DayZ 1.28
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◆ CreateConstructionKit()

ItemBase bsbDebugPrint::CreateConstructionKit ( )
protected

См. определение в файле BaseBuildingBase.c строка 1685

1687{
1688 const string ANIMATION_DEPLOYED = "Deployed";
1689
1690 float m_ConstructionKitHealth; //stored health value for used construction kit
1691
1693
1694 bool m_HasBase;
1695 //variables for synchronization of base building parts (2x31 is the current limit)
1696 int m_SyncParts01; //synchronization for already built parts (31 parts)
1697 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1698 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1699 int m_InteractedPartId; //construction part id that an action was performed on
1700 int m_PerformedActionId; //action id that was performed on a construction part
1701
1702 //Sounds
1703 //build
1704 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1705 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1706 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1707 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1708 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1709 //dismantle
1710 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1711 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1712 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1713 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1714 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1715
1716 protected EffectSound m_Sound;
1717
1721
1722 // Constructor
1723 void BaseBuildingBase()
1724 {
1726
1727 //synchronized variables
1728 RegisterNetSyncVariableInt( "m_SyncParts01" );
1729 RegisterNetSyncVariableInt( "m_SyncParts02" );
1730 RegisterNetSyncVariableInt( "m_SyncParts03" );
1731 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1732 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1733 RegisterNetSyncVariableBool( "m_HasBase" );
1734
1735 //Construction init
1737
1738 if (ConfigIsExisting("hybridAttachments"))
1739 {
1741 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1742 }
1743 if (ConfigIsExisting("mountables"))
1744 {
1746 ConfigGetTextArray("mountables", m_Mountables);
1747 }
1748
1749 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1750 }
1751
1752 override void EEDelete(EntityAI parent)
1753 {
1754 super.EEDelete(parent);
1755
1756 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1757 {
1758 areaDamage.Destroy();
1759 }
1760
1761 }
1762
1763 override string GetInvulnerabilityTypeString()
1764 {
1765 return "disableBaseDamage";
1766 }
1767
1768 override bool CanObstruct()
1769 {
1770 return true;
1771 }
1772
1773 override int GetHideIconMask()
1774 {
1775 return EInventoryIconVisibility.HIDE_VICINITY;
1776 }
1777
1778 override void InitItemSounds()
1779 {
1780 super.InitItemSounds();
1781
1783 SoundParameters params = new SoundParameters();
1784 params.m_Loop = true;
1785
1786 if (GetFoldSoundset() != string.Empty)
1787 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1788 if (GetLoopFoldSoundset() != string.Empty)
1789 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1790 }
1791
1792 override string GetFoldSoundset()
1793 {
1794 return "putDown_FenceKit_SoundSet";
1795 }
1796
1797 override string GetLoopFoldSoundset()
1798 {
1799 return "Shelter_Site_Build_Loop_SoundSet";
1800 }
1801
1802 // --- SYNCHRONIZATION
1804 {
1805 if ( GetGame().IsServer() )
1806 {
1807 SetSynchDirty();
1808 }
1809 }
1810
1811 override void OnVariablesSynchronized()
1812 {
1813 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1814 super.OnVariablesSynchronized();
1815
1817 }
1818
1819 protected void OnSynchronizedClient()
1820 {
1821 //update parts
1823
1824 //update action on part
1826
1827 //update visuals (client)
1828 UpdateVisuals();
1829 }
1830
1831 //parts synchronization
1832 void RegisterPartForSync( int part_id )
1833 {
1834 //part_id must starts from index = 1
1835 int offset;
1836 int mask;
1837
1838 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1839 {
1840 offset = part_id - 1;
1841 mask = 1 << offset;
1842
1843 m_SyncParts01 = m_SyncParts01 | mask;
1844 }
1845 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1846 {
1847 offset = ( part_id % 32 );
1848 mask = 1 << offset;
1849
1850 m_SyncParts02 = m_SyncParts02 | mask;
1851 }
