DayZ 1.30
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◆ SynchronizeBaseState()

void bsbDebugPrint::SynchronizeBaseState ( )
protected

См. определение в файле BaseBuildingBase.c строка 1396

1398{
1399 const string ANIMATION_DEPLOYED = "Deployed";
1400
1401 float m_ConstructionKitHealth; //stored health value for used construction kit
1402
1403 bool m_HasBase;
1404 //variables for synchronization of base building parts (2x31 is the current limit)
1405 int m_SyncParts01; //synchronization for already built parts (31 parts)
1406 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1407 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1408 int m_InteractedPartId; //construction part id that an action was performed on
1409 int m_PerformedActionId; //action id that was performed on a construction part
1410 protected ref ConstructionBasic m_Construction;
1411
1412 //Sounds
1413 //build
1414 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1415 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1416 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1417 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1418 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1419 //dismantle
1420 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1421 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1422 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1423 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1424 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1425
1426 protected EffectSound m_Sound;
1427
1431
1432 // Constructor
1433 void BaseBuildingBase()
1434 {
1436
1437 //synchronized variables
1438 RegisterNetSyncVariableInt( "m_SyncParts01" );
1439 RegisterNetSyncVariableInt( "m_SyncParts02" );
1440 RegisterNetSyncVariableInt( "m_SyncParts03" );
1441 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1442 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1443 RegisterNetSyncVariableBool( "m_HasBase" );
1444
1445 //Construction init
1446 ConstructionInit();
1447
1448 if (ConfigIsExisting("hybridAttachments"))
1449 {
1451 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1452 }
1453 if (ConfigIsExisting("mountables"))
1454 {
1456 ConfigGetTextArray("mountables", m_Mountables);
1457 }
1458
1459 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1460 SetAllowDamage(true);
1461 }
1462
1463 override string GetInvulnerabilityTypeString()
1464 {
1465 return "disableBaseDamage";
1466 }
1467
1468 override bool CanObstruct()
1469 {
1470 return true;
1471 }
1472
1473 override int GetHideIconMask()
1474 {
1475 return EInventoryIconVisibility.HIDE_VICINITY;
1476 }
1477
1478 override void InitItemSounds()
1479 {
1480 super.InitItemSounds();
1481
1483 SoundParameters params = new SoundParameters();
1484 params.m_Loop = true;
1485
1486 if (GetFoldSoundset() != string.Empty)
1487 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1488 if (GetLoopFoldSoundset() != string.Empty)
1489 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1490 }
1491
1492 override string GetFoldSoundset()
1493 {
1494 return "putDown_FenceKit_SoundSet";
1495 }
1496
1497 override string GetLoopFoldSoundset()
1498 {
1499 return "Shelter_Site_Build_Loop_SoundSet";
1500 }
1501
1502 // --- SYNCHRONIZATION
1504 {
1505 if ( g_Game.IsServer() )
1506 {
1507 SetSynchDirty();
1508 }
1509 }
1510
1511 override void OnVariablesSynchronized()
1512 {
1513 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1514 super.OnVariablesSynchronized();
1515
1516 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1517 }
1518
1519 protected void OnSynchronizedClient()
1520 {
1521 //update parts
1523
1524 //update action on part
1526
1527 //update visuals (client)
1528 UpdateVisuals();
1529 }
1530
1531 //parts synchronization
1532 void RegisterPartForSync( int part_id )
1533 {
1534 //part_id must starts from index = 1
1535 int offset;
1536 int mask;
1537
1538 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1539 {
1540 offset = part_id - 1;
1541 mask = 1 << offset;
1542
1543 m_SyncParts01 = m_SyncParts01 | mask;
1544 }
1545 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1546 {
1547 offset = ( part_id % 32 );
1548 mask = 1 << offset;
1549
1550 m_SyncParts02 = m_SyncParts02 | mask;
1551 }
1552 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1553 {
