DayZ 1.27
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◆ SynchronizeBaseState()

void bsbDebugPrint::SynchronizeBaseState ( )
protected

См. определение в файле BaseBuildingBase.c строка 1384

1386{
1387 const string ANIMATION_DEPLOYED = "Deployed";
1388
1389 float m_ConstructionKitHealth; //stored health value for used construction kit
1390
1392
1393 bool m_HasBase;
1394 //variables for synchronization of base building parts (2x31 is the current limit)
1395 int m_SyncParts01; //synchronization for already built parts (31 parts)
1396 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1397 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1398 int m_InteractedPartId; //construction part id that an action was performed on
1399 int m_PerformedActionId; //action id that was performed on a construction part
1400
1401 //Sounds
1402 //build
1403 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1404 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1405 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1406 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1407 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1408 //dismantle
1409 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1410 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1411 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1412 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1413 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1414
1415 protected EffectSound m_Sound;
1416
1420
1421 // Constructor
1422 void BaseBuildingBase()
1423 {
1425
1426 //synchronized variables
1427 RegisterNetSyncVariableInt( "m_SyncParts01" );
1428 RegisterNetSyncVariableInt( "m_SyncParts02" );
1429 RegisterNetSyncVariableInt( "m_SyncParts03" );
1430 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1431 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1432 RegisterNetSyncVariableBool( "m_HasBase" );
1433
1434 //Construction init
1436
1437 if (ConfigIsExisting("hybridAttachments"))
1438 {
1440 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1441 }
1442 if (ConfigIsExisting("mountables"))
1443 {
1445 ConfigGetTextArray("mountables", m_Mountables);
1446 }
1447
1448 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1449 }
1450
1451 override void EEDelete(EntityAI parent)
1452 {
1453 super.EEDelete(parent);
1454
1455 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1456 {
1457 areaDamage.Destroy();
1458 }
1459
1460 }
1461
1462 override string GetInvulnerabilityTypeString()
1463 {
1464 return "disableBaseDamage";
1465 }
1466
1467 override bool CanObstruct()
1468 {
1469 return true;
1470 }
1471
1472 override int GetHideIconMask()
1473 {
1474 return EInventoryIconVisibility.HIDE_VICINITY;
1475 }
1476
1477 // --- SYNCHRONIZATION
1479 {
1480 if ( GetGame().IsServer() )
1481 {
1482 SetSynchDirty();
1483 }
1484 }
1485
1486 override void OnVariablesSynchronized()
1487 {
1488 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1489 super.OnVariablesSynchronized();
1490
1492 }
1493
1494 protected void OnSynchronizedClient()
1495 {
1496 //update parts
1498
1499 //update action on part
1501
1502 //update visuals (client)
1503 UpdateVisuals();
1504 }
1505
1506 //parts synchronization
1507 void RegisterPartForSync( int part_id )
1508 {
1509 //part_id must starts from index = 1
1510 int offset;
1511 int mask;
1512
1513 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1514 {
1515 offset = part_id - 1;
1516 mask = 1 << offset;
1517
1518 m_SyncParts01 = m_SyncParts01 | mask;
1519 }
1520 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1521 {
1522 offset = ( part_id % 32 );
1523 mask = 1 << offset;
1524
1525 m_SyncParts02 = m_SyncParts02 | mask;
1526 }
1527 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1528 {
1529 offset = ( part_id % 63 );
1530 mask = 1 << offset;
1531
1532 m_SyncParts03 = m_SyncParts03 | mask;
1533 }
1534 }
1535
1536 void UnregisterPartForSync( int part_id )
1537 {
1538 //part_id must starts from index = 1
1539 int offset;
1540 int mask;
1541
1542 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1543 {
1544 offset = part_id - 1;
1545 mask = 1 << offset;
1546
1547 m_SyncParts01 = m_SyncParts01 & ~mask;
1548 }
