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1798 if ( is_part_built_sync )
1799 {
1800 if ( !part.IsBuilt() )
1801 {
1802 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1803 GetConstruction().AddToConstructedParts( key );
1804 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1805
1806 if (is_base)
1807 {
1809 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1810 }
1811 }
1812 }
1813 else
1814 {
1815 if ( part.IsBuilt() )
1816 {
1817 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1818 GetConstruction().RemoveFromConstructedParts( key );
1819 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1820
1821 if (is_base)
1822 {
1824 AddProxyPhysics( ANIMATION_DEPLOYED );
1825 }
1826 }
1827 }
1828
1829 //check slot lock for material attachments
1830 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1831 }
1832
1833 //set construction parts based on synchronized data
1835 {
1836 Construction construction = GetConstruction();
1837 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1838
1839 for ( int i = 0; i < construction_parts.Count(); ++i )
1840 {
1841 string key = construction_parts.GetKey( i );
1842 ConstructionPart value = construction_parts.Get( key );
1843 SetPartFromSyncData(value);
1844 }
1845
1846 //regenerate navmesh
1847 UpdateNavmesh();
1848 }
1849
1850 protected ConstructionPart GetConstructionPartById( int id )
1851 {
1852 Construction construction = GetConstruction();
1853 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1854
1855 for ( int i = 0; i < construction_parts.Count(); ++i )
1856 {
1857 string key = construction_parts.GetKey( i );
1858 ConstructionPart value = construction_parts.Get( key );
1859
1860 if ( value.GetId() == id )
1861 {
1862 return value;
1863 }
1864 }
1865
1866 return NULL;
1867 }
1868 //
1869
1870 //Base
1871 bool HasBase()
1872 {
1873 return m_HasBase;
1874 }
1875
1876 void SetBaseState( bool has_base )
1877 {
1878 m_HasBase = has_base;
1879 }
1880
1881 override bool IsDeployable()
1882 {
1883 return true;
1884 }
1885
1886 bool IsOpened()
1887 {
1888 return false;
1889 }
1890
1891 //--- CONSTRUCTION KIT
1893 {
1894 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1895 if ( m_ConstructionKitHealth > 0 )
1896 {
1897 construction_kit.SetHealth( m_ConstructionKitHealth );
1898 }
1899
1900 return construction_kit;
1901 }
1902
1903 void CreateConstructionKitInHands(notnull PlayerBase player)
1904 {
1905 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1906 if ( m_ConstructionKitHealth > 0 )
1907 {
1908 construction_kit.SetHealth( m_ConstructionKitHealth );
1909 }
1910 }
1911
1912 protected vector GetKitSpawnPosition()
1913 {
1914 return GetPosition();
1915 }
1916
1917 protected string GetConstructionKitType()
1918 {
1919 return "";
1920 }
1921
1922 void DestroyConstructionKit( ItemBase construction_kit )
1923 {
1924 m_ConstructionKitHealth = construction_kit.GetHealth();
1925 GetGame().ObjectDelete( construction_kit );
1926 }
1927
1928 //--- CONSTRUCTION
1929 void DestroyConstruction()
1930 {
1931 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1932 GetGame().ObjectDelete( this );
1933 }
1934
1935 // --- EVENTS
1936 override void OnStoreSave( ParamsWriteContext ctx )
1937 {
1938 super.OnStoreSave( ctx );
1939
1940 //sync parts 01
1941 ctx.Write( m_SyncParts01 );
1942 ctx.Write( m_SyncParts02 );
1943 ctx.Write( m_SyncParts03 );
1944
1945 ctx.Write( m_HasBase );
1946 }
1947
1948 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1949 {
1950 if ( !super.OnStoreLoad( ctx, version ) )