1852 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1853 {
1854 offset = ( part_id % 63 );
1855 mask = 1 << offset;
1856
1857 m_SyncParts03 = m_SyncParts03 | mask;
1858 }
1859 }
1860
1861 void UnregisterPartForSync( int part_id )
1862 {
1863 //part_id must starts from index = 1
1864 int offset;
1865 int mask;
1866
1867 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1868 {
1869 offset = part_id - 1;
1870 mask = 1 << offset;
1871
1872 m_SyncParts01 = m_SyncParts01 & ~mask;
1873 }
1874 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1875 {
1876 offset = ( part_id % 32 );
1877 mask = 1 << offset;
1878
1879 m_SyncParts02 = m_SyncParts02 & ~mask;
1880 }
1881 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1882 {
1883 offset = ( part_id % 63 );
1884 mask = 1 << offset;
1885
1886 m_SyncParts03 = m_SyncParts03 & ~mask;
1887 }
1888 }
1889
1890 bool IsPartBuildInSyncData( int part_id )
1891 {
1892 //part_id must starts from index = 1
1893 int offset;
1894 int mask;
1895
1896 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1897 {
1898 offset = part_id - 1;
1899 mask = 1 << offset;
1900
1901 if ( ( m_SyncParts01 & mask ) > 0 )
1902 {
1903 return true;
1904 }
1905 }
1906 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1907 {
1908 offset = ( part_id % 32 );
1909 mask = 1 << offset;
1910
1911 if ( ( m_SyncParts02 & mask ) > 0 )
1912 {
1913 return true;
1914 }
1915 }
1916 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1917 {
1918 offset = ( part_id % 63 );
1919 mask = 1 << offset;
1920
1921 if ( ( m_SyncParts03 & mask ) > 0 )
1922 {
1923 return true;
1924 }
1925 }
1926
1927 return false;
1928 }
1929
1930 protected void RegisterActionForSync( int part_id, int action_id )
1931 {
1932 m_InteractedPartId = part_id;
1933 m_PerformedActionId = action_id;
1934 }
1935
1936 protected void ResetActionSyncData()
1937 {
1938 //reset data
1939 m_InteractedPartId = -1;
1941 }
1942
1943 protected void SetActionFromSyncData()
1944 {
1945 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1946 {
1948 int build_action_id = m_PerformedActionId;
1949
1950 switch( build_action_id )
1951 {
1952 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1953 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1954 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1955 }
1956 }
1957 }
1958 //------
1959
1961 {
1962 string key = part.m_PartName;
1963 bool is_base = part.IsBase();
1964 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1965 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1966 if ( is_part_built_sync )
1967 {
1968 if ( !part.IsBuilt() )
1969 {
1970 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1971 GetConstruction().AddToConstructedParts( key );
1972 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1973
1974 if (is_base)
1975 {
1977 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1978 }
1979 }
1980 }
1981 else
1982 {
1983 if ( part.IsBuilt() )
1984 {
1985 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1986 GetConstruction().RemoveFromConstructedParts( key );
1987 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1988
1989 if (is_base)
1990 {
1992 AddProxyPhysics( ANIMATION_DEPLOYED );
1993 }
1994 }
1995 }
1996
1997 //check slot lock for material attachments
1998 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1999 }
2000
2001 //set construction parts based on synchronized data
2003 {
2004 Construction construction = GetConstruction();
2005 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2006
2007 for ( int i = 0; i < construction_parts.Count(); ++i )
2008 {
2009 string key = construction_parts.GetKey( i );
2010 ConstructionPart value = construction_parts.Get( key );
2011 SetPartFromSyncData(value);
2012 }
2013
2014 //regenerate navmesh
2015 UpdateNavmesh();
2016 }
2017
2018 protected ConstructionPart GetConstructionPartById( int id )
2019 {
2020 Construction construction = GetConstruction();
2021 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2022
2023 for ( int i = 0; i < construction_parts.Count(); ++i )
2024 {
2025 string key = construction_parts.GetKey( i );
2026 ConstructionPart value = construction_parts.Get( key );
2027
2028 if ( value.GetId() == id )
2029 {
2030 return value;
2031 }
2032 }
2033
2034 return NULL;
2035 }
2036 //
2037
2038 //Base
2039 bool HasBase()