1549 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1550 {
1551 offset = ( part_id % 32 );
1552 mask = 1 << offset;
1553
1554 m_SyncParts02 = m_SyncParts02 & ~mask;
1555 }
1556 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1557 {
1558 offset = ( part_id % 63 );
1559 mask = 1 << offset;
1560
1561 m_SyncParts03 = m_SyncParts03 & ~mask;
1562 }
1563 }
1564
1565 bool IsPartBuildInSyncData( int part_id )
1566 {
1567 //part_id must starts from index = 1
1568 int offset;
1569 int mask;
1570
1571 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1572 {
1573 offset = part_id - 1;
1574 mask = 1 << offset;
1575
1576 if ( ( m_SyncParts01 & mask ) > 0 )
1577 {
1578 return true;
1579 }
1580 }
1581 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1582 {
1583 offset = ( part_id % 32 );
1584 mask = 1 << offset;
1585
1586 if ( ( m_SyncParts02 & mask ) > 0 )
1587 {
1588 return true;
1589 }
1590 }
1591 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1592 {
1593 offset = ( part_id % 63 );
1594 mask = 1 << offset;
1595
1596 if ( ( m_SyncParts03 & mask ) > 0 )
1597 {
1598 return true;
1599 }
1600 }
1601
1602 return false;
1603 }
1604
1605 protected void RegisterActionForSync( int part_id, int action_id )
1606 {
1607 m_InteractedPartId = part_id;
1608 m_PerformedActionId = action_id;
1609 }
1610
1611 protected void ResetActionSyncData()
1612 {
1613 //reset data
1614 m_InteractedPartId = -1;
1616 }
1617
1618 protected void SetActionFromSyncData()
1619 {
1620 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1621 {
1623 int build_action_id = m_PerformedActionId;
1624
1625 switch( build_action_id )
1626 {
1627 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1628 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1629 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1630 }
1631 }
1632 }
1633 //------
1634
1636 {
1637 string key = part.m_PartName;
1638 bool is_base = part.IsBase();
1639 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1640 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1641 if ( is_part_built_sync )
1642 {
1643 if ( !part.IsBuilt() )
1644 {
1645 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1646 GetConstruction().AddToConstructedParts( key );
1647 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1648
1649 if (is_base)
1650 {
1652 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1653 }
1654 }
1655 }
1656 else
1657 {
1658 if ( part.IsBuilt() )
1659 {
1660 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1661 GetConstruction().RemoveFromConstructedParts( key );
1662 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1663
1664 if (is_base)
1665 {
1667 AddProxyPhysics( ANIMATION_DEPLOYED );
1668 }
1669 }
1670 }
1671
1672 //check slot lock for material attachments
1673 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1674 }
1675
1676 //set construction parts based on synchronized data
1678 {
1679 Construction construction = GetConstruction();
1680 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1681
1682 for ( int i = 0; i < construction_parts.Count(); ++i )
1683 {
1684 string key = construction_parts.GetKey( i );
1685 ConstructionPart value = construction_parts.Get( key );
1686 SetPartFromSyncData(value);
1687 }
1688
1689 //regenerate navmesh
1690 UpdateNavmesh();
1691 }
1692
1693 protected ConstructionPart GetConstructionPartById( int id )
1694 {
1695 Construction construction = GetConstruction();
1696 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1697
1698 for ( int i = 0; i < construction_parts.Count(); ++i )
1699 {
1700 string key = construction_parts.GetKey( i );
1701 ConstructionPart value = construction_parts.Get( key );
1702
1703 if ( value.GetId() == id )
1704 {
1705 return value;
1706 }
1707 }
1708
1709 return NULL;
1710 }
1711 //
1712
1713 //Base
1714 bool HasBase()
1715 {
1716 return m_HasBase;
1717 }
1718
1719 void SetBaseState( bool has_base )
1720 {
1721 m_HasBase = has_base;
1722 }
1723
1724 override bool IsDeployable()
1725 {
1726 return true;
1727 }
1728
1729 bool IsOpened()
1730 {
1731 return false;
1732 }
1733
1734 //--- CONSTRUCTION KIT
1736 {
1737 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1738 if ( m_ConstructionKitHealth > 0 )
