DayZ 1.30
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◆ CreateConstructionKit()

ItemBase bsbDebugPrint::CreateConstructionKit ( )
protected

См. определение в файле BaseBuildingBase.c строка 1653

1655{
1656 const string ANIMATION_DEPLOYED = "Deployed";
1657
1658 float m_ConstructionKitHealth; //stored health value for used construction kit
1659
1660 bool m_HasBase;
1661 //variables for synchronization of base building parts (2x31 is the current limit)
1662 int m_SyncParts01; //synchronization for already built parts (31 parts)
1663 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1664 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1665 int m_InteractedPartId; //construction part id that an action was performed on
1666 int m_PerformedActionId; //action id that was performed on a construction part
1667 protected ref ConstructionBasic m_Construction;
1668
1669 //Sounds
1670 //build
1671 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1672 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1673 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1674 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1675 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1676 //dismantle
1677 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1678 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1679 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1680 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1681 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1682
1683 protected EffectSound m_Sound;
1684
1688
1689 // Constructor
1690 void BaseBuildingBase()
1691 {
1693
1694 //synchronized variables
1695 RegisterNetSyncVariableInt( "m_SyncParts01" );
1696 RegisterNetSyncVariableInt( "m_SyncParts02" );
1697 RegisterNetSyncVariableInt( "m_SyncParts03" );
1698 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1699 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1700 RegisterNetSyncVariableBool( "m_HasBase" );
1701
1702 //Construction init
1703 ConstructionInit();
1704
1705 if (ConfigIsExisting("hybridAttachments"))
1706 {
1708 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1709 }
1710 if (ConfigIsExisting("mountables"))
1711 {
1713 ConfigGetTextArray("mountables", m_Mountables);
1714 }
1715
1716 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1717 SetAllowDamage(true);
1718 }
1719
1720 override string GetInvulnerabilityTypeString()
1721 {
1722 return "disableBaseDamage";
1723 }
1724
1725 override bool CanObstruct()
1726 {
1727 return true;
1728 }
1729
1730 override int GetHideIconMask()
1731 {
1732 return EInventoryIconVisibility.HIDE_VICINITY;
1733 }
1734
1735 override void InitItemSounds()
1736 {
1737 super.InitItemSounds();
1738
1740 SoundParameters params = new SoundParameters();
1741 params.m_Loop = true;
1742
1743 if (GetFoldSoundset() != string.Empty)
1744 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1745 if (GetLoopFoldSoundset() != string.Empty)
1746 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1747 }
1748
1749 override string GetFoldSoundset()
1750 {
1751 return "putDown_FenceKit_SoundSet";
1752 }
1753
1754 override string GetLoopFoldSoundset()
1755 {
1756 return "Shelter_Site_Build_Loop_SoundSet";
1757 }
1758
1759 // --- SYNCHRONIZATION
1761 {
1762 if ( g_Game.IsServer() )
1763 {
1764 SetSynchDirty();
1765 }
1766 }
1767
1768 override void OnVariablesSynchronized()
1769 {
1770 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1771 super.OnVariablesSynchronized();
1772
1773 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1774 }
1775
1776 protected void OnSynchronizedClient()
1777 {
1778 //update parts
1780
1781 //update action on part
1783
1784 //update visuals (client)
1785 UpdateVisuals();
1786 }
1787
1788 //parts synchronization
1789 void RegisterPartForSync( int part_id )
1790 {
1791 //part_id must starts from index = 1
1792 int offset;
1793 int mask;
1794
1795 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1796 {
1797 offset = part_id - 1;
1798 mask = 1 << offset;
1799
1800 m_SyncParts01 = m_SyncParts01 | mask;
1801 }
1802 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1803 {
1804 offset = ( part_id % 32 );
1805 mask = 1 << offset;
1806
1807 m_SyncParts02 = m_SyncParts02 | mask;
1808 }
1809 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1810 {