1554 offset = ( part_id % 63 );
1555 mask = 1 << offset;
1556
1557 m_SyncParts03 = m_SyncParts03 | mask;
1558 }
1559 }
1560
1561 void UnregisterPartForSync( int part_id )
1562 {
1563 //part_id must starts from index = 1
1564 int offset;
1565 int mask;
1566
1567 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1568 {
1569 offset = part_id - 1;
1570 mask = 1 << offset;
1571
1572 m_SyncParts01 = m_SyncParts01 & ~mask;
1573 }
1574 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1575 {
1576 offset = ( part_id % 32 );
1577 mask = 1 << offset;
1578
1579 m_SyncParts02 = m_SyncParts02 & ~mask;
1580 }
1581 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1582 {
1583 offset = ( part_id % 63 );
1584 mask = 1 << offset;
1585
1586 m_SyncParts03 = m_SyncParts03 & ~mask;
1587 }
1588 }
1589
1590 bool IsPartBuildInSyncData( int part_id )
1591 {
1592 //part_id must starts from index = 1
1593 int offset;
1594 int mask;
1595
1596 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1597 {
1598 offset = part_id - 1;
1599 mask = 1 << offset;
1600
1601 if ( ( m_SyncParts01 & mask ) > 0 )
1602 {
1603 return true;
1604 }
1605 }
1606 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1607 {
1608 offset = ( part_id % 32 );
1609 mask = 1 << offset;
1610
1611 if ( ( m_SyncParts02 & mask ) > 0 )
1612 {
1613 return true;
1614 }
1615 }
1616 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1617 {
1618 offset = ( part_id % 63 );
1619 mask = 1 << offset;
1620
1621 if ( ( m_SyncParts03 & mask ) > 0 )
1622 {
1623 return true;
1624 }
1625 }
1626
1627 return false;
1628 }
1629
1630 protected void RegisterActionForSync( int part_id, int action_id )
1631 {
1632 m_InteractedPartId = part_id;
1633 m_PerformedActionId = action_id;
1634 }
1635
1636 protected void ResetActionSyncData()
1637 {
1638 //reset data
1639 m_InteractedPartId = -1;
1641 }
1642
1643 protected void SetActionFromSyncData()
1644 {
1645 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1646 {
1648 int build_action_id = m_PerformedActionId;
1649
1650 switch( build_action_id )
1651 {
1652 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1653 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1654 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1655 }
1656 }
1657 }
1658 //------
1659
1661 {
1662 string key = part.GetPartName();
1663 bool is_base = part.IsBase();
1664 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1665 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1666 if ( is_part_built_sync )
1667 {
1668 if ( !part.IsBuilt() )
1669 {
1670 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1671 GetConstruction().AddToConstructedParts( key );
1672 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1673
1674 if (is_base)
1675 {
1677 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1678 }
1679 }
1680 }
1681 else
1682 {
1683 if ( part.IsBuilt() )
1684 {
1685 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1686 GetConstruction().RemoveFromConstructedParts( key );
1687 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1688
1689 if (is_base)
1690 {
1692 AddProxyPhysics( ANIMATION_DEPLOYED );
1693 }
1694 }
1695 }
1696
1697 //check slot lock for material attachments
1698 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1699 }
1700
1701 //set construction parts based on synchronized data
1703 {
1704 Construction construction = GetConstruction();
1705 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1706
1707 for ( int i = 0; i < construction_parts.Count(); ++i )
1708 {
1709 string key = construction_parts.GetKey( i );
1710 ConstructionPart value = construction_parts.Get( key );
1711 SetPartFromSyncData(value);
1712 }
1713
1714 //regenerate navmesh
1715 UpdateNavmesh();
1716 }
1717
1718 protected ConstructionPart GetConstructionPartById( int id )
1719 {
1720 Construction construction = GetConstruction();
1721 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1722
1723 for ( int i = 0; i < construction_parts.Count(); ++i )
1724 {
1725 string key = construction_parts.GetKey( i );
1726 ConstructionPart value = construction_parts.Get( key );
1727
1728 if ( value.GetId() == id )
1729 {
1730 return value;
1731 }
1732 }
1733
1734 return NULL;
1735 }
1736 //
1737
1738 //Base
1739 bool HasBase()
1740 {
1741 return m_HasBase;
1742 }
1743
1744 void SetBaseState( bool has_base )