1739 {
1740 construction_kit.SetHealth( m_ConstructionKitHealth );
1741 }
1742
1743 return construction_kit;
1744 }
1745
1746 void CreateConstructionKitInHands(notnull PlayerBase player)
1747 {
1748 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1749 if ( m_ConstructionKitHealth > 0 )
1750 {
1751 construction_kit.SetHealth( m_ConstructionKitHealth );
1752 }
1753 }
1754
1755 protected vector GetKitSpawnPosition()
1756 {
1757 return GetPosition();
1758 }
1759
1760 protected string GetConstructionKitType()
1761 {
1762 return "";
1763 }
1764
1765 void DestroyConstructionKit( ItemBase construction_kit )
1766 {
1767 m_ConstructionKitHealth = construction_kit.GetHealth();
1768 GetGame().ObjectDelete( construction_kit );
1769 }
1770
1771 //--- CONSTRUCTION
1772 void DestroyConstruction()
1773 {
1774 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1775 GetGame().ObjectDelete( this );
1776 }
1777
1778 // --- EVENTS
1779 override void OnStoreSave( ParamsWriteContext ctx )
1780 {
1781 super.OnStoreSave( ctx );
1782
1783 //sync parts 01
1784 ctx.Write( m_SyncParts01 );
1785 ctx.Write( m_SyncParts02 );
1786 ctx.Write( m_SyncParts03 );
1787
1788 ctx.Write( m_HasBase );
1789 }
1790
1791 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1792 {
1793 if ( !super.OnStoreLoad( ctx, version ) )
1794 return false;
1795
1796 //--- Base building data ---
1797 //Restore synced parts data
1798 if ( !ctx.Read( m_SyncParts01 ) )
1799 {
1800 m_SyncParts01 = 0; //set default
1801 return false;
1802 }
1803 if ( !ctx.Read( m_SyncParts02 ) )
1804 {
1805 m_SyncParts02 = 0; //set default
1806 return false;
1807 }
1808 if ( !ctx.Read( m_SyncParts03 ) )
1809 {
1810 m_SyncParts03 = 0; //set default
1811 return false;
1812 }
1813
1814 //has base
1815 if ( !ctx.Read( m_HasBase ) )
1816 {
1817 m_HasBase = false;
1818 return false;
1819 }
1820 //---
1821
1822 return true;
1823 }
1824
1825 override void AfterStoreLoad()
1826 {
1827 super.AfterStoreLoad();
1828
1830 {
1832 }
1833 }
1834
1836 {
1837 //update server data
1839
1840 //set base state
1841 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
1842 SetBaseState( construction_part.IsBuilt() ) ;
1843
1844 //synchronize after load
1846 }
1847
1848 override void OnCreatePhysics()
1849 {
1850 super.OnCreatePhysics();
1853 }
1854
1855 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1856 {
1858 return;
1859
1860 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1861
1862 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
1863 return;
1864
1865 Construction construction = GetConstruction();
1866 string part_name = zone;
1867 part_name.ToLower();
1868
1869 if ( newLevel == GameConstants.STATE_RUINED )
1870 {
1871 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
1872
1873 if ( construction_part && construction.IsPartConstructed( part_name ) )
1874 {
1875 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
1876 construction.DestroyConnectedParts(part_name);
1877 }
1878
1879 //barbed wire handling (hack-ish)
1880 if ( part_name.Contains("barbed") )
1881 {
1882 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
1883 if (barbed_wire)
1884 barbed_wire.SetMountedState( false );
1885 }
1886 }
1887 }
1888
1889 override void EEOnAfterLoad()
1890 {
1892 {
1894 }
1895
1896 super.EEOnAfterLoad();
1897 }
1898
1899 override void EEInit()
1900 {
1901 super.EEInit();
1902
1903 // init visuals and physics
1904 InitBaseState();
1905
1906 //debug
1907 #ifdef DEVELOPER
1909 #endif
1910 }
1911
1912 override void EEItemAttached( EntityAI item, string slot_name )
1913 {
1914 super.EEItemAttached( item, slot_name );
1915
1916 CheckForHybridAttachments( item, slot_name );
1917 UpdateVisuals();
1918 UpdateAttachmentPhysics( slot_name, false );
1919 }
1920
1921 override void EEItemDetached( EntityAI item, string slot_name )
1922 {
1923 super.EEItemDetached( item, slot_name );
1924
1925 UpdateVisuals();
1926 UpdateAttachmentPhysics( slot_name, false );
1927 }
1928
1929 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
1930 {
1931 string slot_name = InventorySlots.GetSlotName( slotId );
1932 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
1933
1934 UpdateAttachmentVisuals( slot_name, locked );
