DayZ 1.27
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◆ SetBaseState()

void bsbDebugPrint::SetBaseState ( bool has_base)
protected

См. определение в файле BaseBuildingBase.c строка 1625

1627{
1628 const string ANIMATION_DEPLOYED = "Deployed";
1629
1630 float m_ConstructionKitHealth; //stored health value for used construction kit
1631
1633
1634 bool m_HasBase;
1635 //variables for synchronization of base building parts (2x31 is the current limit)
1636 int m_SyncParts01; //synchronization for already built parts (31 parts)
1637 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1638 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1639 int m_InteractedPartId; //construction part id that an action was performed on
1640 int m_PerformedActionId; //action id that was performed on a construction part
1641
1642 //Sounds
1643 //build
1644 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1645 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1646 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1647 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1648 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1649 //dismantle
1650 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1651 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1652 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1653 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1654 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1655
1656 protected EffectSound m_Sound;
1657
1661
1662 // Constructor
1663 void BaseBuildingBase()
1664 {
1666
1667 //synchronized variables
1668 RegisterNetSyncVariableInt( "m_SyncParts01" );
1669 RegisterNetSyncVariableInt( "m_SyncParts02" );
1670 RegisterNetSyncVariableInt( "m_SyncParts03" );
1671 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1672 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1673 RegisterNetSyncVariableBool( "m_HasBase" );
1674
1675 //Construction init
1677
1678 if (ConfigIsExisting("hybridAttachments"))
1679 {
1681 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1682 }
1683 if (ConfigIsExisting("mountables"))
1684 {
1686 ConfigGetTextArray("mountables", m_Mountables);
1687 }
1688
1689 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1690 }
1691
1692 override void EEDelete(EntityAI parent)
1693 {
1694 super.EEDelete(parent);
1695
1696 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1697 {
1698 areaDamage.Destroy();
1699 }
1700
1701 }
1702
1703 override string GetInvulnerabilityTypeString()
1704 {
1705 return "disableBaseDamage";
1706 }
1707
1708 override bool CanObstruct()
1709 {
1710 return true;
1711 }
1712
1713 override int GetHideIconMask()
1714 {
1715 return EInventoryIconVisibility.HIDE_VICINITY;
1716 }
1717
1718 // --- SYNCHRONIZATION
1720 {
1721 if ( GetGame().IsServer() )
1722 {
1723 SetSynchDirty();
1724 }
1725 }
1726
1727 override void OnVariablesSynchronized()
1728 {
1729 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1730 super.OnVariablesSynchronized();
1731
1733 }
1734
1735 protected void OnSynchronizedClient()
1736 {
1737 //update parts
1739
1740 //update action on part
1742
1743 //update visuals (client)
1744 UpdateVisuals();
1745 }
1746
1747 //parts synchronization
1748 void RegisterPartForSync( int part_id )
1749 {
1750 //part_id must starts from index = 1
1751 int offset;
1752 int mask;
1753
1754 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1755 {
1756 offset = part_id - 1;
1757 mask = 1 << offset;
1758
1759 m_SyncParts01 = m_SyncParts01 | mask;
1760 }
1761 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1762 {
1763 offset = ( part_id % 32 );
1764 mask = 1 << offset;
1765
1766 m_SyncParts02 = m_SyncParts02 | mask;
1767 }
1768 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1769 {
1770 offset = ( part_id % 63 );
1771 mask = 1 << offset;
1772
1773 m_SyncParts03 = m_SyncParts03 | mask;
1774 }
1775 }
1776
1777 void UnregisterPartForSync( int part_id )
1778 {
1779 //part_id must starts from index = 1
1780 int offset;
1781 int mask;
1782
1783 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1784 {
1785 offset = part_id - 1;
1786 mask = 1 << offset;
1787
1788 m_SyncParts01 = m_SyncParts01 & ~mask;
1789 }