1811 offset = ( part_id % 63 );
1812 mask = 1 << offset;
1813
1814 m_SyncParts03 = m_SyncParts03 | mask;
1815 }
1816 }
1817
1818 void UnregisterPartForSync( int part_id )
1819 {
1820 //part_id must starts from index = 1
1821 int offset;
1822 int mask;
1823
1824 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1825 {
1826 offset = part_id - 1;
1827 mask = 1 << offset;
1828
1829 m_SyncParts01 = m_SyncParts01 & ~mask;
1830 }
1831 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1832 {
1833 offset = ( part_id % 32 );
1834 mask = 1 << offset;
1835
1836 m_SyncParts02 = m_SyncParts02 & ~mask;
1837 }
1838 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1839 {
1840 offset = ( part_id % 63 );
1841 mask = 1 << offset;
1842
1843 m_SyncParts03 = m_SyncParts03 & ~mask;
1844 }
1845 }
1846
1847 bool IsPartBuildInSyncData( int part_id )
1848 {
1849 //part_id must starts from index = 1
1850 int offset;
1851 int mask;
1852
1853 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1854 {
1855 offset = part_id - 1;
1856 mask = 1 << offset;
1857
1858 if ( ( m_SyncParts01 & mask ) > 0 )
1859 {
1860 return true;
1861 }
1862 }
1863 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1864 {
1865 offset = ( part_id % 32 );
1866 mask = 1 << offset;
1867
1868 if ( ( m_SyncParts02 & mask ) > 0 )
1869 {
1870 return true;
1871 }
1872 }
1873 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1874 {
1875 offset = ( part_id % 63 );
1876 mask = 1 << offset;
1877
1878 if ( ( m_SyncParts03 & mask ) > 0 )
1879 {
1880 return true;
1881 }
1882 }
1883
1884 return false;
1885 }
1886
1887 protected void RegisterActionForSync( int part_id, int action_id )
1888 {
1889 m_InteractedPartId = part_id;
1890 m_PerformedActionId = action_id;
1891 }
1892
1893 protected void ResetActionSyncData()
1894 {
1895 //reset data
1896 m_InteractedPartId = -1;
1898 }
1899
1900 protected void SetActionFromSyncData()
1901 {
1902 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1903 {
1905 int build_action_id = m_PerformedActionId;
1906
1907 switch( build_action_id )
1908 {
1909 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1910 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1911 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1912 }
1913 }
1914 }
1915 //------
1916
1918 {
1919 string key = part.GetPartName();
1920 bool is_base = part.IsBase();
1921 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1922 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1923 if ( is_part_built_sync )
1924 {
1925 if ( !part.IsBuilt() )
1926 {
1927 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1928 GetConstruction().AddToConstructedParts( key );
1929 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1930
1931 if (is_base)
1932 {
1934 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1935 }
1936 }
1937 }
1938 else
1939 {
1940 if ( part.IsBuilt() )
1941 {
1942 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1943 GetConstruction().RemoveFromConstructedParts( key );
1944 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1945
1946 if (is_base)
1947 {
1949 AddProxyPhysics( ANIMATION_DEPLOYED );
1950 }
1951 }
1952 }
1953
1954 //check slot lock for material attachments
1955 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1956 }
1957
1958 //set construction parts based on synchronized data
1960 {
1961 Construction construction = GetConstruction();
1962 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1963
1964 for ( int i = 0; i < construction_parts.Count(); ++i )
1965 {
1966 string key = construction_parts.GetKey( i );
1967 ConstructionPart value = construction_parts.Get( key );
1968 SetPartFromSyncData(value);
1969 }
1970
1971 //regenerate navmesh
1972 UpdateNavmesh();
1973 }
1974
1975 protected ConstructionPart GetConstructionPartById( int id )
1976 {
1977 Construction construction = GetConstruction();
1978 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1979
1980 for ( int i = 0; i < construction_parts.Count(); ++i )
1981 {
1982 string key = construction_parts.GetKey( i );
1983 ConstructionPart value = construction_parts.Get( key );
1984
1985 if ( value.GetId() == id )
1986 {
1987 return value;
1988 }
1989 }
1990
1991 return NULL;
1992 }
1993 //
1994
1995 //Base
1996 bool HasBase()
1997 {
1998 return m_HasBase;
1999 }
