DayZ 1.30
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◆ SetBaseState()

void bsbDebugPrint::SetBaseState ( bool has_base)
protected

См. определение в файле BaseBuildingBase.c строка 1637

1639{
1640 const string ANIMATION_DEPLOYED = "Deployed";
1641
1642 float m_ConstructionKitHealth; //stored health value for used construction kit
1643
1644 bool m_HasBase;
1645 //variables for synchronization of base building parts (2x31 is the current limit)
1646 int m_SyncParts01; //synchronization for already built parts (31 parts)
1647 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1648 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1649 int m_InteractedPartId; //construction part id that an action was performed on
1650 int m_PerformedActionId; //action id that was performed on a construction part
1651 protected ref ConstructionBasic m_Construction;
1652
1653 //Sounds
1654 //build
1655 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1656 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1657 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1658 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1659 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1660 //dismantle
1661 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1662 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1663 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1664 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1665 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1666
1667 protected EffectSound m_Sound;
1668
1672
1673 // Constructor
1674 void BaseBuildingBase()
1675 {
1677
1678 //synchronized variables
1679 RegisterNetSyncVariableInt( "m_SyncParts01" );
1680 RegisterNetSyncVariableInt( "m_SyncParts02" );
1681 RegisterNetSyncVariableInt( "m_SyncParts03" );
1682 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1683 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1684 RegisterNetSyncVariableBool( "m_HasBase" );
1685
1686 //Construction init
1687 ConstructionInit();
1688
1689 if (ConfigIsExisting("hybridAttachments"))
1690 {
1692 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1693 }
1694 if (ConfigIsExisting("mountables"))
1695 {
1697 ConfigGetTextArray("mountables", m_Mountables);
1698 }
1699
1700 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1701 SetAllowDamage(true);
1702 }
1703
1704 override string GetInvulnerabilityTypeString()
1705 {
1706 return "disableBaseDamage";
1707 }
1708
1709 override bool CanObstruct()
1710 {
1711 return true;
1712 }
1713
1714 override int GetHideIconMask()
1715 {
1716 return EInventoryIconVisibility.HIDE_VICINITY;
1717 }
1718
1719 override void InitItemSounds()
1720 {
1721 super.InitItemSounds();
1722
1724 SoundParameters params = new SoundParameters();
1725 params.m_Loop = true;
1726
1727 if (GetFoldSoundset() != string.Empty)
1728 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1729 if (GetLoopFoldSoundset() != string.Empty)
1730 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1731 }
1732
1733 override string GetFoldSoundset()
1734 {
1735 return "putDown_FenceKit_SoundSet";
1736 }
1737
1738 override string GetLoopFoldSoundset()
1739 {
1740 return "Shelter_Site_Build_Loop_SoundSet";
1741 }
1742
1743 // --- SYNCHRONIZATION
1745 {
1746 if ( g_Game.IsServer() )
1747 {
1748 SetSynchDirty();
1749 }
1750 }
1751
1752 override void OnVariablesSynchronized()
1753 {
1754 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1755 super.OnVariablesSynchronized();
1756
1757 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1758 }
1759
1760 protected void OnSynchronizedClient()
1761 {
1762 //update parts
1764
1765 //update action on part
1767
1768 //update visuals (client)
1769 UpdateVisuals();
1770 }
1771
1772 //parts synchronization
1773 void RegisterPartForSync( int part_id )
1774 {
1775 //part_id must starts from index = 1
1776 int offset;
1777 int mask;
1778
1779 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1780 {
1781 offset = part_id - 1;
1782 mask = 1 << offset;
1783
1784 m_SyncParts01 = m_SyncParts01 | mask;
1785 }
1786 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1787 {
1788 offset = ( part_id % 32 );
1789 mask = 1 << offset;
1790
1791 m_SyncParts02 = m_SyncParts02 | mask;
1792 }
1793 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1794 {
1795 offset = ( part_id % 63 );
1796 mask = 1 << offset;
1797
1798 m_SyncParts03 = m_SyncParts03 | mask;
1799 }
1800 }
1801
1802 void UnregisterPartForSync( int part_id )