1790 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1791 {
1792 offset = ( part_id % 32 );
1793 mask = 1 << offset;
1794
1795 m_SyncParts02 = m_SyncParts02 & ~mask;
1796 }
1797 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1798 {
1799 offset = ( part_id % 63 );
1800 mask = 1 << offset;
1801
1802 m_SyncParts03 = m_SyncParts03 & ~mask;
1803 }
1804 }
1805
1806 bool IsPartBuildInSyncData( int part_id )
1807 {
1808 //part_id must starts from index = 1
1809 int offset;
1810 int mask;
1811
1812 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1813 {
1814 offset = part_id - 1;
1815 mask = 1 << offset;
1816
1817 if ( ( m_SyncParts01 & mask ) > 0 )
1818 {
1819 return true;
1820 }
1821 }
1822 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1823 {
1824 offset = ( part_id % 32 );
1825 mask = 1 << offset;
1826
1827 if ( ( m_SyncParts02 & mask ) > 0 )
1828 {
1829 return true;
1830 }
1831 }
1832 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1833 {
1834 offset = ( part_id % 63 );
1835 mask = 1 << offset;
1836
1837 if ( ( m_SyncParts03 & mask ) > 0 )
1838 {
1839 return true;
1840 }
1841 }
1842
1843 return false;
1844 }
1845
1846 protected void RegisterActionForSync( int part_id, int action_id )
1847 {
1848 m_InteractedPartId = part_id;
1849 m_PerformedActionId = action_id;
1850 }
1851
1852 protected void ResetActionSyncData()
1853 {
1854 //reset data
1855 m_InteractedPartId = -1;
1857 }
1858
1859 protected void SetActionFromSyncData()
1860 {
1861 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1862 {
1864 int build_action_id = m_PerformedActionId;
1865
1866 switch( build_action_id )
1867 {
1868 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1869 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1870 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1871 }
1872 }
1873 }
1874 //------
1875
1877 {
1878 string key = part.m_PartName;
1879 bool is_base = part.IsBase();
1880 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1881 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1882 if ( is_part_built_sync )
1883 {
1884 if ( !part.IsBuilt() )
1885 {
1886 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1887 GetConstruction().AddToConstructedParts( key );
1888 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1889
1890 if (is_base)
1891 {
1893 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1894 }
1895 }
1896 }
1897 else
1898 {
1899 if ( part.IsBuilt() )
1900 {
1901 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1902 GetConstruction().RemoveFromConstructedParts( key );
1903 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1904
1905 if (is_base)
1906 {
1908 AddProxyPhysics( ANIMATION_DEPLOYED );
1909 }
1910 }
1911 }
1912
1913 //check slot lock for material attachments
1914 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1915 }
1916
1917 //set construction parts based on synchronized data
1919 {
1920 Construction construction = GetConstruction();
1921 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1922
1923 for ( int i = 0; i < construction_parts.Count(); ++i )
1924 {
1925 string key = construction_parts.GetKey( i );
1926 ConstructionPart value = construction_parts.Get( key );
1927 SetPartFromSyncData(value);
1928 }
1929
1930 //regenerate navmesh
1931 UpdateNavmesh();
1932 }
1933
1934 protected ConstructionPart GetConstructionPartById( int id )
1935 {
1936 Construction construction = GetConstruction();
1937 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1938
1939 for ( int i = 0; i < construction_parts.Count(); ++i )
1940 {
1941 string key = construction_parts.GetKey( i );
1942 ConstructionPart value = construction_parts.Get( key );
1943
1944 if ( value.GetId() == id )
1945 {
1946 return value;
1947 }
1948 }
1949
1950 return NULL;
1951 }
1952 //
1953
1954 //Base
1955 bool HasBase()
1956 {
1957 return m_HasBase;
1958 }
1959
1960 void SetBaseState( bool has_base )
1961 {
1962 m_HasBase = has_base;
1963 }
1964
1965 override bool IsDeployable()
1966 {
1967 return true;
1968 }
1969
1970 bool IsOpened()
1971 {
1972 return false;
1973 }
1974
1975 //--- CONSTRUCTION KIT
1977 {
1978 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1979 if ( m_ConstructionKitHealth > 0 )