1951 return false;
1952
1953 //--- Base building data ---
1954 //Restore synced parts data
1955 if ( !ctx.Read( m_SyncParts01 ) )
1956 {
1957 m_SyncParts01 = 0; //set default
1958 return false;
1959 }
1960 if ( !ctx.Read( m_SyncParts02 ) )
1961 {
1962 m_SyncParts02 = 0; //set default
1963 return false;
1964 }
1965 if ( !ctx.Read( m_SyncParts03 ) )
1966 {
1967 m_SyncParts03 = 0; //set default
1968 return false;
1969 }
1970
1971 //has base
1972 if ( !ctx.Read( m_HasBase ) )
1973 {
1974 m_HasBase = false;
1975 return false;
1976 }
1977 //---
1978
1979 return true;
1980 }
1981
1982 override void AfterStoreLoad()
1983 {
1984 super.AfterStoreLoad();
1985
1987 {
1989 }
1990 }
1991
1993 {
1994 //update server data
1996
1997 //set base state
1998 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
1999 SetBaseState( construction_part.IsBuilt() ) ;
2000
2001 //synchronize after load
2003 }
2004
2005 override void OnCreatePhysics()
2006 {
2007 super.OnCreatePhysics();
2010 }
2011
2012 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2013 {
2015 return;
2016
2017 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2018
2019 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2020 return;
2021
2022 Construction construction = GetConstruction();
2023 string part_name = zone;
2024 part_name.ToLower();
2025
2026 if ( newLevel == GameConstants.STATE_RUINED )
2027 {
2028 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2029
2030 if ( construction_part && construction.IsPartConstructed( part_name ) )
2031 {
2032 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2033 construction.DestroyConnectedParts(part_name);
2034 }
2035
2036 //barbed wire handling (hack-ish)
2037 if ( part_name.Contains("barbed") )
2038 {
2039 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2040 if (barbed_wire)
2041 barbed_wire.SetMountedState( false );
2042 }
2043 }
2044 }
2045
2046 override void EEOnAfterLoad()
2047 {
2049 {
2051 }
2052
2053 super.EEOnAfterLoad();
2054 }
2055
2056 override void EEInit()
2057 {
2058 super.EEInit();
2059
2060 // init visuals and physics
2061 InitBaseState();
2062
2063 //debug
2064 #ifdef DEVELOPER
2066 #endif
2067 }
2068
2069 override void EEItemAttached( EntityAI item, string slot_name )
2070 {
2071 super.EEItemAttached( item, slot_name );
2072
2073 CheckForHybridAttachments( item, slot_name );
2074 UpdateVisuals();
2075 UpdateAttachmentPhysics( slot_name, false );
2076 }
2077
2078 override void EEItemDetached( EntityAI item, string slot_name )
2079 {
2080 super.EEItemDetached( item, slot_name );
2081
2082 UpdateVisuals();
2083 UpdateAttachmentPhysics( slot_name, false );
2084 }
2085
2086 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2087 {
2088 string slot_name = InventorySlots.GetSlotName( slotId );
2089 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2090
2091 UpdateAttachmentVisuals( slot_name, locked );
2092 UpdateAttachmentPhysics( slot_name, locked );
2093 }
2094
2095 //ignore out of reach condition
2096 override bool IgnoreOutOfReachCondition()
2097 {
2098 return true;
2099 }
2100
2101 //CONSTRUCTION EVENTS
2102 //Build
2103 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2104 {
2105 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2106
2107 //check base state
2108 if (construtionPart.IsBase())
2109 {
2110 SetBaseState(true);
2111
2112 //spawn kit
2114 }
2115
2116 //register constructed parts for synchronization
2117 RegisterPartForSync(construtionPart.GetId());
2118
2119 //register action that was performed on part