1745 {
1746 m_HasBase = has_base;
1747 }
1748
1749 override bool IsDeployable()
1750 {
1751 return true;
1752 }
1753
1754 bool IsOpened()
1755 {
1756 return false;
1757 }
1758
1759 //--- CONSTRUCTION KIT
1761 {
1762 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1763 if ( m_ConstructionKitHealth > 0 )
1764 {
1765 construction_kit.SetHealth( m_ConstructionKitHealth );
1766 }
1767
1768 return construction_kit;
1769 }
1770
1771 void CreateConstructionKitInHands(notnull PlayerBase player)
1772 {
1773 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1774 if ( m_ConstructionKitHealth > 0 )
1775 {
1776 construction_kit.SetHealth( m_ConstructionKitHealth );
1777 }
1778 }
1779
1780 protected vector GetKitSpawnPosition()
1781 {
1782 return GetPosition();
1783 }
1784
1785 protected string GetConstructionKitType()
1786 {
1787 return "";
1788 }
1789
1790 void DestroyConstructionKit( ItemBase construction_kit )
1791 {
1792 m_ConstructionKitHealth = construction_kit.GetHealth();
1793 g_Game.ObjectDelete( construction_kit );
1794 }
1795
1796 //--- CONSTRUCTION
1797 void DestroyConstruction()
1798 {
1799 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1800 g_Game.ObjectDelete( this );
1801 }
1802
1803 // --- EVENTS
1804 override void EEDelete(EntityAI parent)
1805 {
1806 super.EEDelete(parent);
1807
1808 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1809 {
1810 areaDamage.Destroy();
1811 }
1812
1813 }
1814
1815 override void OnStoreSave( ParamsWriteContext ctx )
1816 {
1817 super.OnStoreSave( ctx );
1818
1819 //sync parts 01
1820 ctx.Write( m_SyncParts01 );
1821 ctx.Write( m_SyncParts02 );
1822 ctx.Write( m_SyncParts03 );
1823
1824 ctx.Write( m_HasBase );
1825 }
1826
1827 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1828 {
1829 if ( !super.OnStoreLoad( ctx, version ) )
1830 return false;
1831
1832 //--- Base building data ---
1833 //Restore synced parts data
1834 if ( !ctx.Read( m_SyncParts01 ) )
1835 {
1836 m_SyncParts01 = 0; //set default
1837 return false;
1838 }
1839 if ( !ctx.Read( m_SyncParts02 ) )
1840 {
1841 m_SyncParts02 = 0; //set default
1842 return false;
1843 }
1844 if ( !ctx.Read( m_SyncParts03 ) )
1845 {
1846 m_SyncParts03 = 0; //set default
1847 return false;
1848 }
1849
1850 //has base
1851 if ( !ctx.Read( m_HasBase ) )
1852 {
1853 m_HasBase = false;
1854 return false;
1855 }
1856 //---
1857
1858 return true;
1859 }
1860
1861 override void AfterStoreLoad()
1862 {
1863 super.AfterStoreLoad();
1864
1866 {
1868 }
1869 }
1870
1872 {
1873 //update server data
1875
1876 //set base state
1877 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
1878 SetBaseState( part.IsBuilt() ) ;
1879
1880 //synchronize after load
1882 }
1883
1884 override void OnCreatePhysics()
1885 {
1886 super.OnCreatePhysics();
1887
1888 ConstructionInit();
1890 }
1891
1892 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1893 {
1895 return;
1896
1897 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1898 }
1899
1900 override void EEOnAfterLoad()
1901 {
1903 {
1904 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
1905 }
1906
1907 super.EEOnAfterLoad();
1908 }
1909
1910 override void EEItemAttached( EntityAI item, string slot_name )
1911 {
1912 super.EEItemAttached( item, slot_name );
1913
1914 CheckForHybridAttachments( item, slot_name );
1915 UpdateVisuals();
1916 UpdateAttachmentPhysics( slot_name, false );
1917 }
1918
1919 override void EEItemDetached( EntityAI item, string slot_name )
1920 {
1921 super.EEItemDetached( item, slot_name );
1922
1923 UpdateVisuals();
1924 UpdateAttachmentPhysics( slot_name, false );
1925 }
1926
1927 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
1928 {
1929 string slot_name = InventorySlots.GetSlotName( slotId );
1930 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
1931
1932 UpdateAttachmentVisuals( slot_name, locked );
1933 UpdateAttachmentPhysics( slot_name, locked );
1934 }
1935
1936 //ignore out of reach condition
1937 override bool IgnoreOutOfReachCondition()
1938 {
1939 return true;
1940 }
1941
1942 //CONSTRUCTION EVENTS
1943 //Build
1944 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
1945 {
1946 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1947
1948 //check base state
1949 if (construtionPart.IsBase())
1950 {
1951 SetBaseState(true);
1952
1953 //spawn kit