1980 {
1981 construction_kit.SetHealth( m_ConstructionKitHealth );
1982 }
1983
1984 return construction_kit;
1985 }
1986
1987 void CreateConstructionKitInHands(notnull PlayerBase player)
1988 {
1989 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1990 if ( m_ConstructionKitHealth > 0 )
1991 {
1992 construction_kit.SetHealth( m_ConstructionKitHealth );
1993 }
1994 }
1995
1996 protected vector GetKitSpawnPosition()
1997 {
1998 return GetPosition();
1999 }
2000
2001 protected string GetConstructionKitType()
2002 {
2003 return "";
2004 }
2005
2006 void DestroyConstructionKit( ItemBase construction_kit )
2007 {
2008 m_ConstructionKitHealth = construction_kit.GetHealth();
2009 GetGame().ObjectDelete( construction_kit );
2010 }
2011
2012 //--- CONSTRUCTION
2013 void DestroyConstruction()
2014 {
2015 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2016 GetGame().ObjectDelete( this );
2017 }
2018
2019 // --- EVENTS
2020 override void OnStoreSave( ParamsWriteContext ctx )
2021 {
2022 super.OnStoreSave( ctx );
2023
2024 //sync parts 01
2025 ctx.Write( m_SyncParts01 );
2026 ctx.Write( m_SyncParts02 );
2027 ctx.Write( m_SyncParts03 );
2028
2029 ctx.Write( m_HasBase );
2030 }
2031
2032 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2033 {
2034 if ( !super.OnStoreLoad( ctx, version ) )
2035 return false;
2036
2037 //--- Base building data ---
2038 //Restore synced parts data
2039 if ( !ctx.Read( m_SyncParts01 ) )
2040 {
2041 m_SyncParts01 = 0; //set default
2042 return false;
2043 }
2044 if ( !ctx.Read( m_SyncParts02 ) )
2045 {
2046 m_SyncParts02 = 0; //set default
2047 return false;
2048 }
2049 if ( !ctx.Read( m_SyncParts03 ) )
2050 {
2051 m_SyncParts03 = 0; //set default
2052 return false;
2053 }
2054
2055 //has base
2056 if ( !ctx.Read( m_HasBase ) )
2057 {
2058 m_HasBase = false;
2059 return false;
2060 }
2061 //---
2062
2063 return true;
2064 }
2065
2066 override void AfterStoreLoad()
2067 {
2068 super.AfterStoreLoad();
2069
2071 {
2073 }
2074 }
2075
2077 {
2078 //update server data
2080
2081 //set base state
2082 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2083 SetBaseState( construction_part.IsBuilt() ) ;
2084
2085 //synchronize after load
2087 }
2088
2089 override void OnCreatePhysics()
2090 {
2091 super.OnCreatePhysics();
2094 }
2095
2096 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2097 {
2099 return;
2100
2101 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2102
2103 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2104 return;
2105
2106 Construction construction = GetConstruction();
2107 string part_name = zone;
2108 part_name.ToLower();
2109
2110 if ( newLevel == GameConstants.STATE_RUINED )
2111 {
2112 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2113
2114 if ( construction_part && construction.IsPartConstructed( part_name ) )
2115 {
2116 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2117 construction.DestroyConnectedParts(part_name);
2118 }
2119
2120 //barbed wire handling (hack-ish)
2121 if ( part_name.Contains("barbed") )
2122 {
2123 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2124 if (barbed_wire)
2125 barbed_wire.SetMountedState( false );
2126 }
2127 }
2128 }
2129
2130 override void EEOnAfterLoad()
2131 {
2133 {
2135 }
2136
2137 super.EEOnAfterLoad();
2138 }
2139
2140 override void EEInit()
2141 {
2142 super.EEInit();
2143
2144 // init visuals and physics
2145 InitBaseState();
2146
2147 //debug
2148 #ifdef DEVELOPER
2150 #endif
2151 }
2152
2153 override void EEItemAttached( EntityAI item, string slot_name )
2154 {
2155 super.EEItemAttached( item, slot_name );
2156
2157 CheckForHybridAttachments( item, slot_name );
2158 UpdateVisuals();
2159 UpdateAttachmentPhysics( slot_name, false );
2160 }
2161
2162 override void EEItemDetached( EntityAI item, string slot_name )
2163 {
2164 super.EEItemDetached( item, slot_name );
2165
2166 UpdateVisuals();
2167 UpdateAttachmentPhysics( slot_name, false );
2168 }
2169
2170 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2171 {
2172 string slot_name = InventorySlots.GetSlotName( slotId );
2173 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2174
2175 UpdateAttachmentVisuals( slot_name, locked );