1935 UpdateAttachmentPhysics( slot_name, locked );
1936 }
1937
1938 //ignore out of reach condition
1939 override bool IgnoreOutOfReachCondition()
1940 {
1941 return true;
1942 }
1943
1944 //CONSTRUCTION EVENTS
1945 //Build
1946 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
1947 {
1948 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1949
1950 //check base state
1951 if (construtionPart.IsBase())
1952 {
1953 SetBaseState(true);
1954
1955 //spawn kit
1957 }
1958
1959 //register constructed parts for synchronization
1960 RegisterPartForSync(construtionPart.GetId());
1961
1962 //register action that was performed on part
1963 RegisterActionForSync(construtionPart.GetId(), action_id);
1964
1965 //synchronize
1967
1968 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
1969
1970 UpdateNavmesh();
1971
1972 //update visuals
1973 UpdateVisuals();
1974
1975 //reset action sync data
1977 }
1978
1979 void OnPartBuiltClient(string part_name, int action_id)
1980 {
1981 //play sound
1982 SoundBuildStart( part_name );
1983 }
1984
1985 //Dismantle
1986 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
1987 {
1988 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
1989 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1990
1991 //register constructed parts for synchronization
1992 UnregisterPartForSync(construtionPart.GetId());
1993
1994 //register action that was performed on part
1995 RegisterActionForSync(construtionPart.GetId(), action_id);
1996
1997 //synchronize
1999
2000 // server part of sync, client will be synced from SetPartsFromSyncData
2001 SetPartFromSyncData(construtionPart);
2002
2003 UpdateNavmesh();
2004
2005 //update visuals
2006 UpdateVisuals();
2007
2008 //reset action sync data
2010
2011 //check base state
2012 if (construtionPart.IsBase())
2013 {
2014 //Destroy construction
2016 }
2017
2018 if (GetGame().IsServer())
2019 HandleItemFalling(construtionPart);
2020 }
2021
2022 void OnPartDismantledClient( string part_name, int action_id )
2023 {
2024 //play sound
2025 SoundDismantleStart( part_name );
2026 }
2027
2028 //Destroy
2029 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2030 {
2031 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2032 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2033
2034 //register constructed parts for synchronization
2035 UnregisterPartForSync(construtionPart.GetId());
2036
2037 //register action that was performed on part
2038 RegisterActionForSync(construtionPart.GetId(), action_id);
2039
2040 //synchronize
2042
2043 // server part of sync, client will be synced from SetPartsFromSyncData
2044 SetPartFromSyncData(construtionPart);
2045
2046 UpdateNavmesh();
2047
2048 //update visuals
2049 UpdateVisuals();
2050
2051 //reset action sync data
2053
2054 //check base state
2055 if (construtionPart.IsBase())
2056 {
2057 //Destroy construction
2059 }
2060
2061 if (GetGame().IsServer())
2062 HandleItemFalling(construtionPart);
2063 }
2064
2065 void OnPartDestroyedClient( string part_name, int action_id )
2066 {
2067 //play sound
2068 SoundDestroyStart( part_name );
2069 }
2070
2071 protected void HandleItemFalling(ConstructionPart part)
2072 {
2073 bool process = false;
2074
2075 //TODO: add a parameter to parts' config classes?
2076 process |= part.m_PartName.Contains("_roof");
2077 process |= part.m_PartName.Contains("_platform");
2078 process |= part.m_PartName.Contains("_stair");
2079
2080 if (process)
2081 {
2082 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2083 {
2084 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2085 return;
2086 }
2087
2088 vector mins, maxs;
2089 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2090 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2091
2092 //sanitize minmaxs
2093 vector minTmp, maxTmp;
2094 minTmp[0] = Math.Min(mins[0],maxs[0]);
2095 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2096 minTmp[1] = Math.Min(mins[1],maxs[1]);
2097 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2098 minTmp[2] = Math.Min(mins[2],maxs[2]);
2099 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2100 mins = minTmp;
2101 maxs = maxTmp;
2102
2103 maxs[1] = maxs[1] + 0.35; //reach a little above..