2000
2001 void SetBaseState( bool has_base )
2002 {
2003 m_HasBase = has_base;
2004 }
2005
2006 override bool IsDeployable()
2007 {
2008 return true;
2009 }
2010
2011 bool IsOpened()
2012 {
2013 return false;
2014 }
2015
2016 //--- CONSTRUCTION KIT
2018 {
2019 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2020 if ( m_ConstructionKitHealth > 0 )
2021 {
2022 construction_kit.SetHealth( m_ConstructionKitHealth );
2023 }
2024
2025 return construction_kit;
2026 }
2027
2028 void CreateConstructionKitInHands(notnull PlayerBase player)
2029 {
2030 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2031 if ( m_ConstructionKitHealth > 0 )
2032 {
2033 construction_kit.SetHealth( m_ConstructionKitHealth );
2034 }
2035 }
2036
2037 protected vector GetKitSpawnPosition()
2038 {
2039 return GetPosition();
2040 }
2041
2042 protected string GetConstructionKitType()
2043 {
2044 return "";
2045 }
2046
2047 void DestroyConstructionKit( ItemBase construction_kit )
2048 {
2049 m_ConstructionKitHealth = construction_kit.GetHealth();
2050 g_Game.ObjectDelete( construction_kit );
2051 }
2052
2053 //--- CONSTRUCTION
2054 void DestroyConstruction()
2055 {
2056 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2057 g_Game.ObjectDelete( this );
2058 }
2059
2060 // --- EVENTS
2061 override void EEDelete(EntityAI parent)
2062 {
2063 super.EEDelete(parent);
2064
2065 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2066 {
2067 areaDamage.Destroy();
2068 }
2069
2070 }
2071
2072 override void OnStoreSave( ParamsWriteContext ctx )
2073 {
2074 super.OnStoreSave( ctx );
2075
2076 //sync parts 01
2077 ctx.Write( m_SyncParts01 );
2078 ctx.Write( m_SyncParts02 );
2079 ctx.Write( m_SyncParts03 );
2080
2081 ctx.Write( m_HasBase );
2082 }
2083
2084 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2085 {
2086 if ( !super.OnStoreLoad( ctx, version ) )
2087 return false;
2088
2089 //--- Base building data ---
2090 //Restore synced parts data
2091 if ( !ctx.Read( m_SyncParts01 ) )
2092 {
2093 m_SyncParts01 = 0; //set default
2094 return false;
2095 }
2096 if ( !ctx.Read( m_SyncParts02 ) )
2097 {
2098 m_SyncParts02 = 0; //set default
2099 return false;
2100 }
2101 if ( !ctx.Read( m_SyncParts03 ) )
2102 {
2103 m_SyncParts03 = 0; //set default
2104 return false;
2105 }
2106
2107 //has base
2108 if ( !ctx.Read( m_HasBase ) )
2109 {
2110 m_HasBase = false;
2111 return false;
2112 }
2113 //---
2114
2115 return true;
2116 }
2117
2118 override void AfterStoreLoad()
2119 {
2120 super.AfterStoreLoad();
2121
2123 {
2125 }
2126 }
2127
2129 {
2130 //update server data
2132
2133 //set base state
2134 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2135 SetBaseState( part.IsBuilt() ) ;
2136
2137 //synchronize after load
2139 }
2140
2141 override void OnCreatePhysics()
2142 {
2143 super.OnCreatePhysics();
2144
2145 ConstructionInit();
2147 }
2148
2149 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2150 {
2152 return;
2153
2154 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2155 }
2156
2157 override void EEOnAfterLoad()
2158 {
2160 {
2161 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2162 }
2163
2164 super.EEOnAfterLoad();
2165 }
2166
2167 override void EEItemAttached( EntityAI item, string slot_name )
2168 {
2169 super.EEItemAttached( item, slot_name );
2170
2171 CheckForHybridAttachments( item, slot_name );
2172 UpdateVisuals();
2173 UpdateAttachmentPhysics( slot_name, false );
2174 }
2175
2176 override void EEItemDetached( EntityAI item, string slot_name )
2177 {
2178 super.EEItemDetached( item, slot_name );
2179
2180 UpdateVisuals();
2181 UpdateAttachmentPhysics( slot_name, false );
2182 }
2183
2184 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2185 {
2186 string slot_name = InventorySlots.GetSlotName( slotId );
2187 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2188
2189 UpdateAttachmentVisuals( slot_name, locked );
2190 UpdateAttachmentPhysics( slot_name, locked );
2191 }
2192
2193 //ignore out of reach condition
2194 override bool IgnoreOutOfReachCondition()
2195 {
2196 return true;
2197 }
2198
2199 //CONSTRUCTION EVENTS
2200 //Build
2201 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2202 {
2203 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2204
2205 //check base state
2206 if (construtionPart.IsBase())
2207 {