2176 UpdateAttachmentPhysics( slot_name, locked );
2177 }
2178
2179 //ignore out of reach condition
2180 override bool IgnoreOutOfReachCondition()
2181 {
2182 return true;
2183 }
2184
2185 //CONSTRUCTION EVENTS
2186 //Build
2187 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2188 {
2189 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2190
2191 //check base state
2192 if (construtionPart.IsBase())
2193 {
2194 SetBaseState(true);
2195
2196 //spawn kit
2198 }
2199
2200 //register constructed parts for synchronization
2201 RegisterPartForSync(construtionPart.GetId());
2202
2203 //register action that was performed on part
2204 RegisterActionForSync(construtionPart.GetId(), action_id);
2205
2206 //synchronize
2208
2209 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2210
2211 UpdateNavmesh();
2212
2213 //update visuals
2214 UpdateVisuals();
2215
2216 //reset action sync data
2218 }
2219
2220 void OnPartBuiltClient(string part_name, int action_id)
2221 {
2222 //play sound
2223 SoundBuildStart( part_name );
2224 }
2225
2226 //Dismantle
2227 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2228 {
2229 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2230 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2231
2232 //register constructed parts for synchronization
2233 UnregisterPartForSync(construtionPart.GetId());
2234
2235 //register action that was performed on part
2236 RegisterActionForSync(construtionPart.GetId(), action_id);
2237
2238 //synchronize
2240
2241 // server part of sync, client will be synced from SetPartsFromSyncData
2242 SetPartFromSyncData(construtionPart);
2243
2244 UpdateNavmesh();
2245
2246 //update visuals
2247 UpdateVisuals();
2248
2249 //reset action sync data
2251
2252 //check base state
2253 if (construtionPart.IsBase())
2254 {
2255 //Destroy construction
2257 }
2258
2259 if (GetGame().IsServer())
2260 HandleItemFalling(construtionPart);
2261 }
2262
2263 void OnPartDismantledClient( string part_name, int action_id )
2264 {
2265 //play sound
2266 SoundDismantleStart( part_name );
2267 }
2268
2269 //Destroy
2270 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2271 {
2272 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2273 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2274
2275 //register constructed parts for synchronization
2276 UnregisterPartForSync(construtionPart.GetId());
2277
2278 //register action that was performed on part
2279 RegisterActionForSync(construtionPart.GetId(), action_id);
2280
2281 //synchronize
2283
2284 // server part of sync, client will be synced from SetPartsFromSyncData
2285 SetPartFromSyncData(construtionPart);
2286
2287 UpdateNavmesh();
2288
2289 //update visuals
2290 UpdateVisuals();
2291
2292 //reset action sync data
2294
2295 //check base state
2296 if (construtionPart.IsBase())
2297 {
2298 //Destroy construction
2300 }
2301
2302 if (GetGame().IsServer())
2303 HandleItemFalling(construtionPart);
2304 }
2305
2306 void OnPartDestroyedClient( string part_name, int action_id )
2307 {
2308 //play sound
2309 SoundDestroyStart( part_name );
2310 }
2311
2312 protected void HandleItemFalling(ConstructionPart part)
2313 {
2314 bool process = false;
2315
2316 //TODO: add a parameter to parts' config classes?
2317 process |= part.m_PartName.Contains("_roof");
2318 process |= part.m_PartName.Contains("_platform");
2319 process |= part.m_PartName.Contains("_stair");
2320
2321 if (process)
2322 {
2323 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2324 {
2325 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2326 return;
2327 }
2328
2329 vector mins, maxs;
2330 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2331 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2332
2333 //sanitize minmaxs
2334 vector minTmp, maxTmp;
2335 minTmp[0] = Math.Min(mins[0],maxs[0]);
2336 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2337 minTmp[1] = Math.Min(mins[1],maxs[1]);
2338 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2339 minTmp[2] = Math.Min(mins[2],maxs[2]);
2340 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2341 mins = minTmp;
2342 maxs = maxTmp;
2343
2344 maxs[1] = maxs[1] + 0.35; //reach a little above..