2040 {
2041 return m_HasBase;
2042 }
2043
2044 void SetBaseState( bool has_base )
2045 {
2046 m_HasBase = has_base;
2047 }
2048
2049 override bool IsDeployable()
2050 {
2051 return true;
2052 }
2053
2054 bool IsOpened()
2055 {
2056 return false;
2057 }
2058
2059 //--- CONSTRUCTION KIT
2061 {
2062 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2063 if ( m_ConstructionKitHealth > 0 )
2064 {
2065 construction_kit.SetHealth( m_ConstructionKitHealth );
2066 }
2067
2068 return construction_kit;
2069 }
2070
2071 void CreateConstructionKitInHands(notnull PlayerBase player)
2072 {
2073 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2074 if ( m_ConstructionKitHealth > 0 )
2075 {
2076 construction_kit.SetHealth( m_ConstructionKitHealth );
2077 }
2078 }
2079
2080 protected vector GetKitSpawnPosition()
2081 {
2082 return GetPosition();
2083 }
2084
2085 protected string GetConstructionKitType()
2086 {
2087 return "";
2088 }
2089
2090 void DestroyConstructionKit( ItemBase construction_kit )
2091 {
2092 m_ConstructionKitHealth = construction_kit.GetHealth();
2093 GetGame().ObjectDelete( construction_kit );
2094 }
2095
2096 //--- CONSTRUCTION
2097 void DestroyConstruction()
2098 {
2099 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2100 GetGame().ObjectDelete( this );
2101 }
2102
2103 // --- EVENTS
2104 override void OnStoreSave( ParamsWriteContext ctx )
2105 {
2106 super.OnStoreSave( ctx );
2107
2108 //sync parts 01
2109 ctx.Write( m_SyncParts01 );
2110 ctx.Write( m_SyncParts02 );
2111 ctx.Write( m_SyncParts03 );
2112
2113 ctx.Write( m_HasBase );
2114 }
2115
2116 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2117 {
2118 if ( !super.OnStoreLoad( ctx, version ) )
2119 return false;
2120
2121 //--- Base building data ---
2122 //Restore synced parts data
2123 if ( !ctx.Read( m_SyncParts01 ) )
2124 {
2125 m_SyncParts01 = 0; //set default
2126 return false;
2127 }
2128 if ( !ctx.Read( m_SyncParts02 ) )
2129 {
2130 m_SyncParts02 = 0; //set default
2131 return false;
2132 }
2133 if ( !ctx.Read( m_SyncParts03 ) )
2134 {
2135 m_SyncParts03 = 0; //set default
2136 return false;
2137 }
2138
2139 //has base
2140 if ( !ctx.Read( m_HasBase ) )
2141 {
2142 m_HasBase = false;
2143 return false;
2144 }
2145 //---
2146
2147 return true;
2148 }
2149
2150 override void AfterStoreLoad()
2151 {
2152 super.AfterStoreLoad();
2153
2155 {
2157 }
2158 }
2159
2161 {
2162 //update server data
2164
2165 //set base state
2166 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2167 SetBaseState( construction_part.IsBuilt() ) ;
2168
2169 //synchronize after load
2171 }
2172
2173 override void OnCreatePhysics()
2174 {
2175 super.OnCreatePhysics();
2178 }
2179
2180 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2181 {
2183 return;
2184
2185 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2186
2187 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2188 return;
2189
2190 Construction construction = GetConstruction();
2191 string part_name = zone;
2192 part_name.ToLower();
2193
2194 if ( newLevel == GameConstants.STATE_RUINED )
2195 {
2196 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2197
2198 if ( construction_part && construction.IsPartConstructed( part_name ) )
2199 {
2200 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2201 construction.DestroyConnectedParts(part_name);
2202 }
2203
2204 //barbed wire handling (hack-ish)
2205 if ( part_name.Contains("barbed") )
2206 {
2207 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2208 if (barbed_wire)
2209 barbed_wire.SetMountedState( false );
2210 }
2211 }
2212 }
2213
2214 override void EEOnAfterLoad()
2215 {
2217 {
2219 }
2220
2221 super.EEOnAfterLoad();
2222 }
2223
2224 override void EEInit()
2225 {
2226 super.EEInit();
2227
2228 // init visuals and physics
2229 InitBaseState();
2230
2231 //debug
2232 #ifdef DEVELOPER
2234 #endif
2235 }
2236
2237 override void EEItemAttached( EntityAI item, string slot_name )
2238 {
2239 super.EEItemAttached( item, slot_name );
2240
2241 CheckForHybridAttachments( item, slot_name );
2242 UpdateVisuals();
2243 UpdateAttachmentPhysics( slot_name, false );
2244 }
2245
2246 override void EEItemDetached( EntityAI item, string slot_name )
2247 {
2248 super.EEItemDetached( item, slot_name );
2249
2250 UpdateVisuals();
2251 UpdateAttachmentPhysics( slot_name, false );