2120 RegisterActionForSync(construtionPart.GetId(), action_id);
2121
2122 //synchronize
2124
2125 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2126
2127 UpdateNavmesh();
2128
2129 //update visuals
2130 UpdateVisuals();
2131
2132 //reset action sync data
2134 }
2135
2136 void OnPartBuiltClient(string part_name, int action_id)
2137 {
2138 //play sound
2139 SoundBuildStart( part_name );
2140 }
2141
2142 //Dismantle
2143 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2144 {
2145 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2146 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2147
2148 //register constructed parts for synchronization
2149 UnregisterPartForSync(construtionPart.GetId());
2150
2151 //register action that was performed on part
2152 RegisterActionForSync(construtionPart.GetId(), action_id);
2153
2154 //synchronize
2156
2157 // server part of sync, client will be synced from SetPartsFromSyncData
2158 SetPartFromSyncData(construtionPart);
2159
2160 UpdateNavmesh();
2161
2162 //update visuals
2163 UpdateVisuals();
2164
2165 //reset action sync data
2167
2168 //check base state
2169 if (construtionPart.IsBase())
2170 {
2171 //Destroy construction
2173 }
2174
2175 if (GetGame().IsServer())
2176 HandleItemFalling(construtionPart);
2177 }
2178
2179 void OnPartDismantledClient( string part_name, int action_id )
2180 {
2181 //play sound
2182 SoundDismantleStart( part_name );
2183 }
2184
2185 //Destroy
2186 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2187 {
2188 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2189 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2190
2191 //register constructed parts for synchronization
2192 UnregisterPartForSync(construtionPart.GetId());
2193
2194 //register action that was performed on part
2195 RegisterActionForSync(construtionPart.GetId(), action_id);
2196
2197 //synchronize
2199
2200 // server part of sync, client will be synced from SetPartsFromSyncData
2201 SetPartFromSyncData(construtionPart);
2202
2203 UpdateNavmesh();
2204
2205 //update visuals
2206 UpdateVisuals();
2207
2208 //reset action sync data
2210
2211 //check base state
2212 if (construtionPart.IsBase())
2213 {
2214 //Destroy construction
2216 }
2217
2218 if (GetGame().IsServer())
2219 HandleItemFalling(construtionPart);
2220 }
2221
2222 void OnPartDestroyedClient( string part_name, int action_id )
2223 {
2224 //play sound
2225 SoundDestroyStart( part_name );
2226 }
2227
2228 protected void HandleItemFalling(ConstructionPart part)
2229 {
2230 bool process = false;
2231
2232 //TODO: add a parameter to parts' config classes?
2233 process |= part.m_PartName.Contains("_roof");
2234 process |= part.m_PartName.Contains("_platform");
2235 process |= part.m_PartName.Contains("_stair");
2236
2237 if (process)
2238 {
2239 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2240 {
2241 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2242 return;
2243 }
2244
2245 vector mins, maxs;
2246 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2247 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2248
2249 //sanitize minmaxs
2250 vector minTmp, maxTmp;
2251 minTmp[0] = Math.Min(mins[0],maxs[0]);
2252 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2253 minTmp[1] = Math.Min(mins[1],maxs[1]);
2254 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2255 minTmp[2] = Math.Min(mins[2],maxs[2]);
2256 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2257 mins = minTmp;
2258 maxs = maxTmp;
2259
2260 maxs[1] = maxs[1] + 0.35; //reach a little above..