1955 }
1956
1957 //register constructed parts for synchronization
1958 RegisterPartForSync(construtionPart.GetId());
1959
1960 //register action that was performed on part
1961 RegisterActionForSync(construtionPart.GetId(), action_id);
1962
1963 //synchronize
1965
1966 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
1967
1968 UpdateNavmesh();
1969
1970 //update visuals
1971 UpdateVisuals();
1972
1973 //reset action sync data
1974 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
1975 }
1976
1977 void OnPartBuiltClient(string part_name, int action_id)
1978 {
1979 //play sound
1980 SoundBuildStart( part_name );
1981 }
1982
1983 //Dismantle
1984 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
1985 {
1986 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
1987 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1988
1989 //register constructed parts for synchronization
1990 UnregisterPartForSync(construtionPart.GetId());
1991
1992 //register action that was performed on part
1993 RegisterActionForSync(construtionPart.GetId(), action_id);
1994
1995 //synchronize
1997
1998 // server part of sync, client will be synced from SetPartsFromSyncData
1999 SetPartFromSyncData(construtionPart);
2000
2001 UpdateNavmesh();
2002
2003 //update visuals
2004 UpdateVisuals();
2005
2006 //reset action sync data
2007 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2008
2009 //check base state
2010 if (construtionPart.IsBase())
2011 {
2012 //Destroy construction
2013 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2014 }
2015 }
2016
2017 void OnPartDismantledClient( string part_name, int action_id )
2018 {
2019 //play sound
2020 SoundDismantleStart( part_name );
2021 }
2022
2023 //Destroy
2024 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2025 {
2026 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2027 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2028
2029 //register constructed parts for synchronization
2030 UnregisterPartForSync(construtionPart.GetId());
2031
2032 //register action that was performed on part
2033 RegisterActionForSync(construtionPart.GetId(), action_id);
2034
2035 //synchronize
2037
2038 // server part of sync, client will be synced from SetPartsFromSyncData
2039 SetPartFromSyncData(construtionPart);
2040
2041 UpdateNavmesh();
2042
2043 //update visuals
2044 UpdateVisuals();
2045
2046 //reset action sync data
2047 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2048
2049 //check base state
2050 if (construtionPart.IsBase())
2051 {
2052 //Destroy construction
2053 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2054 }
2055 }
2056
2057 void OnPartDestroyedClient( string part_name, int action_id )
2058 {
2059 //play sound
2060 SoundDestroyStart( part_name );
2061 }
2062
2063 // --- UPDATE
2064 void InitBaseState()
2065 {
2066 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2067
2068 InitVisuals();
2069 UpdateNavmesh(); //regenerate navmesh
2070 }
2071
2072 void InitVisuals()
2073 {
2074 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2075 //check base
2076 if ( !HasBase() )
2077 {
2078 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2079 }
2080 else
2081 {
2082 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2083 }
2084
2085 GetConstruction().InitVisuals();
2086 }
2087
2088 void UpdateVisuals()
2089 {
2090 array<string> attachmentSlots = new array<string>;
2091
2092 GetAttachmentSlots(this, attachmentSlots);
2093 foreach (string slotName : attachmentSlots)
2094 {
2096 }
2097
2098 //check base
2099 if (!HasBase())
2100 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2101 else
2102 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2103
2104 GetConstruction().UpdateVisuals();
2105 }
2106
2107 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2108 {
2109 string slotNameMounted = slot_name + "_Mounted";
2110 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2111
2112 if (attachment)
2113 {
2114 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2115 if (barbedWire && barbedWire.IsMounted())
2116 CreateAreaDamage(slotNameMounted);
2117 else
2118 DestroyAreaDamage(slotNameMounted);
2119
2120 if (is_locked)
2121 {
2122 SetAnimationPhase(slotNameMounted, 0);
2123 SetAnimationPhase(slot_name, 1);
2124 }
2125 else
2126 {
2127 SetAnimationPhase(slotNameMounted, 1);