2252 }
2253
2254 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2255 {
2256 string slot_name = InventorySlots.GetSlotName( slotId );
2257 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2258
2259 UpdateAttachmentVisuals( slot_name, locked );
2260 UpdateAttachmentPhysics( slot_name, locked );
2261 }
2262
2263 //ignore out of reach condition
2264 override bool IgnoreOutOfReachCondition()
2265 {
2266 return true;
2267 }
2268
2269 //CONSTRUCTION EVENTS
2270 //Build
2271 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2272 {
2273 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2274
2275 //check base state
2276 if (construtionPart.IsBase())
2277 {
2278 SetBaseState(true);
2279
2280 //spawn kit
2282 }
2283
2284 //register constructed parts for synchronization
2285 RegisterPartForSync(construtionPart.GetId());
2286
2287 //register action that was performed on part
2288 RegisterActionForSync(construtionPart.GetId(), action_id);
2289
2290 //synchronize
2292
2293 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2294
2295 UpdateNavmesh();
2296
2297 //update visuals
2298 UpdateVisuals();
2299
2300 //reset action sync data
2302 }
2303
2304 void OnPartBuiltClient(string part_name, int action_id)
2305 {
2306 //play sound
2307 SoundBuildStart( part_name );
2308 }
2309
2310 //Dismantle
2311 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2312 {
2313 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2314 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2315
2316 //register constructed parts for synchronization
2317 UnregisterPartForSync(construtionPart.GetId());
2318
2319 //register action that was performed on part
2320 RegisterActionForSync(construtionPart.GetId(), action_id);
2321
2322 //synchronize
2324
2325 // server part of sync, client will be synced from SetPartsFromSyncData
2326 SetPartFromSyncData(construtionPart);
2327
2328 UpdateNavmesh();
2329
2330 //update visuals
2331 UpdateVisuals();
2332
2333 //reset action sync data
2335
2336 //check base state
2337 if (construtionPart.IsBase())
2338 {
2339 //Destroy construction
2341 }
2342 }
2343
2344 void OnPartDismantledClient( string part_name, int action_id )
2345 {
2346 //play sound
2347 SoundDismantleStart( part_name );
2348 }
2349
2350 //Destroy
2351 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2352 {
2353 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2354 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2355
2356 //register constructed parts for synchronization
2357 UnregisterPartForSync(construtionPart.GetId());
2358
2359 //register action that was performed on part
2360 RegisterActionForSync(construtionPart.GetId(), action_id);
2361
2362 //synchronize
2364
2365 // server part of sync, client will be synced from SetPartsFromSyncData
2366 SetPartFromSyncData(construtionPart);
2367
2368 UpdateNavmesh();
2369
2370 //update visuals
2371 UpdateVisuals();
2372
2373 //reset action sync data
2375
2376 //check base state
2377 if (construtionPart.IsBase())
2378 {
2379 //Destroy construction
2381 }
2382 }
2383
2384 void OnPartDestroyedClient( string part_name, int action_id )
2385 {
2386 //play sound
2387 SoundDestroyStart( part_name );
2388 }
2389
2391 protected void HandleItemFalling(ConstructionPart part)
2392 {
2393 bool process = false;
2394
2395 //TODO: add a parameter to parts' config classes?
2396 process |= part.m_PartName.Contains("_roof");
2397 process |= part.m_PartName.Contains("_platform");
2398 process |= part.m_PartName.Contains("_stair");
2399
2400 if (process)
2401 {
2402 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2403 {
2404 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2405 return;
2406 }
2407
2408 vector mins, maxs;
2409 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2410 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2411
2412 //sanitize minmaxs
2413 vector minTmp, maxTmp;
2414 minTmp[0] = Math.Min(mins[0],maxs[0]);
2415 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2416 minTmp[1] = Math.Min(mins[1],maxs[1]);
2417 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2418 minTmp[2] = Math.Min(mins[2],maxs[2]);
2419 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2420 mins = minTmp;
2421 maxs = maxTmp;
2422
2423 maxs[1] = maxs[1] + 0.35; //reach a little above..