2104
2105 ItemFall(mins,maxs);
2106 }
2107 }
2108
2109 protected void ItemFall(vector min, vector max)
2110 {
2111 array<EntityAI> foundEntities = new array<EntityAI>();
2112 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2113
2114 //filtering
2115 ItemBase item;
2116 foreach (EntityAI entity : foundEntities)
2117 {
2118 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2119 item.ThrowPhysically(null,vector.Zero);
2120 }
2121 }
2122
2123 // --- UPDATE
2124 void InitBaseState()
2125 {
2126 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2127
2128 InitVisuals();
2129 UpdateNavmesh(); //regenerate navmesh
2130 GetConstruction().InitBaseState();
2131 }
2132
2133 void InitVisuals()
2134 {
2135 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2136 //check base
2137 if ( !HasBase() )
2138 {
2139 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2140 }
2141 else
2142 {
2143 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2144 }
2145
2146 GetConstruction().UpdateVisuals();
2147 }
2148
2149 void UpdateVisuals()
2150 {
2151 array<string> attachmentSlots = new array<string>;
2152
2153 GetAttachmentSlots(this, attachmentSlots);
2154 foreach (string slotName : attachmentSlots)
2155 {
2157 }
2158
2159 //check base
2160 if (!HasBase())
2161 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2162 else
2163 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2164
2165 GetConstruction().UpdateVisuals();
2166 }
2167
2168 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2169 {
2170 string slotNameMounted = slot_name + "_Mounted";
2171 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2172
2173 if (attachment)
2174 {
2175 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2176 if (barbedWire && barbedWire.IsMounted())
2177 CreateAreaDamage(slotNameMounted);
2178 else
2179 DestroyAreaDamage(slotNameMounted);
2180
2181 if (is_locked)
2182 {
2183 SetAnimationPhase(slotNameMounted, 0);
2184 SetAnimationPhase(slot_name, 1);
2185 }
2186 else
2187 {
2188 SetAnimationPhase(slotNameMounted, 1);
2189 SetAnimationPhase(slot_name, 0);
2190 }
2191 }
2192 else
2193 {
2194 SetAnimationPhase(slotNameMounted, 1);
2195 SetAnimationPhase(slot_name, 1);
2196
2197 DestroyAreaDamage(slotNameMounted);
2198 }
2199 }
2200
2201 // avoid calling this function on frequent occasions, it's a massive performance hit
2202 void UpdatePhysics()
2203 {
2205 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2206
2207 array<string> attachmentSlots = new array<string>;
2208 GetAttachmentSlots(this, attachmentSlots);
2209
2211 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2212
2213 foreach (string slotName : attachmentSlots)
2214 {
2216 }
2217
2218 //check base
2219 if (!HasBase())
2220 {
2222 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2223
2224 AddProxyPhysics(ANIMATION_DEPLOYED);
2225 }
2226 else
2227 {
2229 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2230
2231 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2232 }
2233
2234 GetConstruction().UpdatePhysics();
2235 UpdateNavmesh();
2236 }
2237
2238 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2239 {
2240 //checks for invalid appends; hotfix
2241 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2242 return;
2243 //----------------------------------
2244 string slot_name_mounted = slot_name + "_Mounted";
2245 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2246
2247 //remove proxy physics
2248 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2249 RemoveProxyPhysics( slot_name_mounted );
2250 RemoveProxyPhysics( slot_name );
2251
2252 if ( attachment )
2253 {
2254 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2255 if ( is_locked )
2256 {
2257 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2258 AddProxyPhysics( slot_name_mounted );
2259 }
2260 else
2261 {
2262 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2263 AddProxyPhysics( slot_name );
2264 }
2265 }
2266 }
2267
2268 protected void UpdateNavmesh()
2269 {
2270 SetAffectPathgraph( true, false );
2271 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2272 }
2273
2274 override bool CanUseConstruction()
2275 {
2276 return true;
2277 }
2278
2279 override bool CanUseConstructionBuild()
2280 {
2281 return true;
2282 }
2283
2284 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2285 {
2286 if ( attachment )
2287 {
2288 InventoryLocation inventory_location = new InventoryLocation;
2289 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2290
2291 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2292 }
2293
2294 return false;
2295 }
2296
2297 protected bool IsAttachmentSlotLocked( string slot_name )
2298 {
2299 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2300 }
2301
2302 //--- ATTACHMENT SLOTS
2303 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2304 {
2305 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2306 if ( GetGame().ConfigIsExisting( config_path ) )
2307 {
2308 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2309 }
2310 }
2311
2312 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2313 {
2314 return true;
2315 }
2316
2317 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2318 {
2319 return true;
2320 }
2321
2322 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2323 {
2324 return true;
2325 }
2326
2327 // --- INIT