2128 SetAnimationPhase(slot_name, 0);
2129 }
2130 }
2131 else
2132 {
2133 SetAnimationPhase(slotNameMounted, 1);
2134 SetAnimationPhase(slot_name, 1);
2135
2136 DestroyAreaDamage(slotNameMounted);
2137 }
2138 }
2139
2140 // avoid calling this function on frequent occasions, it's a massive performance hit
2141 void UpdatePhysics()
2142 {
2144 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2145
2146 array<string> attachmentSlots = new array<string>;
2147 GetAttachmentSlots(this, attachmentSlots);
2148
2150 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2151
2152 foreach (string slotName : attachmentSlots)
2153 {
2155 }
2156
2157 //check base
2158 if (!HasBase())
2159 {
2161 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2162
2163 AddProxyPhysics(ANIMATION_DEPLOYED);
2164 }
2165 else
2166 {
2168 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2169
2170 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2171 }
2172
2173 GetConstruction().UpdatePhysics();
2174 UpdateNavmesh();
2175 }
2176
2177 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2178 {
2179 //checks for invalid appends; hotfix
2180 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2181 return;
2182 //----------------------------------
2183 string slot_name_mounted = slot_name + "_Mounted";
2184 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2185
2186 //remove proxy physics
2187 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2188 RemoveProxyPhysics( slot_name_mounted );
2189 RemoveProxyPhysics( slot_name );
2190
2191 if ( attachment )
2192 {
2193 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2194 if ( is_locked )
2195 {
2196 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2197 AddProxyPhysics( slot_name_mounted );
2198 }
2199 else
2200 {
2201 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2202 AddProxyPhysics( slot_name );
2203 }
2204 }
2205 }
2206
2207 protected void UpdateNavmesh()
2208 {
2209 SetAffectPathgraph( true, false );
2210 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2211 }
2212
2213 override bool CanUseConstruction()
2214 {
2215 return true;
2216 }
2217
2218 override bool CanUseConstructionBuild()
2219 {
2220 return true;
2221 }
2222
2223 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2224 {
2225 if ( attachment )
2226 {
2227 InventoryLocation inventory_location = new InventoryLocation;
2228 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2229
2230 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2231 }
2232
2233 return false;
2234 }
2235
2236 protected bool IsAttachmentSlotLocked( string slot_name )
2237 {
2238 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2239 }
2240
2241 //--- ATTACHMENT SLOTS
2242 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2243 {
2244 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2245 if ( g_Game.ConfigIsExisting( config_path ) )
2246 {
2247 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2248 }
2249 }
2250
2251 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2252 {
2253 return true;
2254 }
2255
2256 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2257 {
2258 return true;
2259 }
2260
2261 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2262 {
2263 return true;
2264 }
2265
2266 // --- INIT
2268 {
2269 m_Construction = new Construction(this);
2270 return m_Construction;
2271 }
2272
2274 {
2275 return m_Construction;
2276 }
2277
2279 {
2280 return Construction.Cast(m_Construction);
2281 }
2282
2284 {
2285 int attachment_count = GetInventory().AttachmentCount();
2286 if ( attachment_count > 0 )
2287 {
2288 if ( HasBase() && attachment_count == 1 )
2289 {
2290 return false;
2291 }
2292
2293 return true;
2294 }
2295
2296 return false;
2297 }
2298
2299 override bool ShowZonesHealth()
2300 {
2301 return true;
2302 }
2303
2304 override bool IsTakeable()
2305 {
2306 return false;
2307 }
2308
2309 //this into/outo parent.Cargo
2310 override bool CanPutInCargo( EntityAI parent )
2311 {
2312 return false;
2313 }
2314
2315 override bool CanRemoveFromCargo( EntityAI parent )
2316 {
2317 return false;
2318 }
2319
2320 //hands
2321 override bool CanPutIntoHands( EntityAI parent )
2322 {
2323 return false;
2324 }
2325
2326 //--- ACTION CONDITIONS
2327 //direction
2328 override bool IsFacingPlayer( PlayerBase player, string selection )