2208 SetBaseState(true);
2209
2210 //spawn kit
2212 }
2213
2214 //register constructed parts for synchronization
2215 RegisterPartForSync(construtionPart.GetId());
2216
2217 //register action that was performed on part
2218 RegisterActionForSync(construtionPart.GetId(), action_id);
2219
2220 //synchronize
2222
2223 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2224
2225 UpdateNavmesh();
2226
2227 //update visuals
2228 UpdateVisuals();
2229
2230 //reset action sync data
2231 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2232 }
2233
2234 void OnPartBuiltClient(string part_name, int action_id)
2235 {
2236 //play sound
2237 SoundBuildStart( part_name );
2238 }
2239
2240 //Dismantle
2241 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2242 {
2243 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2244 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2245
2246 //register constructed parts for synchronization
2247 UnregisterPartForSync(construtionPart.GetId());
2248
2249 //register action that was performed on part
2250 RegisterActionForSync(construtionPart.GetId(), action_id);
2251
2252 //synchronize
2254
2255 // server part of sync, client will be synced from SetPartsFromSyncData
2256 SetPartFromSyncData(construtionPart);
2257
2258 UpdateNavmesh();
2259
2260 //update visuals
2261 UpdateVisuals();
2262
2263 //reset action sync data
2264 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2265
2266 //check base state
2267 if (construtionPart.IsBase())
2268 {
2269 //Destroy construction
2270 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2271 }
2272 }
2273
2274 void OnPartDismantledClient( string part_name, int action_id )
2275 {
2276 //play sound
2277 SoundDismantleStart( part_name );
2278 }
2279
2280 //Destroy
2281 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2282 {
2283 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2284 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2285
2286 //register constructed parts for synchronization
2287 UnregisterPartForSync(construtionPart.GetId());
2288
2289 //register action that was performed on part
2290 RegisterActionForSync(construtionPart.GetId(), action_id);
2291
2292 //synchronize
2294
2295 // server part of sync, client will be synced from SetPartsFromSyncData
2296 SetPartFromSyncData(construtionPart);
2297
2298 UpdateNavmesh();
2299
2300 //update visuals
2301 UpdateVisuals();
2302
2303 //reset action sync data
2304 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2305
2306 //check base state
2307 if (construtionPart.IsBase())
2308 {
2309 //Destroy construction
2310 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2311 }
2312 }
2313
2314 void OnPartDestroyedClient( string part_name, int action_id )
2315 {
2316 //play sound
2317 SoundDestroyStart( part_name );
2318 }
2319
2320 // --- UPDATE
2321 void InitBaseState()
2322 {
2323 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2324
2325 InitVisuals();
2326 UpdateNavmesh(); //regenerate navmesh
2327 }
2328
2329 void InitVisuals()
2330 {
2331 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2332 //check base
2333 if ( !HasBase() )
2334 {
2335 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2336 }
2337 else
2338 {
2339 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2340 }
2341
2342 GetConstruction().InitVisuals();
2343 }
2344
2345 void UpdateVisuals()
2346 {
2347 array<string> attachmentSlots = new array<string>;
2348
2349 GetAttachmentSlots(this, attachmentSlots);
2350 foreach (string slotName : attachmentSlots)
2351 {
2353 }
2354
2355 //check base
2356 if (!HasBase())
2357 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2358 else
2359 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2360
2361 GetConstruction().UpdateVisuals();
2362 }
2363
2364 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2365 {
2366 string slotNameMounted = slot_name + "_Mounted";
2367 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2368
2369 if (attachment)
2370 {
2371 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2372 if (barbedWire && barbedWire.IsMounted())
2373 CreateAreaDamage(slotNameMounted);
2374 else
2375 DestroyAreaDamage(slotNameMounted);
2376
2377 if (is_locked)
2378 {
2379 SetAnimationPhase(slotNameMounted, 0);
2380 SetAnimationPhase(slot_name, 1);
2381 }