2328 void ConstructionInit()
2329 {
2330 if ( !m_Construction )
2331 {
2332 m_Construction = new Construction( this );
2333 }
2334
2335 GetConstruction().Init();
2336 }
2337
2339 {
2340 return m_Construction;
2341 }
2342
2343 //--- INVENTORY/ATTACHMENTS CONDITIONS
2344 //attachments
2345 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2346 {
2347 return super.CanReceiveAttachment(attachment, slotId);
2348 }
2349
2351 {
2352 int attachment_count = GetInventory().AttachmentCount();
2353 if ( attachment_count > 0 )
2354 {
2355 if ( HasBase() && attachment_count == 1 )
2356 {
2357 return false;
2358 }
2359
2360 return true;
2361 }
2362
2363 return false;
2364 }
2365
2366 override bool ShowZonesHealth()
2367 {
2368 return true;
2369 }
2370
2371 override bool IsTakeable()
2372 {
2373 return false;
2374 }
2375
2376 //this into/outo parent.Cargo
2377 override bool CanPutInCargo( EntityAI parent )
2378 {
2379 return false;
2380 }
2381
2382 override bool CanRemoveFromCargo( EntityAI parent )
2383 {
2384 return false;
2385 }
2386
2387 //hands
2388 override bool CanPutIntoHands( EntityAI parent )
2389 {
2390 return false;
2391 }
2392
2393 //--- ACTION CONDITIONS
2394 //direction
2395 override bool IsFacingPlayer( PlayerBase player, string selection )
2396 {
2397 return true;
2398 }
2399
2400 override bool IsPlayerInside( PlayerBase player, string selection )
2401 {
2402 return true;
2403 }
2404
2407 {
2408 return false;
2409 }
2410
2411 //camera direction check
2412 bool IsFacingCamera( string selection )
2413 {
2414 return true;
2415 }
2416
2417 //roof check
2418 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2419 {
2420 return false;
2421 }
2422
2423 //selection->player distance check
2424 bool HasProperDistance( string selection, PlayerBase player )
2425 {
2426 return true;
2427 }
2428
2429 //folding
2431 {
2432 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2433 {
2434 return false;
2435 }
2436
2437 return true;
2438 }
2439
2441 {
2444
2445 return item;
2446 }
2447
2448 //Damage triggers (barbed wire)
2449 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2450 {
2451 if ( GetGame() && GetGame().IsServer() )
2452 {
2453 //destroy area damage if some already exists
2454 DestroyAreaDamage( slot_name );
2455
2456 //create new area damage
2458 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2459
2460 vector min_max[2];
2461 if ( MemoryPointExists( slot_name + "_min" ) )
2462 {
2463 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2464 }
2465 if ( MemoryPointExists( slot_name + "_max" ) )
2466 {
2467 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2468 }
2469
2470 //get proper trigger extents (min<max)
2471 vector extents[2];
2472 GetConstruction().GetTriggerExtents( min_max, extents );
2473
2474 //get box center
2475 vector center;
2476 center = GetConstruction().GetBoxCenter( min_max );
2477 center = ModelToWorld( center );
2478
2479 //rotate center if needed
2480 vector orientation = GetOrientation();;
2481 CalcDamageAreaRotation( rotation_angle, center, orientation );
2482
2483 areaDamage.SetExtents( extents[0], extents[1] );
2484 areaDamage.SetAreaPosition( center );
2485 areaDamage.SetAreaOrientation( orientation );
2486 areaDamage.SetLoopInterval( 1.0 );
2487 areaDamage.SetDeferDuration( 0.2 );
2488 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2489 areaDamage.SetAmmoName( "BarbedWireHit" );
2490 areaDamage.Spawn();
2491
2492 m_DamageTriggers.Insert( slot_name, areaDamage );
2493 }
2494 }
2495
2496 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2497 {
2498 if ( angle_deg != 0 )
2499 {
2500 //orientation
2501 orientation[0] = orientation[0] - angle_deg;
2502
2503 //center
2504 vector rotate_axis;
2505 if ( MemoryPointExists( "rotate_axis" ) )
2506 {
2507 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2508 }
2509 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];
2510 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];
2511 center[0] = r_center_x;
2512 center[2] = r_center_z;
2513 }
2514 }
2515
2516 void DestroyAreaDamage( string slot_name )
2517 {
2518 if (GetGame() && GetGame().IsServer())
2519 {
2521 if (m_DamageTriggers.Find(slot_name, areaDamage))
2522 {
2523 if (areaDamage)
2524 {
2525 areaDamage.Destroy();
2526 }
2527
2528 m_DamageTriggers.Remove( slot_name );
2529 }
2530 }
2531 }
2532
2533 override bool IsIgnoredByConstruction()
2534 {
2535 return true;
2536 }
2537
2538 //================================================================
2539 // SOUNDS
2540 //================================================================
2541 protected void SoundBuildStart( string part_name )
2542 {
2543 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2544 }
2545
2546 protected void SoundDismantleStart( string part_name )
2547 {
2548 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2549 }
2550
2551 protected void SoundDestroyStart( string part_name )
2552 {
2553 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2554 }
2555
2556 protected string GetBuildSoundByMaterial( string part_name )
2557 {
2558 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2559
2560 switch ( material_type )
2561 {
2562 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2563 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2564 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2565 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2566 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2567 }