1803 {
1804 //part_id must starts from index = 1
1805 int offset;
1806 int mask;
1807
1808 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1809 {
1810 offset = part_id - 1;
1811 mask = 1 << offset;
1812
1813 m_SyncParts01 = m_SyncParts01 & ~mask;
1814 }
1815 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1816 {
1817 offset = ( part_id % 32 );
1818 mask = 1 << offset;
1819
1820 m_SyncParts02 = m_SyncParts02 & ~mask;
1821 }
1822 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1823 {
1824 offset = ( part_id % 63 );
1825 mask = 1 << offset;
1826
1827 m_SyncParts03 = m_SyncParts03 & ~mask;
1828 }
1829 }
1830
1831 bool IsPartBuildInSyncData( int part_id )
1832 {
1833 //part_id must starts from index = 1
1834 int offset;
1835 int mask;
1836
1837 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1838 {
1839 offset = part_id - 1;
1840 mask = 1 << offset;
1841
1842 if ( ( m_SyncParts01 & mask ) > 0 )
1843 {
1844 return true;
1845 }
1846 }
1847 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1848 {
1849 offset = ( part_id % 32 );
1850 mask = 1 << offset;
1851
1852 if ( ( m_SyncParts02 & mask ) > 0 )
1853 {
1854 return true;
1855 }
1856 }
1857 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1858 {
1859 offset = ( part_id % 63 );
1860 mask = 1 << offset;
1861
1862 if ( ( m_SyncParts03 & mask ) > 0 )
1863 {
1864 return true;
1865 }
1866 }
1867
1868 return false;
1869 }
1870
1871 protected void RegisterActionForSync( int part_id, int action_id )
1872 {
1873 m_InteractedPartId = part_id;
1874 m_PerformedActionId = action_id;
1875 }
1876
1877 protected void ResetActionSyncData()
1878 {
1879 //reset data
1880 m_InteractedPartId = -1;
1882 }
1883
1884 protected void SetActionFromSyncData()
1885 {
1886 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1887 {
1889 int build_action_id = m_PerformedActionId;
1890
1891 switch( build_action_id )
1892 {
1893 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1894 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1895 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1896 }
1897 }
1898 }
1899 //------
1900
1902 {
1903 string key = part.GetPartName();
1904 bool is_base = part.IsBase();
1905 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1906 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1907 if ( is_part_built_sync )
1908 {
1909 if ( !part.IsBuilt() )
1910 {
1911 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1912 GetConstruction().AddToConstructedParts( key );
1913 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1914
1915 if (is_base)
1916 {
1918 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1919 }
1920 }
1921 }
1922 else
1923 {
1924 if ( part.IsBuilt() )
1925 {
1926 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1927 GetConstruction().RemoveFromConstructedParts( key );
1928 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1929
1930 if (is_base)
1931 {
1933 AddProxyPhysics( ANIMATION_DEPLOYED );
1934 }
1935 }
1936 }
1937
1938 //check slot lock for material attachments
1939 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1940 }
1941
1942 //set construction parts based on synchronized data
1944 {
1945 Construction construction = GetConstruction();
1946 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1947
1948 for ( int i = 0; i < construction_parts.Count(); ++i )
1949 {
1950 string key = construction_parts.GetKey( i );
1951 ConstructionPart value = construction_parts.Get( key );
1952 SetPartFromSyncData(value);
1953 }
1954
1955 //regenerate navmesh
1956 UpdateNavmesh();
1957 }
1958
1959 protected ConstructionPart GetConstructionPartById( int id )
1960 {
1961 Construction construction = GetConstruction();
1962 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1963
1964 for ( int i = 0; i < construction_parts.Count(); ++i )
1965 {
1966 string key = construction_parts.GetKey( i );
1967 ConstructionPart value = construction_parts.Get( key );
1968
1969 if ( value.GetId() == id )
1970 {
1971 return value;
1972 }
1973 }
1974
1975 return NULL;
1976 }
1977 //
1978
1979 //Base
1980 bool HasBase()
1981 {
1982 return m_HasBase;
1983 }
1984
1985 void SetBaseState( bool has_base )
1986 {
1987 m_HasBase = has_base;
1988 }
1989
1990 override bool IsDeployable()
1991 {
1992 return true;
1993 }
1994
1995 bool IsOpened()
1996 {
1997 return false;
1998 }
1999
2000 //--- CONSTRUCTION KIT
2002 {
2003 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2004 if ( m_ConstructionKitHealth > 0 )