2382 else
2383 {
2384 SetAnimationPhase(slotNameMounted, 1);
2385 SetAnimationPhase(slot_name, 0);
2386 }
2387 }
2388 else
2389 {
2390 SetAnimationPhase(slotNameMounted, 1);
2391 SetAnimationPhase(slot_name, 1);
2392
2393 DestroyAreaDamage(slotNameMounted);
2394 }
2395 }
2396
2397 // avoid calling this function on frequent occasions, it's a massive performance hit
2398 void UpdatePhysics()
2399 {
2401 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2402
2403 array<string> attachmentSlots = new array<string>;
2404 GetAttachmentSlots(this, attachmentSlots);
2405
2407 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2408
2409 foreach (string slotName : attachmentSlots)
2410 {
2412 }
2413
2414 //check base
2415 if (!HasBase())
2416 {
2418 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2419
2420 AddProxyPhysics(ANIMATION_DEPLOYED);
2421 }
2422 else
2423 {
2425 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2426
2427 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2428 }
2429
2430 GetConstruction().UpdatePhysics();
2431 UpdateNavmesh();
2432 }
2433
2434 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2435 {
2436 //checks for invalid appends; hotfix
2437 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2438 return;
2439 //----------------------------------
2440 string slot_name_mounted = slot_name + "_Mounted";
2441 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2442
2443 //remove proxy physics
2444 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2445 RemoveProxyPhysics( slot_name_mounted );
2446 RemoveProxyPhysics( slot_name );
2447
2448 if ( attachment )
2449 {
2450 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2451 if ( is_locked )
2452 {
2453 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2454 AddProxyPhysics( slot_name_mounted );
2455 }
2456 else
2457 {
2458 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2459 AddProxyPhysics( slot_name );
2460 }
2461 }
2462 }
2463
2464 protected void UpdateNavmesh()
2465 {
2466 SetAffectPathgraph( true, false );
2467 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2468 }
2469
2470 override bool CanUseConstruction()
2471 {
2472 return true;
2473 }
2474
2475 override bool CanUseConstructionBuild()
2476 {
2477 return true;
2478 }
2479
2480 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2481 {
2482 if ( attachment )
2483 {
2484 InventoryLocation inventory_location = new InventoryLocation;
2485 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2486
2487 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2488 }
2489
2490 return false;
2491 }
2492
2493 protected bool IsAttachmentSlotLocked( string slot_name )
2494 {
2495 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2496 }
2497
2498 //--- ATTACHMENT SLOTS
2499 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2500 {
2501 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2502 if ( g_Game.ConfigIsExisting( config_path ) )
2503 {
2504 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2505 }
2506 }
2507
2508 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2509 {
2510 return true;
2511 }
2512
2513 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2514 {
2515 return true;
2516 }
2517
2518 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2519 {
2520 return true;
2521 }
2522
2523 // --- INIT
2525 {
2526 m_Construction = new Construction(this);
2527 return m_Construction;
2528 }
2529
2531 {
2532 return m_Construction;
2533 }
2534
2536 {
2537 return Construction.Cast(m_Construction);
2538 }
2539
2541 {
2542 int attachment_count = GetInventory().AttachmentCount();
2543 if ( attachment_count > 0 )
2544 {
2545 if ( HasBase() && attachment_count == 1 )
2546 {
2547 return false;
2548 }
2549
2550 return true;
2551 }
2552
2553 return false;
2554 }
2555
2556 override bool ShowZonesHealth()
2557 {
2558 return true;
2559 }
2560
2561 override bool IsTakeable()
2562 {
2563 return false;
2564 }
2565
2566 //this into/outo parent.Cargo
2567 override bool CanPutInCargo( EntityAI parent )
2568 {
2569 return false;
2570 }
2571
2572 override bool CanRemoveFromCargo( EntityAI parent )
2573 {
2574 return false;
2575 }
2576
2577 //hands
2578 override bool CanPutIntoHands( EntityAI parent )
2579 {
2580 return false;
2581 }
2582
2583 //--- ACTION CONDITIONS
2584 //direction