2261
2262 ItemFall(mins,maxs);
2263 }
2264 }
2265
2266 protected void ItemFall(vector min, vector max)
2267 {
2268 array<EntityAI> foundEntities = new array<EntityAI>();
2269 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2270
2271 //filtering
2272 ItemBase item;
2273 foreach (EntityAI entity : foundEntities)
2274 {
2275 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2276 item.ThrowPhysically(null,vector.Zero);
2277 }
2278 }
2279
2280 // --- UPDATE
2281 void InitBaseState()
2282 {
2283 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2284
2285 InitVisuals();
2286 UpdateNavmesh(); //regenerate navmesh
2287 GetConstruction().InitBaseState();
2288 }
2289
2290 void InitVisuals()
2291 {
2292 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2293 //check base
2294 if ( !HasBase() )
2295 {
2296 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2297 }
2298 else
2299 {
2300 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2301 }
2302
2303 GetConstruction().UpdateVisuals();
2304 }
2305
2306 void UpdateVisuals()
2307 {
2308 array<string> attachmentSlots = new array<string>;
2309
2310 GetAttachmentSlots(this, attachmentSlots);
2311 foreach (string slotName : attachmentSlots)
2312 {
2314 }
2315
2316 //check base
2317 if (!HasBase())
2318 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2319 else
2320 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2321
2322 GetConstruction().UpdateVisuals();
2323 }
2324
2325 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2326 {
2327 string slotNameMounted = slot_name + "_Mounted";
2328 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2329
2330 if (attachment)
2331 {
2332 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2333 if (barbedWire && barbedWire.IsMounted())
2334 CreateAreaDamage(slotNameMounted);
2335 else
2336 DestroyAreaDamage(slotNameMounted);
2337
2338 if (is_locked)
2339 {
2340 SetAnimationPhase(slotNameMounted, 0);
2341 SetAnimationPhase(slot_name, 1);
2342 }
2343 else
2344 {
2345 SetAnimationPhase(slotNameMounted, 1);
2346 SetAnimationPhase(slot_name, 0);
2347 }
2348 }
2349 else
2350 {
2351 SetAnimationPhase(slotNameMounted, 1);
2352 SetAnimationPhase(slot_name, 1);
2353
2354 DestroyAreaDamage(slotNameMounted);
2355 }
2356 }
2357
2358 // avoid calling this function on frequent occasions, it's a massive performance hit
2359 void UpdatePhysics()
2360 {
2362 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2363
2364 array<string> attachmentSlots = new array<string>;
2365 GetAttachmentSlots(this, attachmentSlots);
2366
2368 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2369
2370 foreach (string slotName : attachmentSlots)
2371 {
2373 }
2374
2375 //check base
2376 if (!HasBase())
2377 {
2379 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2380
2381 AddProxyPhysics(ANIMATION_DEPLOYED);
2382 }
2383 else
2384 {
2386 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2387
2388 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2389 }
2390
2391 GetConstruction().UpdatePhysics();
2392 UpdateNavmesh();
2393 }
2394
2395 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2396 {
2397 //checks for invalid appends; hotfix
2398 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2399 return;
2400 //----------------------------------
2401 string slot_name_mounted = slot_name + "_Mounted";
2402 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2403
2404 //remove proxy physics
2405 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2406 RemoveProxyPhysics( slot_name_mounted );
2407 RemoveProxyPhysics( slot_name );
2408
2409 if ( attachment )
2410 {
2411 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2412 if ( is_locked )
2413 {
2414 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2415 AddProxyPhysics( slot_name_mounted );
2416 }
2417 else
2418 {
2419 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2420 AddProxyPhysics( slot_name );
2421 }
2422 }
2423 }
2424
2425 protected void UpdateNavmesh()
2426 {
2427 SetAffectPathgraph( true, false );
2428 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2429 }
2430
2431 override bool CanUseConstruction()
2432 {
2433 return true;
2434 }
2435
2436 override bool CanUseConstructionBuild()
2437 {
2438 return true;
2439 }
2440
2441 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2442 {
2443 if ( attachment )
2444 {
2445 InventoryLocation inventory_location = new InventoryLocation;
2446 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2447
2448 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2449 }
2450
2451 return false;
2452 }
2453
2454 protected bool IsAttachmentSlotLocked( string slot_name )
2455 {
2456 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2457 }
2458
2459 //--- ATTACHMENT SLOTS
2460 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2461 {
2462 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2463 if ( GetGame().ConfigIsExisting( config_path ) )
2464 {
2465 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2466 }
2467 }
2468
2469 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2470 {
2471 return true;
2472 }
2473
2474 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2475 {
2476 return true;
2477 }
2478
2479 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2480 {
2481 return true;
2482 }
2483