2424
2425 ItemFall(mins,maxs);
2426 }
2427 }
2428
2430 protected void ItemFall(vector min, vector max)
2431 {
2432 array<EntityAI> foundEntities = new array<EntityAI>();
2433 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2434
2435 //filtering
2436 ItemBase item;
2437 foreach (EntityAI entity : foundEntities)
2438 {
2439 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2440 item.ThrowPhysically(null,vector.Zero);
2441 }
2442 }
2443
2444 // --- UPDATE
2445 void InitBaseState()
2446 {
2447 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2448
2449 InitVisuals();
2450 UpdateNavmesh(); //regenerate navmesh
2451 GetConstruction().InitBaseState();
2452 }
2453
2454 void InitVisuals()
2455 {
2456 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2457 //check base
2458 if ( !HasBase() )
2459 {
2460 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2461 }
2462 else
2463 {
2464 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2465 }
2466
2467 GetConstruction().UpdateVisuals();
2468 }
2469
2470 void UpdateVisuals()
2471 {
2472 array<string> attachmentSlots = new array<string>;
2473
2474 GetAttachmentSlots(this, attachmentSlots);
2475 foreach (string slotName : attachmentSlots)
2476 {
2478 }
2479
2480 //check base
2481 if (!HasBase())
2482 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2483 else
2484 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2485
2486 GetConstruction().UpdateVisuals();
2487 }
2488
2489 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2490 {
2491 string slotNameMounted = slot_name + "_Mounted";
2492 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2493
2494 if (attachment)
2495 {
2496 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2497 if (barbedWire && barbedWire.IsMounted())
2498 CreateAreaDamage(slotNameMounted);
2499 else
2500 DestroyAreaDamage(slotNameMounted);
2501
2502 if (is_locked)
2503 {
2504 SetAnimationPhase(slotNameMounted, 0);
2505 SetAnimationPhase(slot_name, 1);
2506 }
2507 else
2508 {
2509 SetAnimationPhase(slotNameMounted, 1);
2510 SetAnimationPhase(slot_name, 0);
2511 }
2512 }
2513 else
2514 {
2515 SetAnimationPhase(slotNameMounted, 1);
2516 SetAnimationPhase(slot_name, 1);
2517
2518 DestroyAreaDamage(slotNameMounted);
2519 }
2520 }
2521
2522 // avoid calling this function on frequent occasions, it's a massive performance hit
2523 void UpdatePhysics()
2524 {
2526 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2527
2528 array<string> attachmentSlots = new array<string>;
2529 GetAttachmentSlots(this, attachmentSlots);
2530
2532 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2533
2534 foreach (string slotName : attachmentSlots)
2535 {
2537 }
2538
2539 //check base
2540 if (!HasBase())
2541 {
2543 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2544
2545 AddProxyPhysics(ANIMATION_DEPLOYED);
2546 }
2547 else
2548 {
2550 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2551
2552 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2553 }
2554
2555 GetConstruction().UpdatePhysics();
2556 UpdateNavmesh();
2557 }
2558
2559 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2560 {
2561 //checks for invalid appends; hotfix
2562 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2563 return;
2564 //----------------------------------
2565 string slot_name_mounted = slot_name + "_Mounted";
2566 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2567
2568 //remove proxy physics
2569 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2570 RemoveProxyPhysics( slot_name_mounted );
2571 RemoveProxyPhysics( slot_name );
2572
2573 if ( attachment )
2574 {
2575 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2576 if ( is_locked )
2577 {
2578 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2579 AddProxyPhysics( slot_name_mounted );
2580 }
2581 else
2582 {
2583 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2584 AddProxyPhysics( slot_name );
2585 }
2586 }
2587 }
2588
2589 protected void UpdateNavmesh()
2590 {
2591 SetAffectPathgraph( true, false );
2592 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2593 }
2594
2595 override bool CanUseConstruction()
2596 {
2597 return true;
2598 }
2599
2600 override bool CanUseConstructionBuild()
2601 {
2602 return true;
2603 }
2604
2605 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2606 {
2607 if ( attachment )
2608 {
2609 InventoryLocation inventory_location = new InventoryLocation;
2610 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2611
2612 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2613 }
2614
2615 return false;
2616 }
2617
2618 protected bool IsAttachmentSlotLocked( string slot_name )
2619 {
2620 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2621 }
2622
2623 //--- ATTACHMENT SLOTS
2624 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2625 {
2626 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2627 if ( GetGame().ConfigIsExisting( config_path ) )
2628 {
2629 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2630 }
2631 }
2632
2633 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2634 {
2635 return true;
2636 }
2637
2638 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2639 {
2640 return true;
2641 }
2642
2643 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2644 {
2645 return true;
2646 }
2647
2648 // --- INIT
2649 void ConstructionInit()
2650 {