2585 override bool IsFacingPlayer( PlayerBase player, string selection )
2586 {
2587 return true;
2588 }
2589
2590 override bool IsPlayerInside( PlayerBase player, string selection )
2591 {
2592 return true;
2593 }
2594
2597 {
2598 return false;
2599 }
2600
2601 //roof check
2602 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2603 {
2604 return false;
2605 }
2606
2607 //selection->player distance check
2608 bool HasProperDistance( string selection, PlayerBase player )
2609 {
2610 return true;
2611 }
2612
2613 //folding
2615 {
2616 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2617 {
2618 return false;
2619 }
2620
2621 return true;
2622 }
2623
2625 {
2628
2629 return item;
2630 }
2631
2632 //Damage triggers (barbed wire)
2633 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2634 {
2635 if ( g_Game && g_Game.IsServer() )
2636 {
2637 //destroy area damage if some already exists
2638 DestroyAreaDamage( slot_name );
2639
2640 //create new area damage
2642 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2643
2644 vector min_max[2];
2645 if ( MemoryPointExists( slot_name + "_min" ) )
2646 {
2647 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2648 }
2649 if ( MemoryPointExists( slot_name + "_max" ) )
2650 {
2651 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2652 }
2653
2654 //get proper trigger extents (min<max)
2655 vector extents[2];
2656 GetConstruction().GetTriggerExtents( min_max, extents );
2657
2658 //get box center
2659 vector center;
2660 center = GetConstruction().GetBoxCenter( min_max );
2661 center = ModelToWorld( center );
2662
2663 //rotate center if needed
2665 CalcDamageAreaRotation( rotation_angle, center, orientation );
2666
2667 areaDamage.SetExtents( extents[0], extents[1] );
2668 areaDamage.SetAreaPosition( center );
2669 areaDamage.SetAreaOrientation( orientation );
2670 areaDamage.SetLoopInterval( 1.0 );
2671 areaDamage.SetDeferDuration( 0.2 );
2672 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2673 areaDamage.SetAmmoName( "BarbedWireHit" );
2674 areaDamage.Spawn();
2675
2676 m_DamageTriggers.Insert( slot_name, areaDamage );
2677 }
2678 }
2679
2680 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2681 {
2682 if ( angle_deg != 0 )
2683 {
2684 //orientation
2685 orientation[0] = orientation[0] - angle_deg;
2686
2687 //center
2688 vector rotate_axis;
2689 if ( MemoryPointExists( "rotate_axis" ) )
2690 {
2691 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2692 }
2693 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];
2694 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];
2695 center[0] = r_center_x;
2696 center[2] = r_center_z;
2697 }
2698 }
2699
2700 void DestroyAreaDamage( string slot_name )
2701 {
2702 if (g_Game && g_Game.IsServer())
2703 {
2705 if (m_DamageTriggers.Find(slot_name, areaDamage))
2706 {
2707 if (areaDamage)
2708 {
2709 areaDamage.Destroy();
2710 }
2711
2712 m_DamageTriggers.Remove( slot_name );
2713 }
2714 }
2715 }
2716
2717 override bool IsIgnoredByConstruction()
2718 {
2719 return true;
2720 }
2721
2722 //================================================================
2723 // SOUNDS
2724 //================================================================
2725 protected void SoundBuildStart( string part_name )
2726 {
2727 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2728 }
2729
2730 protected void SoundDismantleStart( string part_name )
2731 {
2732 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2733 }
2734
2735 protected void SoundDestroyStart( string part_name )
2736 {
2737 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2738 }
2739
2740 protected string GetBuildSoundByMaterial( string part_name )
2741 {
2742 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2743
2744 switch ( material_type )
2745 {
2746 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2747 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2748 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2749 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2750 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2751 }
2752
2753 return "";
2754 }
2755
2756 protected string GetDismantleSoundByMaterial( string part_name )
2757 {
2758 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2759
2760 switch ( material_type )
2761 {