2484 // --- INIT
2485 void ConstructionInit()
2486 {
2487 if ( !m_Construction )
2488 {
2489 m_Construction = new Construction( this );
2490 }
2491
2492 GetConstruction().Init();
2493 }
2494
2496 {
2497 return m_Construction;
2498 }
2499
2500 //--- INVENTORY/ATTACHMENTS CONDITIONS
2501 //attachments
2502 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2503 {
2504 return super.CanReceiveAttachment(attachment, slotId);
2505 }
2506
2508 {
2509 int attachment_count = GetInventory().AttachmentCount();
2510 if ( attachment_count > 0 )
2511 {
2512 if ( HasBase() && attachment_count == 1 )
2513 {
2514 return false;
2515 }
2516
2517 return true;
2518 }
2519
2520 return false;
2521 }
2522
2523 override bool ShowZonesHealth()
2524 {
2525 return true;
2526 }
2527
2528 override bool IsTakeable()
2529 {
2530 return false;
2531 }
2532
2533 //this into/outo parent.Cargo
2534 override bool CanPutInCargo( EntityAI parent )
2535 {
2536 return false;
2537 }
2538
2539 override bool CanRemoveFromCargo( EntityAI parent )
2540 {
2541 return false;
2542 }
2543
2544 //hands
2545 override bool CanPutIntoHands( EntityAI parent )
2546 {
2547 return false;
2548 }
2549
2550 //--- ACTION CONDITIONS
2551 //direction
2552 override bool IsFacingPlayer( PlayerBase player, string selection )
2553 {
2554 return true;
2555 }
2556
2557 override bool IsPlayerInside( PlayerBase player, string selection )
2558 {
2559 return true;
2560 }
2561
2564 {
2565 return false;
2566 }
2567
2568 //camera direction check
2569 bool IsFacingCamera( string selection )
2570 {
2571 return true;
2572 }
2573
2574 //roof check
2575 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2576 {
2577 return false;
2578 }
2579
2580 //selection->player distance check
2581 bool HasProperDistance( string selection, PlayerBase player )
2582 {
2583 return true;
2584 }
2585
2586 //folding
2588 {
2589 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2590 {
2591 return false;
2592 }
2593
2594 return true;
2595 }
2596
2598 {
2601
2602 return item;
2603 }
2604
2605 //Damage triggers (barbed wire)
2606 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2607 {
2608 if ( GetGame() && GetGame().IsServer() )
2609 {
2610 //destroy area damage if some already exists
2611 DestroyAreaDamage( slot_name );
2612
2613 //create new area damage
2615 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2616
2617 vector min_max[2];
2618 if ( MemoryPointExists( slot_name + "_min" ) )
2619 {
2620 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2621 }
2622 if ( MemoryPointExists( slot_name + "_max" ) )
2623 {
2624 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2625 }
2626
2627 //get proper trigger extents (min<max)
2628 vector extents[2];
2629 GetConstruction().GetTriggerExtents( min_max, extents );
2630
2631 //get box center
2632 vector center;
2633 center = GetConstruction().GetBoxCenter( min_max );
2634 center = ModelToWorld( center );
2635
2636 //rotate center if needed
2637 vector orientation = GetOrientation();;
2638 CalcDamageAreaRotation( rotation_angle, center, orientation );
2639
2640 areaDamage.SetExtents( extents[0], extents[1] );
2641 areaDamage.SetAreaPosition( center );
2642 areaDamage.SetAreaOrientation( orientation );
2643 areaDamage.SetLoopInterval( 1.0 );
2644 areaDamage.SetDeferDuration( 0.2 );
2645 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2646 areaDamage.SetAmmoName( "BarbedWireHit" );
2647 areaDamage.Spawn();
2648
2649 m_DamageTriggers.Insert( slot_name, areaDamage );
2650 }
2651 }
2652
2653 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2654 {
2655 if ( angle_deg != 0 )
2656 {
2657 //orientation
2658 orientation[0] = orientation[0] - angle_deg;
2659
2660 //center
2661 vector rotate_axis;
2662 if ( MemoryPointExists( "rotate_axis" ) )
2663 {
2664 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2665 }
2666 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];
2667 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];
2668 center[0] = r_center_x;
2669 center[2] = r_center_z;
2670 }
2671 }
2672
2673 void DestroyAreaDamage( string slot_name )
2674 {
2675 if (GetGame() && GetGame().IsServer())
2676 {
2678 if (m_DamageTriggers.Find(slot_name, areaDamage))
2679 {
2680 if (areaDamage)
2681 {
2682 areaDamage.Destroy();
2683 }
2684
2685 m_DamageTriggers.Remove( slot_name );
2686 }
2687 }
2688 }
2689
2690 override bool IsIgnoredByConstruction()
2691 {
2692 return true;
2693 }
2694
2695 //================================================================
2696 // SOUNDS
2697 //================================================================
2698 protected void SoundBuildStart( string part_name )
2699 {
2700 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2701 }
2702
2703 protected void SoundDismantleStart( string part_name )
2704 {
2705 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2706 }
2707
2708 protected void SoundDestroyStart( string part_name )
2709 {
2710 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2711 }
2712
2713 protected string GetBuildSoundByMaterial( string part_name )
2714 {
2715 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2716
2717 switch ( material_type )
2718 {