2329 {
2330 return true;
2331 }
2332
2333 override bool IsPlayerInside( PlayerBase player, string selection )
2334 {
2335 return true;
2336 }
2337
2340 {
2341 return false;
2342 }
2343
2344 //roof check
2345 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2346 {
2347 return false;
2348 }
2349
2350 //selection->player distance check
2351 bool HasProperDistance( string selection, PlayerBase player )
2352 {
2353 return true;
2354 }
2355
2356 //folding
2358 {
2359 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2360 {
2361 return false;
2362 }
2363
2364 return true;
2365 }
2366
2368 {
2371
2372 return item;
2373 }
2374
2375 //Damage triggers (barbed wire)
2376 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2377 {
2378 if ( g_Game && g_Game.IsServer() )
2379 {
2380 //destroy area damage if some already exists
2381 DestroyAreaDamage( slot_name );
2382
2383 //create new area damage
2385 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2386
2387 vector min_max[2];
2388 if ( MemoryPointExists( slot_name + "_min" ) )
2389 {
2390 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2391 }
2392 if ( MemoryPointExists( slot_name + "_max" ) )
2393 {
2394 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2395 }
2396
2397 //get proper trigger extents (min<max)
2398 vector extents[2];
2399 GetConstruction().GetTriggerExtents( min_max, extents );
2400
2401 //get box center
2402 vector center;
2403 center = GetConstruction().GetBoxCenter( min_max );
2404 center = ModelToWorld( center );
2405
2406 //rotate center if needed
2408 CalcDamageAreaRotation( rotation_angle, center, orientation );
2409
2410 areaDamage.SetExtents( extents[0], extents[1] );
2411 areaDamage.SetAreaPosition( center );
2412 areaDamage.SetAreaOrientation( orientation );
2413 areaDamage.SetLoopInterval( 1.0 );
2414 areaDamage.SetDeferDuration( 0.2 );
2415 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2416 areaDamage.SetAmmoName( "BarbedWireHit" );
2417 areaDamage.Spawn();
2418
2419 m_DamageTriggers.Insert( slot_name, areaDamage );
2420 }
2421 }
2422
2423 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2424 {
2425 if ( angle_deg != 0 )
2426 {
2427 //orientation
2428 orientation[0] = orientation[0] - angle_deg;
2429
2430 //center
2431 vector rotate_axis;
2432 if ( MemoryPointExists( "rotate_axis" ) )
2433 {
2434 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2435 }
2436 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];
2437 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];
2438 center[0] = r_center_x;
2439 center[2] = r_center_z;
2440 }
2441 }
2442
2443 void DestroyAreaDamage( string slot_name )
2444 {
2445 if (g_Game && g_Game.IsServer())
2446 {
2448 if (m_DamageTriggers.Find(slot_name, areaDamage))
2449 {
2450 if (areaDamage)
2451 {
2452 areaDamage.Destroy();
2453 }
2454
2455 m_DamageTriggers.Remove( slot_name );
2456 }
2457 }
2458 }
2459
2460 override bool IsIgnoredByConstruction()
2461 {
2462 return true;
2463 }
2464
2465 //================================================================
2466 // SOUNDS
2467 //================================================================
2468 protected void SoundBuildStart( string part_name )
2469 {
2470 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2471 }
2472
2473 protected void SoundDismantleStart( string part_name )
2474 {
2475 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2476 }
2477
2478 protected void SoundDestroyStart( string part_name )
2479 {
2480 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2481 }
2482
2483 protected string GetBuildSoundByMaterial( string part_name )
2484 {
2485 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2486
2487 switch ( material_type )
2488 {
2489 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2490 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2491 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2492 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2493 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2494 }
2495
2496 return "";
2497 }
2498
2499 protected string GetDismantleSoundByMaterial( string part_name )
2500 {
2501 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2502
2503 switch ( material_type )
2504 {