2762 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2763 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2764 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2765 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2766 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2767 }
2768
2769 return "";
2770 }
2771
2772 //misc
2773 void CheckForHybridAttachments( EntityAI item, string slot_name )
2774 {
2775 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2776 {
2777 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2778 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2779 {
2780 SetHealth(slot_name,"Health",item.GetHealth());
2781 }
2782 }
2783 }
2784
2785 override int GetDamageSystemVersionChange()
2786 {
2787 return 111;
2788 }
2789
2790 override void SetActions()
2791 {
2792 super.SetActions();
2793
2797 }
2798
2799 protected void DestroyConstructedParts()
2800 {
2801 Construction construction = GetConstruction();
2802 if (!construction)
2803 return;
2804
2805 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2806 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2807 {
2808 ConstructionPart part = constructionParts.GetElement(i);
2809 if (part && part.IsBuilt() && !part.IsUtilityPart())
2810 {
2811 construction.DestroyPartServer(null, part.GetPartName(), -1);
2812 }
2813 }
2814 }
2815
2816 protected void HandleFallingForConstructedParts()
2817 {
2818 Construction construction = GetConstruction();
2819 if (!construction)
2820 return;
2821
2822 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2823 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2824 {
2825 ConstructionPart part = constructionParts.GetElement(i);
2826 if (part && part.IsBuilt() && !part.IsUtilityPart())
2827 {
2828 construction.HandleEntityFalling(part.GetPartName());
2829 }
2830 }
2831 }
2832
2834 override void OnItemFallRebuilding()
2835 {
2836 if (!g_Game.IsServer())
2837 return;
2838
2841
2842 if (DestroyOnFall())
2843 {
2845 {
2847 }
2848 else
2849 {
2851 {
2853 }
2854 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2855 }
2856 }
2857 }
2858
2860 {
2861 if (HasAnyAttachmentsOrCargo())
2862 {
2864 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2865 }
2866 }
2867
2868 //================================================================
2869 // DEBUG
2870 //================================================================
2871
2874 {
2875 return null;
2876 }
2877
2878 override void OnDebugSpawn()
2879 {
2880 FullyBuild();
2881 }
2882
2883 void FullyBuild()
2884 {
2886 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2887
2888 Man p;
2889
2890 #ifdef SERVER
2891 array<Man> players = new array<Man>;
2892 g_Game.GetWorld().GetPlayerList(players);
2893 if (players.Count())
2894 p = players[0];
2895 #else
2896 p = g_Game.GetPlayer();
2897 #endif
2898
2899 foreach (ConstructionPart part : parts)
2900 {
2901 bool excluded = false;
2902 string partName = part.GetPartName();
2903 if (excludes)
2904 {
2905 foreach (string exclude : excludes)
2906 {
2907 if (partName.Contains(exclude))
2908 {
2909 excluded = true;
2910 break;
2911 }
2912 }
2913 }
2914
2915 if (!excluded)
2916 {
2917 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2918 }
2919 }
2920
2921 GetConstruction().UpdateVisuals();
2922 }
2923
2925 //Deprecated code playpen//
2927 [Obsolete("handled in the Construction component directly")]
2928 protected void HandleItemFalling(ConstructionPart part)
2929 {
2930 }
2931
2932 [Obsolete("handled in the Construction component directly")]
2933 protected void ItemFall(vector min, vector max)
2934 {
2935 }
2936
2937 [Obsolete("obsolete debug method")]
2938 protected void DebugCustomState()
2939 {
2940 }
2941}
2942
2943void bsbDebugPrint (string s)
2944{
2945#ifdef BSB_DEBUG
2946 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2947#else
2948 //Print("" + s); // comment/uncomment to hide/see debug logs
2949#endif
2950}
2951void bsbDebugSpam (string s)
2952{
2953#ifdef BSB_DEBUG_SPAM
2954 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2955#else
2956 //Print("" + s); // comment/uncomment to hide/see debug logs
2957#endif
2958}
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 ItemBase::FoldBaseBuildingObject(), TerritoryFlag::FullyBuild(), BaseBuildingBase::OnItemFallRebuilding() и ItemBase::OnPartBuiltServer().