2719 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2720 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2721 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2722 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2723 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2724 }
2725
2726 return "";
2727 }
2728
2729 protected string GetDismantleSoundByMaterial( string part_name )
2730 {
2731 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2732
2733 switch ( material_type )
2734 {
2735 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2736 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2737 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2738 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2739 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2740 }
2741
2742 return "";
2743 }
2744
2745 //misc
2746 void CheckForHybridAttachments( EntityAI item, string slot_name )
2747 {
2748 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2749 {
2750 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2751 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2752 {
2753 SetHealth(slot_name,"Health",item.GetHealth());
2754 }
2755 }
2756 }
2757
2758 override int GetDamageSystemVersionChange()
2759 {
2760 return 111;
2761 }
2762
2763 override void SetActions()
2764 {
2765 super.SetActions();
2766
2770 }
2771
2772 //================================================================
2773 // DEBUG
2774 //================================================================
2775 protected void DebugCustomState()
2776 {
2777 }
2778
2781 {
2782 return null;
2783 }
2784
2785 override void OnDebugSpawn()
2786 {
2787 FullyBuild();
2788 }
2789
2790 void FullyBuild()
2791 {
2793 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2794
2795 Man p;
2796
2797 #ifdef SERVER
2798 array<Man> players = new array<Man>;
2799 GetGame().GetWorld().GetPlayerList(players);
2800 if (players.Count())
2801 p = players[0];
2802 #else
2803 p = GetGame().GetPlayer();
2804 #endif
2805
2806 foreach (ConstructionPart part : parts)
2807 {
2808 bool excluded = false;
2809 string partName = part.GetPartName();
2810 if (excludes)
2811 {
2812 foreach (string exclude : excludes)
2813 {
2814 if (partName.Contains(exclude))
2815 {
2816 excluded = true;
2817 break;
2818 }
2819 }
2820 }
2821
2822 if (!excluded)
2823 {
2824 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2825 }
2826 }
2827
2828 GetConstruction().UpdateVisuals();
2829 }
2830}
2831
2832void bsbDebugPrint (string s)
2833{
2834#ifdef BSB_DEBUG
2835 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2836#else
2837 //Print("" + s); // comment/uncomment to hide/see debug logs
2838#endif
2839}
2840void bsbDebugSpam (string s)
2841{
2842#ifdef BSB_DEBUG_SPAM
2843 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2844#else
2845 //Print("" + s); // comment/uncomment to hide/see debug logs
2846#endif
2847}
const int AT_DISMANTLE_PART
Определения _constants.c:7
const int AT_DESTROY_PART
Определения _constants.c:8
const int AT_BUILD_PART
Определения _constants.c:6
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1928
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1293
override int GetHideIconMask()
Определения BaseBuildingBase.c:1378
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1685
void FullyBuild()
Определения BaseBuildingBase.c:2539
void UpdateVisuals()
Определения BaseBuildingBase.c:2055
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1524
int m_SyncParts01
Определения BaseBuildingBase.c:1301
void UpdateNavmesh()
Определения BaseBuildingBase.c:2174
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2223
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2534
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2529
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2457
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1309
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2447
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2074
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2402
override bool CanObstruct()
Определения BaseBuildingBase.c:1373
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2256
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1413
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1318
void InitBaseState()
Определения BaseBuildingBase.c:2030
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2251
void BaseBuildingBase()
Определения BaseBuildingBase.c:1328
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1741
void DestroyConstruction()
Определения BaseBuildingBase.c:1678
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1324
int m_InteractedPartId
Определения BaseBuildingBase.c:1304
bool m_HasBase
Определения BaseBuildingBase.c:1299
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2478
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2190
void UpdatePhysics()
Определения BaseBuildingBase.c:2108
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2301
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1885
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2330
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1754
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1852
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1511
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1310
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1583
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1325