2345
2346 ItemFall(mins,maxs);
2347 }
2348 }
2349
2350 protected void ItemFall(vector min, vector max)
2351 {
2352 array<EntityAI> foundEntities = new array<EntityAI>();
2353 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2354
2355 //filtering
2356 ItemBase item;
2357 foreach (EntityAI entity : foundEntities)
2358 {
2359 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2360 item.ThrowPhysically(null,vector.Zero);
2361 }
2362 }
2363
2364 // --- UPDATE
2365 void InitBaseState()
2366 {
2367 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2368
2369 InitVisuals();
2370 UpdateNavmesh(); //regenerate navmesh
2371 GetConstruction().InitBaseState();
2372 }
2373
2374 void InitVisuals()
2375 {
2376 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2377 //check base
2378 if ( !HasBase() )
2379 {
2380 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2381 }
2382 else
2383 {
2384 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2385 }
2386
2387 GetConstruction().UpdateVisuals();
2388 }
2389
2390 void UpdateVisuals()
2391 {
2392 array<string> attachmentSlots = new array<string>;
2393
2394 GetAttachmentSlots(this, attachmentSlots);
2395 foreach (string slotName : attachmentSlots)
2396 {
2398 }
2399
2400 //check base
2401 if (!HasBase())
2402 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2403 else
2404 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2405
2406 GetConstruction().UpdateVisuals();
2407 }
2408
2409 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2410 {
2411 string slotNameMounted = slot_name + "_Mounted";
2412 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2413
2414 if (attachment)
2415 {
2416 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2417 if (barbedWire && barbedWire.IsMounted())
2418 CreateAreaDamage(slotNameMounted);
2419 else
2420 DestroyAreaDamage(slotNameMounted);
2421
2422 if (is_locked)
2423 {
2424 SetAnimationPhase(slotNameMounted, 0);
2425 SetAnimationPhase(slot_name, 1);
2426 }
2427 else
2428 {
2429 SetAnimationPhase(slotNameMounted, 1);
2430 SetAnimationPhase(slot_name, 0);
2431 }
2432 }
2433 else
2434 {
2435 SetAnimationPhase(slotNameMounted, 1);
2436 SetAnimationPhase(slot_name, 1);
2437
2438 DestroyAreaDamage(slotNameMounted);
2439 }
2440 }
2441
2442 // avoid calling this function on frequent occasions, it's a massive performance hit
2443 void UpdatePhysics()
2444 {
2446 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2447
2448 array<string> attachmentSlots = new array<string>;
2449 GetAttachmentSlots(this, attachmentSlots);
2450
2452 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2453
2454 foreach (string slotName : attachmentSlots)
2455 {
2457 }
2458
2459 //check base
2460 if (!HasBase())
2461 {
2463 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2464
2465 AddProxyPhysics(ANIMATION_DEPLOYED);
2466 }
2467 else
2468 {
2470 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2471
2472 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2473 }
2474
2475 GetConstruction().UpdatePhysics();
2476 UpdateNavmesh();
2477 }
2478
2479 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2480 {
2481 //checks for invalid appends; hotfix
2482 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2483 return;
2484 //----------------------------------
2485 string slot_name_mounted = slot_name + "_Mounted";
2486 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2487
2488 //remove proxy physics
2489 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2490 RemoveProxyPhysics( slot_name_mounted );
2491 RemoveProxyPhysics( slot_name );
2492
2493 if ( attachment )
2494 {
2495 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2496 if ( is_locked )
2497 {
2498 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2499 AddProxyPhysics( slot_name_mounted );
2500 }
2501 else
2502 {
2503 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2504 AddProxyPhysics( slot_name );
2505 }
2506 }
2507 }
2508
2509 protected void UpdateNavmesh()
2510 {
2511 SetAffectPathgraph( true, false );
2512 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
2513 }
2514
2515 override bool CanUseConstruction()
2516 {
2517 return true;
2518 }
2519
2520 override bool CanUseConstructionBuild()
2521 {
2522 return true;
2523 }
2524
2525 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2526 {
2527 if ( attachment )
2528 {
2529 InventoryLocation inventory_location = new InventoryLocation;
2530 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2531
2532 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2533 }
2534
2535 return false;
2536 }
2537
2538 protected bool IsAttachmentSlotLocked( string slot_name )
2539 {
2540 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2541 }
2542
2543 //--- ATTACHMENT SLOTS
2544 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2545 {
2546 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2547 if ( GetGame().ConfigIsExisting( config_path ) )
2548 {
2549 GetGame().ConfigGetTextArray( config_path, attachment_slots );
2550 }
2551 }
2552
2553 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2554 {
2555 return true;
2556 }
2557
2558 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2559 {
2560 return true;
2561 }
2562
2563 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2564 {