2651 if ( !m_Construction )
2652 {
2653 m_Construction = new Construction( this );
2654 }
2655
2656 GetConstruction().Init();
2657 }
2658
2660 {
2661 return m_Construction;
2662 }
2663
2664 //--- INVENTORY/ATTACHMENTS CONDITIONS
2665 //attachments
2666 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2667 {
2668 return super.CanReceiveAttachment(attachment, slotId);
2669 }
2670
2672 {
2673 int attachment_count = GetInventory().AttachmentCount();
2674 if ( attachment_count > 0 )
2675 {
2676 if ( HasBase() && attachment_count == 1 )
2677 {
2678 return false;
2679 }
2680
2681 return true;
2682 }
2683
2684 return false;
2685 }
2686
2687 override bool ShowZonesHealth()
2688 {
2689 return true;
2690 }
2691
2692 override bool IsTakeable()
2693 {
2694 return false;
2695 }
2696
2697 //this into/outo parent.Cargo
2698 override bool CanPutInCargo( EntityAI parent )
2699 {
2700 return false;
2701 }
2702
2703 override bool CanRemoveFromCargo( EntityAI parent )
2704 {
2705 return false;
2706 }
2707
2708 //hands
2709 override bool CanPutIntoHands( EntityAI parent )
2710 {
2711 return false;
2712 }
2713
2714 //--- ACTION CONDITIONS
2715 //direction
2716 override bool IsFacingPlayer( PlayerBase player, string selection )
2717 {
2718 return true;
2719 }
2720
2721 override bool IsPlayerInside( PlayerBase player, string selection )
2722 {
2723 return true;
2724 }
2725
2728 {
2729 return false;
2730 }
2731
2732 //camera direction check
2733 bool IsFacingCamera( string selection )
2734 {
2735 return true;
2736 }
2737
2738 //roof check
2739 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2740 {
2741 return false;
2742 }
2743
2744 //selection->player distance check
2745 bool HasProperDistance( string selection, PlayerBase player )
2746 {
2747 return true;
2748 }
2749
2750 //folding
2752 {
2753 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2754 {
2755 return false;
2756 }
2757
2758 return true;
2759 }
2760
2762 {
2765
2766 return item;
2767 }
2768
2769 //Damage triggers (barbed wire)
2770 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2771 {
2772 if ( GetGame() && GetGame().IsServer() )
2773 {
2774 //destroy area damage if some already exists
2775 DestroyAreaDamage( slot_name );
2776
2777 //create new area damage
2779 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2780
2781 vector min_max[2];
2782 if ( MemoryPointExists( slot_name + "_min" ) )
2783 {
2784 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2785 }
2786 if ( MemoryPointExists( slot_name + "_max" ) )
2787 {
2788 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2789 }
2790
2791 //get proper trigger extents (min<max)
2792 vector extents[2];
2793 GetConstruction().GetTriggerExtents( min_max, extents );
2794
2795 //get box center
2796 vector center;
2797 center = GetConstruction().GetBoxCenter( min_max );
2798 center = ModelToWorld( center );
2799
2800 //rotate center if needed
2801 vector orientation = GetOrientation();;
2802 CalcDamageAreaRotation( rotation_angle, center, orientation );
2803
2804 areaDamage.SetExtents( extents[0], extents[1] );
2805 areaDamage.SetAreaPosition( center );
2806 areaDamage.SetAreaOrientation( orientation );
2807 areaDamage.SetLoopInterval( 1.0 );
2808 areaDamage.SetDeferDuration( 0.2 );
2809 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2810 areaDamage.SetAmmoName( "BarbedWireHit" );
2811 areaDamage.Spawn();
2812
2813 m_DamageTriggers.Insert( slot_name, areaDamage );
2814 }
2815 }
2816
2817 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2818 {
2819 if ( angle_deg != 0 )
2820 {
2821 //orientation
2822 orientation[0] = orientation[0] - angle_deg;
2823
2824 //center
2825 vector rotate_axis;
2826 if ( MemoryPointExists( "rotate_axis" ) )
2827 {
2828 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2829 }
2830 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];
2831 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];
2832 center[0] = r_center_x;
2833 center[2] = r_center_z;
2834 }
2835 }
2836
2837 void DestroyAreaDamage( string slot_name )
2838 {
2839 if (GetGame() && GetGame().IsServer())
2840 {
2842 if (m_DamageTriggers.Find(slot_name, areaDamage))
2843 {
2844 if (areaDamage)
2845 {
2846 areaDamage.Destroy();
2847 }
2848
2849 m_DamageTriggers.Remove( slot_name );
2850 }
2851 }
2852 }
2853
2854 override bool IsIgnoredByConstruction()
2855 {
2856 return true;
2857 }
2858
2859 //================================================================
2860 // SOUNDS
2861 //================================================================
2862 protected void SoundBuildStart( string part_name )
2863 {
2864 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2865 }
2866
2867 protected void SoundDismantleStart( string part_name )
2868 {
2869 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2870 }
2871
2872 protected void SoundDestroyStart( string part_name )
2873 {
2874 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2875 }
2876
2877 protected string GetBuildSoundByMaterial( string part_name )
2878 {
2879 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2880
2881 switch ( material_type )
2882 {
2883 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2884 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2885 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2886 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2887 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2888 }