2005 {
2006 construction_kit.SetHealth( m_ConstructionKitHealth );
2007 }
2008
2009 return construction_kit;
2010 }
2011
2012 void CreateConstructionKitInHands(notnull PlayerBase player)
2013 {
2014 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2015 if ( m_ConstructionKitHealth > 0 )
2016 {
2017 construction_kit.SetHealth( m_ConstructionKitHealth );
2018 }
2019 }
2020
2021 protected vector GetKitSpawnPosition()
2022 {
2023 return GetPosition();
2024 }
2025
2026 protected string GetConstructionKitType()
2027 {
2028 return "";
2029 }
2030
2031 void DestroyConstructionKit( ItemBase construction_kit )
2032 {
2033 m_ConstructionKitHealth = construction_kit.GetHealth();
2034 g_Game.ObjectDelete( construction_kit );
2035 }
2036
2037 //--- CONSTRUCTION
2038 void DestroyConstruction()
2039 {
2040 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2041 g_Game.ObjectDelete( this );
2042 }
2043
2044 // --- EVENTS
2045 override void EEDelete(EntityAI parent)
2046 {
2047 super.EEDelete(parent);
2048
2049 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2050 {
2051 areaDamage.Destroy();
2052 }
2053
2054 }
2055
2056 override void OnStoreSave( ParamsWriteContext ctx )
2057 {
2058 super.OnStoreSave( ctx );
2059
2060 //sync parts 01
2061 ctx.Write( m_SyncParts01 );
2062 ctx.Write( m_SyncParts02 );
2063 ctx.Write( m_SyncParts03 );
2064
2065 ctx.Write( m_HasBase );
2066 }
2067
2068 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2069 {
2070 if ( !super.OnStoreLoad( ctx, version ) )
2071 return false;
2072
2073 //--- Base building data ---
2074 //Restore synced parts data
2075 if ( !ctx.Read( m_SyncParts01 ) )
2076 {
2077 m_SyncParts01 = 0; //set default
2078 return false;
2079 }
2080 if ( !ctx.Read( m_SyncParts02 ) )
2081 {
2082 m_SyncParts02 = 0; //set default
2083 return false;
2084 }
2085 if ( !ctx.Read( m_SyncParts03 ) )
2086 {
2087 m_SyncParts03 = 0; //set default
2088 return false;
2089 }
2090
2091 //has base
2092 if ( !ctx.Read( m_HasBase ) )
2093 {
2094 m_HasBase = false;
2095 return false;
2096 }
2097 //---
2098
2099 return true;
2100 }
2101
2102 override void AfterStoreLoad()
2103 {
2104 super.AfterStoreLoad();
2105
2107 {
2109 }
2110 }
2111
2113 {
2114 //update server data
2116
2117 //set base state
2118 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2119 SetBaseState( part.IsBuilt() ) ;
2120
2121 //synchronize after load
2123 }
2124
2125 override void OnCreatePhysics()
2126 {
2127 super.OnCreatePhysics();
2128
2129 ConstructionInit();
2131 }
2132
2133 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2134 {
2136 return;
2137
2138 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2139 }
2140
2141 override void EEOnAfterLoad()
2142 {
2144 {
2145 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2146 }
2147
2148 super.EEOnAfterLoad();
2149 }
2150
2151 override void EEItemAttached( EntityAI item, string slot_name )
2152 {
2153 super.EEItemAttached( item, slot_name );
2154
2155 CheckForHybridAttachments( item, slot_name );
2156 UpdateVisuals();
2157 UpdateAttachmentPhysics( slot_name, false );
2158 }
2159
2160 override void EEItemDetached( EntityAI item, string slot_name )
2161 {
2162 super.EEItemDetached( item, slot_name );
2163
2164 UpdateVisuals();
2165 UpdateAttachmentPhysics( slot_name, false );
2166 }
2167
2168 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2169 {
2170 string slot_name = InventorySlots.GetSlotName( slotId );
2171 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2172
2173 UpdateAttachmentVisuals( slot_name, locked );
2174 UpdateAttachmentPhysics( slot_name, locked );
2175 }
2176
2177 //ignore out of reach condition
2178 override bool IgnoreOutOfReachCondition()
2179 {
2180 return true;
2181 }
2182
2183 //CONSTRUCTION EVENTS
2184 //Build
2185 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2186 {
2187 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2188
2189 //check base state
2190 if (construtionPart.IsBase())
2191 {
2192 SetBaseState(true);
2193
2194 //spawn kit
2196 }
2197
2198 //register constructed parts for synchronization
2199 RegisterPartForSync(construtionPart.GetId());
2200
2201 //register action that was performed on part
2202 RegisterActionForSync(construtionPart.GetId(), action_id);
2203
2204 //synchronize
2206
2207 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2208
2209 UpdateNavmesh();
2210
2211 //update visuals
2212 UpdateVisuals();
2213
2214 //reset action sync data
2215 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2216 }