2565 return true;
2566 }
2567
2568 // --- INIT
2569 void ConstructionInit()
2570 {
2571 if ( !m_Construction )
2572 {
2573 m_Construction = new Construction( this );
2574 }
2575
2576 GetConstruction().Init();
2577 }
2578
2580 {
2581 return m_Construction;
2582 }
2583
2584 //--- INVENTORY/ATTACHMENTS CONDITIONS
2585 //attachments
2586 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
2587 {
2588 return super.CanReceiveAttachment(attachment, slotId);
2589 }
2590
2592 {
2593 int attachment_count = GetInventory().AttachmentCount();
2594 if ( attachment_count > 0 )
2595 {
2596 if ( HasBase() && attachment_count == 1 )
2597 {
2598 return false;
2599 }
2600
2601 return true;
2602 }
2603
2604 return false;
2605 }
2606
2607 override bool ShowZonesHealth()
2608 {
2609 return true;
2610 }
2611
2612 override bool IsTakeable()
2613 {
2614 return false;
2615 }
2616
2617 //this into/outo parent.Cargo
2618 override bool CanPutInCargo( EntityAI parent )
2619 {
2620 return false;
2621 }
2622
2623 override bool CanRemoveFromCargo( EntityAI parent )
2624 {
2625 return false;
2626 }
2627
2628 //hands
2629 override bool CanPutIntoHands( EntityAI parent )
2630 {
2631 return false;
2632 }
2633
2634 //--- ACTION CONDITIONS
2635 //direction
2636 override bool IsFacingPlayer( PlayerBase player, string selection )
2637 {
2638 return true;
2639 }
2640
2641 override bool IsPlayerInside( PlayerBase player, string selection )
2642 {
2643 return true;
2644 }
2645
2648 {
2649 return false;
2650 }
2651
2652 //camera direction check
2653 bool IsFacingCamera( string selection )
2654 {
2655 return true;
2656 }
2657
2658 //roof check
2659 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2660 {
2661 return false;
2662 }
2663
2664 //selection->player distance check
2665 bool HasProperDistance( string selection, PlayerBase player )
2666 {
2667 return true;
2668 }
2669
2670 //folding
2672 {
2673 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2674 {
2675 return false;
2676 }
2677
2678 return true;
2679 }
2680
2682 {
2685
2686 return item;
2687 }
2688
2689 //Damage triggers (barbed wire)
2690 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2691 {
2692 if ( GetGame() && GetGame().IsServer() )
2693 {
2694 //destroy area damage if some already exists
2695 DestroyAreaDamage( slot_name );
2696
2697 //create new area damage
2699 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2700
2701 vector min_max[2];
2702 if ( MemoryPointExists( slot_name + "_min" ) )
2703 {
2704 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2705 }
2706 if ( MemoryPointExists( slot_name + "_max" ) )
2707 {
2708 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2709 }
2710
2711 //get proper trigger extents (min<max)
2712 vector extents[2];
2713 GetConstruction().GetTriggerExtents( min_max, extents );
2714
2715 //get box center
2716 vector center;
2717 center = GetConstruction().GetBoxCenter( min_max );
2718 center = ModelToWorld( center );
2719
2720 //rotate center if needed
2721 vector orientation = GetOrientation();;
2722 CalcDamageAreaRotation( rotation_angle, center, orientation );
2723
2724 areaDamage.SetExtents( extents[0], extents[1] );
2725 areaDamage.SetAreaPosition( center );
2726 areaDamage.SetAreaOrientation( orientation );
2727 areaDamage.SetLoopInterval( 1.0 );
2728 areaDamage.SetDeferDuration( 0.2 );
2729 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2730 areaDamage.SetAmmoName( "BarbedWireHit" );
2731 areaDamage.Spawn();
2732
2733 m_DamageTriggers.Insert( slot_name, areaDamage );
2734 }
2735 }
2736
2737 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2738 {
2739 if ( angle_deg != 0 )
2740 {
2741 //orientation
2742 orientation[0] = orientation[0] - angle_deg;
2743
2744 //center
2745 vector rotate_axis;
2746 if ( MemoryPointExists( "rotate_axis" ) )
2747 {
2748 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2749 }
2750 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];
2751 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];
2752 center[0] = r_center_x;
2753 center[2] = r_center_z;
2754 }
2755 }
2756
2757 void DestroyAreaDamage( string slot_name )
2758 {
2759 if (GetGame() && GetGame().IsServer())
2760 {
2762 if (m_DamageTriggers.Find(slot_name, areaDamage))
2763 {
2764 if (areaDamage)
2765 {
2766 areaDamage.Destroy();
2767 }
2768
2769 m_DamageTriggers.Remove( slot_name );
2770 }
2771 }
2772 }
2773
2774 override bool IsIgnoredByConstruction()
2775 {
2776 return true;
2777 }
2778
2779 //================================================================
2780 // SOUNDS
2781 //================================================================
2782 protected void SoundBuildStart( string part_name )
2783 {
2784 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2785 }
2786
2787 protected void SoundDismantleStart( string part_name )
2788 {
2789 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2790 }
2791
2792 protected void SoundDestroyStart( string part_name )
2793 {
2794 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2795 }
2796
2797 protected string GetBuildSoundByMaterial( string part_name )
2798 {
2799 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2800
2801 switch ( material_type )
2802 {