2505 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2506 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2507 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2508 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2509 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2510 }
2511
2512 return "";
2513 }
2514
2515 //misc
2516 void CheckForHybridAttachments( EntityAI item, string slot_name )
2517 {
2518 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2519 {
2520 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2521 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2522 {
2523 SetHealth(slot_name,"Health",item.GetHealth());
2524 }
2525 }
2526 }
2527
2528 override int GetDamageSystemVersionChange()
2529 {
2530 return 111;
2531 }
2532
2533 override void SetActions()
2534 {
2535 super.SetActions();
2536
2540 }
2541
2542 protected void DestroyConstructedParts()
2543 {
2544 Construction construction = GetConstruction();
2545 if (!construction)
2546 return;
2547
2548 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2549 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2550 {
2551 ConstructionPart part = constructionParts.GetElement(i);
2552 if (part && part.IsBuilt() && !part.IsUtilityPart())
2553 {
2554 construction.DestroyPartServer(null, part.GetPartName(), -1);
2555 }
2556 }
2557 }
2558
2559 protected void HandleFallingForConstructedParts()
2560 {
2561 Construction construction = GetConstruction();
2562 if (!construction)
2563 return;
2564
2565 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2566 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2567 {
2568 ConstructionPart part = constructionParts.GetElement(i);
2569 if (part && part.IsBuilt() && !part.IsUtilityPart())
2570 {
2571 construction.HandleEntityFalling(part.GetPartName());
2572 }
2573 }
2574 }
2575
2577 override void OnItemFallRebuilding()
2578 {
2579 if (!g_Game.IsServer())
2580 return;
2581
2584
2585 if (DestroyOnFall())
2586 {
2588 {
2590 }
2591 else
2592 {
2594 {
2596 }
2597 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2598 }
2599 }
2600 }
2601
2603 {
2604 if (HasAnyAttachmentsOrCargo())
2605 {
2607 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2608 }
2609 }
2610
2611 //================================================================
2612 // DEBUG
2613 //================================================================
2614
2617 {
2618 return null;
2619 }
2620
2621 override void OnDebugSpawn()
2622 {
2623 FullyBuild();
2624 }
2625
2626 void FullyBuild()
2627 {
2629 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2630
2631 Man p;
2632
2633 #ifdef SERVER
2634 array<Man> players = new array<Man>;
2635 g_Game.GetWorld().GetPlayerList(players);
2636 if (players.Count())
2637 p = players[0];
2638 #else
2639 p = g_Game.GetPlayer();
2640 #endif
2641
2642 foreach (ConstructionPart part : parts)
2643 {
2644 bool excluded = false;
2645 string partName = part.GetPartName();
2646 if (excludes)
2647 {
2648 foreach (string exclude : excludes)
2649 {
2650 if (partName.Contains(exclude))
2651 {
2652 excluded = true;
2653 break;
2654 }
2655 }
2656 }
2657
2658 if (!excluded)
2659 {
2660 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2661 }
2662 }
2663
2664 GetConstruction().UpdateVisuals();
2665 }
2666
2668 //Deprecated code playpen//
2670 [Obsolete("handled in the Construction component directly")]
2671 protected void HandleItemFalling(ConstructionPart part)
2672 {
2673 }
2674
2675 [Obsolete("handled in the Construction component directly")]
2676 protected void ItemFall(vector min, vector max)
2677 {
2678 }
2679
2680 [Obsolete("obsolete debug method")]
2681 protected void DebugCustomState()
2682 {
2683 }
2684}
2685
2686void bsbDebugPrint (string s)
2687{
2688#ifdef BSB_DEBUG
2689 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2690#else
2691 //Print("" + s); // comment/uncomment to hide/see debug logs
2692#endif
2693}
2694void bsbDebugSpam (string s)
2695{
2696#ifdef BSB_DEBUG_SPAM
2697 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2698#else
2699 //Print("" + s); // comment/uncomment to hide/see debug logs
2700#endif
2701}
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 BaseBuildingBase::CloseFence(), TerritoryFlag::FullyBuild(), ItemBase::OnPartBuiltServer(), ItemBase::OnPartDestroyedServer(), ItemBase::OnPartDismantledServer(), BaseBuildingBase::OpenFence() и ItemBase::SetPartsAfterStoreLoad().