2889
2890 return "";
2891 }
2892
2893 protected string GetDismantleSoundByMaterial( string part_name )
2894 {
2895 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2896
2897 switch ( material_type )
2898 {
2899 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2900 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2901 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2902 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2903 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2904 }
2905
2906 return "";
2907 }
2908
2909 //misc
2910 void CheckForHybridAttachments( EntityAI item, string slot_name )
2911 {
2912 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2913 {
2914 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2915 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2916 {
2917 SetHealth(slot_name,"Health",item.GetHealth());
2918 }
2919 }
2920 }
2921
2922 override int GetDamageSystemVersionChange()
2923 {
2924 return 111;
2925 }
2926
2927 override void SetActions()
2928 {
2929 super.SetActions();
2930
2934 }
2935
2936 //================================================================
2937 // DEBUG
2938 //================================================================
2939 protected void DebugCustomState()
2940 {
2941 }
2942
2945 {
2946 return null;
2947 }
2948
2949 override void OnDebugSpawn()
2950 {
2951 FullyBuild();
2952 }
2953
2954 void FullyBuild()
2955 {
2957 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2958
2959 Man p;
2960
2961 #ifdef SERVER
2962 array<Man> players = new array<Man>;
2963 GetGame().GetWorld().GetPlayerList(players);
2964 if (players.Count())
2965 p = players[0];
2966 #else
2967 p = GetGame().GetPlayer();
2968 #endif
2969
2970 foreach (ConstructionPart part : parts)
2971 {
2972 bool excluded = false;
2973 string partName = part.GetPartName();
2974 if (excludes)
2975 {
2976 foreach (string exclude : excludes)
2977 {
2978 if (partName.Contains(exclude))
2979 {
2980 excluded = true;
2981 break;
2982 }
2983 }
2984 }
2985
2986 if (!excluded)
2987 {
2988 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2989 }
2990 }
2991
2992 GetConstruction().UpdateVisuals();
2993 }
2994}
2995
2996void bsbDebugPrint (string s)
2997{
2998#ifdef BSB_DEBUG
2999 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3000#else
3001 //Print("" + s); // comment/uncomment to hide/see debug logs
3002#endif
3003}
3004void bsbDebugSpam (string s)
3005{
3006#ifdef BSB_DEBUG_SPAM
3007 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3008#else
3009 //Print("" + s); // comment/uncomment to hide/see debug logs
3010#endif
3011}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
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:1969
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1313
override int GetHideIconMask()
Определения BaseBuildingBase.c:1398
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1729
void FullyBuild()
Определения BaseBuildingBase.c:2579
void UpdateVisuals()
Определения BaseBuildingBase.c:2095
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1568
int m_SyncParts01
Определения BaseBuildingBase.c:1321
void UpdateNavmesh()
Определения BaseBuildingBase.c:2214
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2263
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2574
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2569
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2497
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1329
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2487
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2114
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2442
override bool CanObstruct()
Определения BaseBuildingBase.c:1393
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2296
override void InitItemSounds()
Определения BaseBuildingBase.c:1403
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1457
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1338
void InitBaseState()
Определения BaseBuildingBase.c:2070
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2291
void BaseBuildingBase()
Определения BaseBuildingBase.c:1348
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1785
void DestroyConstruction()
Определения BaseBuildingBase.c:1722
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1344
int m_InteractedPartId
Определения BaseBuildingBase.c:1324
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
bool m_HasBase
Определения BaseBuildingBase.c:1319
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2518
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2230
void UpdatePhysics()
Определения BaseBuildingBase.c:2148
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2341
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1929
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2370
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1798
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1896
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1555
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1330
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1627
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1345
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1333
int m_SyncParts03
Определения BaseBuildingBase.c:1323
void ResetActionSyncData()