2803 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2804 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2805 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2806 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2807 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2808 }
2809
2810 return "";
2811 }
2812
2813 protected string GetDismantleSoundByMaterial( string part_name )
2814 {
2815 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2816
2817 switch ( material_type )
2818 {
2819 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2820 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2821 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2822 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2823 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2824 }
2825
2826 return "";
2827 }
2828
2829 //misc
2830 void CheckForHybridAttachments( EntityAI item, string slot_name )
2831 {
2832 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
2833 {
2834 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2835 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2836 {
2837 SetHealth(slot_name,"Health",item.GetHealth());
2838 }
2839 }
2840 }
2841
2842 override int GetDamageSystemVersionChange()
2843 {
2844 return 111;
2845 }
2846
2847 override void SetActions()
2848 {
2849 super.SetActions();
2850
2854 }
2855
2856 //================================================================
2857 // DEBUG
2858 //================================================================
2859 protected void DebugCustomState()
2860 {
2861 }
2862
2865 {
2866 return null;
2867 }
2868
2869 override void OnDebugSpawn()
2870 {
2871 FullyBuild();
2872 }
2873
2874 void FullyBuild()
2875 {
2877 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2878
2879 Man p;
2880
2881 #ifdef SERVER
2882 array<Man> players = new array<Man>;
2883 GetGame().GetWorld().GetPlayerList(players);
2884 if (players.Count())
2885 p = players[0];
2886 #else
2887 p = GetGame().GetPlayer();
2888 #endif
2889
2890 foreach (ConstructionPart part : parts)
2891 {
2892 bool excluded = false;
2893 string partName = part.GetPartName();
2894 if (excludes)
2895 {
2896 foreach (string exclude : excludes)
2897 {
2898 if (partName.Contains(exclude))
2899 {
2900 excluded = true;
2901 break;
2902 }
2903 }
2904 }
2905
2906 if (!excluded)
2907 {
2908 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2909 }
2910 }
2911
2912 GetConstruction().UpdateVisuals();
2913 }
2914}
2915
2916void bsbDebugPrint (string s)
2917{
2918#ifdef BSB_DEBUG
2919 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2920#else
2921 //Print("" + s); // comment/uncomment to hide/see debug logs
2922#endif
2923}
2924void bsbDebugSpam (string s)
2925{
2926#ifdef BSB_DEBUG_SPAM
2927 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2928#else
2929 //Print("" + s); // comment/uncomment to hide/see debug logs
2930#endif
2931}
const int AT_DISMANTLE_PART
Определения _constants.c:7
const int AT_DESTROY_PART
Определения _constants.c:8
const int AT_BUILD_PART
Определения _constants.c:6
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1928
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1293
override int GetHideIconMask()
Определения BaseBuildingBase.c:1378
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1685
void FullyBuild()
Определения BaseBuildingBase.c:2539
void UpdateVisuals()
Определения BaseBuildingBase.c:2055
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1524
int m_SyncParts01
Определения BaseBuildingBase.c:1301
void UpdateNavmesh()
Определения BaseBuildingBase.c:2174
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2223
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2534
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2529
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2457
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1309
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2447
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2074
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2402
override bool CanObstruct()
Определения BaseBuildingBase.c:1373
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2256
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1413
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1318
void InitBaseState()
Определения BaseBuildingBase.c:2030
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2251
void BaseBuildingBase()
Определения BaseBuildingBase.c:1328
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1741
void DestroyConstruction()
Определения BaseBuildingBase.c:1678
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1324
int m_InteractedPartId
Определения BaseBuildingBase.c:1304
bool m_HasBase
Определения BaseBuildingBase.c:1299
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2478
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2190
void UpdatePhysics()
Определения BaseBuildingBase.c:2108
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2301
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1885
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2330
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1754
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1852
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1511
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1310