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1313
int m_SyncParts03
Определения BaseBuildingBase.c:1303
void ResetActionSyncData()
Определения BaseBuildingBase.c:1517
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1368
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1892
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2495
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1795
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1827
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1661
ref Construction m_Construction
Определения BaseBuildingBase.c:1297
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2318
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2218
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2209
override bool IsDeployable()
Определения BaseBuildingBase.c:1630
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1971
override void EEInit()
Определения BaseBuildingBase.c:1805
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1442
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1300
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1392
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2324
Construction GetConstruction()
Определения BaseBuildingBase.c:2244
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2452
void DebugCustomState()
Определения BaseBuildingBase.c:2524
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1599
string GetConstructionKitType()
Определения BaseBuildingBase.c:1666
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2228
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1935
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2336
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2507
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1316
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1818
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1315
void InitVisuals()
Определения BaseBuildingBase.c:2039
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1292
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1311
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2346
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2283
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2180
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1731
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1541
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1761
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1845
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1697
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2272
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2144
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2306
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2462
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1641
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1319
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2312
override bool IsTakeable()
Определения BaseBuildingBase.c:2277
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1295
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1357
override void SetActions()
Определения BaseBuildingBase.c:2512
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:1977
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1671
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1652
bool IsOpened()
Определения BaseBuildingBase.c:1635
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2015
int m_PerformedActionId
Определения BaseBuildingBase.c:1305
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2185
bool HasBase()
Определения BaseBuildingBase.c:1620
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1400
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1384
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2439
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1323
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1625
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1312
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1835
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2294
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1471
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2288
void ConstructionInit()
Определения BaseBuildingBase.c:2234
int m_SyncParts02
Определения BaseBuildingBase.c:1302
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1317
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2338
void CreateAreaDamage()
Определения FireplaceBase.c:2322
EffectSound m_Sound
Определения HungerSoundHandler.c:18
bool m_FixDamageSystemInit
Определения ItemBase.c:4835
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения Debug.c:122
Определения Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
Определения Building.c:6
Определения constants.c:659
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:891
Определения InventoryItem.c:731
static bool IsBaseBuildingLogEnable()
Определения Debug.c:698
Определения Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения constants.c:846
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения tools.c:8

Используется в TerritoryFlag::FullyBuild(), ItemBase::OnPartBuiltServer(), ItemBase::OnPartDestroyedServer(), ItemBase::OnPartDismantledServer() и ItemBase::SetPartsFromSyncData().