Определения BaseBuildingBase.c:1561
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1388
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1936
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2535
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1839
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1871
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1705
ref Construction m_Construction
Определения BaseBuildingBase.c:1317
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2358
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2258
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2249
override bool IsDeployable()
Определения BaseBuildingBase.c:1674
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:2009
override void EEInit()
Определения BaseBuildingBase.c:1849
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1486
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1320
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1436
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2364
Construction GetConstruction()
Определения BaseBuildingBase.c:2284
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2492
void DebugCustomState()
Определения BaseBuildingBase.c:2564
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1643
string GetConstructionKitType()
Определения BaseBuildingBase.c:1710
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2268
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1976
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2376
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2547
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1336
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1862
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1335
void InitVisuals()
Определения BaseBuildingBase.c:2079
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1312
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1331
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2386
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2323
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2220
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1775
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1585
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1805
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1889
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1741
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2312
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2184
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2346
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2502
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1685
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1339
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2352
override bool IsTakeable()
Определения BaseBuildingBase.c:2317
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1315
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1377
override void SetActions()
Определения BaseBuildingBase.c:2552
void HandleItemFalling(ConstructionPart part)
Disconnected temporarily.
Определения BaseBuildingBase.c:2016
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1715
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1696
bool IsOpened()
Определения BaseBuildingBase.c:1679
void ItemFall(vector min, vector max)
Disconnected temporarily.
Определения BaseBuildingBase.c:2055
int m_PerformedActionId
Определения BaseBuildingBase.c:1325
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2225
bool HasBase()
Определения BaseBuildingBase.c:1664
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1444
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1428
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2479
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1343
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1669
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1332
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1879
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2334
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1515
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2328
void ConstructionInit()
Определения BaseBuildingBase.c:2274
int m_SyncParts02
Определения BaseBuildingBase.c:1322
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1337
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:2345
void CreateAreaDamage()
Определения FireplaceBase.c:2329
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:9229
bool m_FixDamageSystemInit
Определения ItemBase.c:4907
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
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 3_Game/tools/Debug.c:122
Определения 3_Game/tools/Debug.c:2
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: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:911
static bool IsBaseBuildingLogEnable()
Определения 3_Game/tools/Debug.c:698
Определения 3_Game/tools/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)
bool m_Loop
Определения ItemSoundHandler.c:5
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 3_Game/constants.c:848
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 3_Game/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/tools/tools.c:8

Используется в ItemBase::FoldBaseBuildingObject(), TerritoryFlag::FullyBuild() и ItemBase::OnPartBuiltServer().