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1583
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1325
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1313
int m_SyncParts03
Определения BaseBuildingBase.c:1303
void ResetActionSyncData()
Определения BaseBuildingBase.c:1517
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1368
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1892
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2495
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1795
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1827
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1661
ref Construction m_Construction
Определения BaseBuildingBase.c:1297
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2318
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2218
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2209
override bool IsDeployable()
Определения BaseBuildingBase.c:1630
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1971
override void EEInit()
Определения BaseBuildingBase.c:1805
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1442
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1300
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1392
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2324
Construction GetConstruction()
Определения BaseBuildingBase.c:2244
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2452
void DebugCustomState()
Определения BaseBuildingBase.c:2524
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1599
string GetConstructionKitType()
Определения BaseBuildingBase.c:1666
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2228
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1935
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2336
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2507
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1316
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1818
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1315
void InitVisuals()
Определения BaseBuildingBase.c:2039
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1292
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1311
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2346
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2283
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2180
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1731
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1541
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1761
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1845
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1697
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2272
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2144
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2306
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2462
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1641
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1319
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2312
override bool IsTakeable()
Определения BaseBuildingBase.c:2277
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1295
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1357
override void SetActions()
Определения BaseBuildingBase.c:2512
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:1977
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1671
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1652
bool IsOpened()
Определения BaseBuildingBase.c:1635
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2015
int m_PerformedActionId
Определения BaseBuildingBase.c:1305
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2185
bool HasBase()
Определения BaseBuildingBase.c:1620
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1400
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1384
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2439
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1323
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1625
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1312
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1835
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2294
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1471
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2288
void ConstructionInit()
Определения BaseBuildingBase.c:2234
int m_SyncParts02
Определения BaseBuildingBase.c:1302
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1317
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2338
void CreateAreaDamage()
Определения FireplaceBase.c:2322
EffectSound m_Sound
Определения HungerSoundHandler.c:18
bool m_FixDamageSystemInit
Определения ItemBase.c:4835
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения Debug.c:122
Определения Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
Определения Building.c:6
Определения constants.c:659
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:891
Определения InventoryItem.c:731
static bool IsBaseBuildingLogEnable()
Определения Debug.c:698
Определения Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения constants.c:846
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения tools.c:8

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