2568
2569 return "";
2570 }
2571
2572 protected string GetDismantleSoundByMaterial( string part_name )
2573 {
2574 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2575
2576 switch ( material_type )
2577 {
2578 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2579 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2580 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2581 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2582 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2583 }
2584
2585 return "";
2586 }
2587
2588 //misc
2589 void CheckForHybridAttachments( EntityAI item, string slot_name )
2590 {
2591 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2592 {
2593 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2594 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2595 {
2596 SetHealth(slot_name,"Health",item.GetHealth());
2597 }
2598 }
2599 }
2600
2601 override int GetDamageSystemVersionChange()
2602 {
2603 return 111;
2604 }
2605
2606 override void SetActions()
2607 {
2608 super.SetActions();
2609
2613 }
2614
2615 //================================================================
2616 // DEBUG
2617 //================================================================
2618 protected void DebugCustomState()
2619 {
2620 }
2621
2624 {
2625 return null;
2626 }
2627
2628 override void OnDebugSpawn()
2629 {
2630 FullyBuild();
2631 }
2632
2633 void FullyBuild()
2634 {
2636 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2637
2638 Man p;
2639
2640 #ifdef SERVER
2641 array<Man> players = new array<Man>;
2642 GetGame().GetWorld().GetPlayerList(players);
2643 if (players.Count())
2644 p = players[0];
2645 #else
2646 p = GetGame().GetPlayer();
2647 #endif
2648
2649 foreach (ConstructionPart part : parts)
2650 {
2651 bool excluded = false;
2652 string partName = part.GetPartName();
2653 if (excludes)
2654 {
2655 foreach (string exclude : excludes)
2656 {
2657 if (partName.Contains(exclude))
2658 {
2659 excluded = true;
2660 break;
2661 }
2662 }
2663 }
2664
2665 if (!excluded)
2666 {
2667 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2668 }
2669 }
2670
2671 GetConstruction().UpdateVisuals();
2672 }
2673}
2674
2675void bsbDebugPrint (string s)
2676{
2677#ifdef BSB_DEBUG
2678 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2679#else
2680 //Print("" + s); // comment/uncomment to hide/see debug logs
2681#endif
2682}
2683void bsbDebugSpam (string s)
2684{
2685#ifdef BSB_DEBUG_SPAM
2686 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2687#else
2688 //Print("" + s); // comment/uncomment to hide/see debug logs
2689#endif
2690}
const int AT_DISMANTLE_PART
Определения _constants.c:7
const int AT_DESTROY_PART
Определения _constants.c:8
const int AT_BUILD_PART
Определения _constants.c:6
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1928
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1293
override int GetHideIconMask()
Определения BaseBuildingBase.c:1378
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1685
void FullyBuild()
Определения BaseBuildingBase.c:2539
void UpdateVisuals()
Определения BaseBuildingBase.c:2055
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1524
int m_SyncParts01
Определения BaseBuildingBase.c:1301
void UpdateNavmesh()
Определения BaseBuildingBase.c:2174
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2223
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2534
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2529
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2457
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1309
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2447
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2074
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2402
override bool CanObstruct()
Определения BaseBuildingBase.c:1373
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2256
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1413
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1318
void InitBaseState()
Определения BaseBuildingBase.c:2030
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2251
void BaseBuildingBase()
Определения BaseBuildingBase.c:1328
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1741
void DestroyConstruction()
Определения BaseBuildingBase.c:1678
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1324
int m_InteractedPartId
Определения BaseBuildingBase.c:1304
bool m_HasBase
Определения BaseBuildingBase.c:1299
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2478
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2190
void UpdatePhysics()
Определения BaseBuildingBase.c:2108
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2301
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1885
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2330
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1754
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1852
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1511
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1310
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1583
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1325
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1313
int m_SyncParts03
Определения BaseBuildingBase.c:1303
void ResetActionSyncData()
Определения BaseBuildingBase.c:1517
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1368
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1892
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2495
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1795
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1827
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1661
ref Construction m_Construction
Определения BaseBuildingBase.c:1297
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2318
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2218
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2209
override bool IsDeployable()
Определения BaseBuildingBase.c:1630
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1971
override void EEInit()
Определения BaseBuildingBase.c:1805
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1442
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1300
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1392
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2324
Construction GetConstruction()
Определения BaseBuildingBase.c:2244
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2452
void DebugCustomState()
Определения BaseBuildingBase.c:2524
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1599
string GetConstructionKitType()
Определения BaseBuildingBase.c:1666
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2228
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1935
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2336
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2507
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1316
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1818
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1315
void InitVisuals()
Определения BaseBuildingBase.c:2039
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1292
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1311
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2346
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2283
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2180
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1731
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1541
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1761
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1845
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1697
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2272
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2144
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2306
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2462
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1641
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1319
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2312
override bool IsTakeable()
Определения BaseBuildingBase.c:2277
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1295
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1357
override void SetActions()
Определения BaseBuildingBase.c:2512
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:1977
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1671
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1652
bool IsOpened()
Определения BaseBuildingBase.c:1635
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2015
int m_PerformedActionId
Определения BaseBuildingBase.c:1305
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2185
bool HasBase()
Определения BaseBuildingBase.c:1620
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1400
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1384
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2439
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1323
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1625
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1312
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1835
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2294
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1471
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2288
void ConstructionInit()
Определения BaseBuildingBase.c:2234
int m_SyncParts02
Определения BaseBuildingBase.c:1302
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1317
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2338
void CreateAreaDamage()
Определения FireplaceBase.c:2322
EffectSound m_Sound
Определения HungerSoundHandler.c:18
bool m_FixDamageSystemInit
Определения ItemBase.c:4835
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения Debug.c:122
Определения Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
Определения Building.c:6
Определения constants.c:659
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:891
Определения InventoryItem.c:731
static bool IsBaseBuildingLogEnable()
Определения Debug.c:698
Определения Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения constants.c:846
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения tools.c:8

Используется в BaseBuildingBase::CloseFence(), TerritoryFlag::FullyBuild(), ItemBase::OnPartBuiltServer(), ItemBase::OnPartDestroyedServer(), ItemBase::OnPartDismantledServer(), BaseBuildingBase::OpenFence() и ItemBase::SetPartsAfterStoreLoad().