2217
2218 void OnPartBuiltClient(string part_name, int action_id)
2219 {
2220 //play sound
2221 SoundBuildStart( part_name );
2222 }
2223
2224 //Dismantle
2225 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2226 {
2227 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2228 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2229
2230 //register constructed parts for synchronization
2231 UnregisterPartForSync(construtionPart.GetId());
2232
2233 //register action that was performed on part
2234 RegisterActionForSync(construtionPart.GetId(), action_id);
2235
2236 //synchronize
2238
2239 // server part of sync, client will be synced from SetPartsFromSyncData
2240 SetPartFromSyncData(construtionPart);
2241
2242 UpdateNavmesh();
2243
2244 //update visuals
2245 UpdateVisuals();
2246
2247 //reset action sync data
2248 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2249
2250 //check base state
2251 if (construtionPart.IsBase())
2252 {
2253 //Destroy construction
2254 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2255 }
2256 }
2257
2258 void OnPartDismantledClient( string part_name, int action_id )
2259 {
2260 //play sound
2261 SoundDismantleStart( part_name );
2262 }
2263
2264 //Destroy
2265 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2266 {
2267 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2268 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2269
2270 //register constructed parts for synchronization
2271 UnregisterPartForSync(construtionPart.GetId());
2272
2273 //register action that was performed on part
2274 RegisterActionForSync(construtionPart.GetId(), action_id);
2275
2276 //synchronize
2278
2279 // server part of sync, client will be synced from SetPartsFromSyncData
2280 SetPartFromSyncData(construtionPart);
2281
2282 UpdateNavmesh();
2283
2284 //update visuals
2285 UpdateVisuals();
2286
2287 //reset action sync data
2288 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2289
2290 //check base state
2291 if (construtionPart.IsBase())
2292 {
2293 //Destroy construction
2294 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2295 }
2296 }
2297
2298 void OnPartDestroyedClient( string part_name, int action_id )
2299 {
2300 //play sound
2301 SoundDestroyStart( part_name );
2302 }
2303
2304 // --- UPDATE
2305 void InitBaseState()
2306 {
2307 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2308
2309 InitVisuals();
2310 UpdateNavmesh(); //regenerate navmesh
2311 }
2312
2313 void InitVisuals()
2314 {
2315 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2316 //check base
2317 if ( !HasBase() )
2318 {
2319 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2320 }
2321 else
2322 {
2323 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2324 }
2325
2326 GetConstruction().InitVisuals();
2327 }
2328
2329 void UpdateVisuals()
2330 {
2331 array<string> attachmentSlots = new array<string>;
2332
2333 GetAttachmentSlots(this, attachmentSlots);
2334 foreach (string slotName : attachmentSlots)
2335 {
2337 }
2338
2339 //check base
2340 if (!HasBase())
2341 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2342 else
2343 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2344
2345 GetConstruction().UpdateVisuals();
2346 }
2347
2348 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2349 {
2350 string slotNameMounted = slot_name + "_Mounted";
2351 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2352
2353 if (attachment)
2354 {
2355 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2356 if (barbedWire && barbedWire.IsMounted())
2357 CreateAreaDamage(slotNameMounted);
2358 else
2359 DestroyAreaDamage(slotNameMounted);
2360
2361 if (is_locked)
2362 {
2363 SetAnimationPhase(slotNameMounted, 0);
2364 SetAnimationPhase(slot_name, 1);
2365 }
2366 else
2367 {
2368 SetAnimationPhase(slotNameMounted, 1);
2369 SetAnimationPhase(slot_name, 0);
2370 }
2371 }
2372 else
2373 {
2374 SetAnimationPhase(slotNameMounted, 1);
2375 SetAnimationPhase(slot_name, 1);
2376
2377 DestroyAreaDamage(slotNameMounted);
2378 }
2379 }
2380
2381 // avoid calling this function on frequent occasions, it's a massive performance hit
2382 void UpdatePhysics()
2383 {
2385 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2386
2387 array<string> attachmentSlots = new array<string>;
2388 GetAttachmentSlots(this, attachmentSlots);
2389
2391 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2392
2393 foreach (string slotName : attachmentSlots)
2394 {
2396 }
2397
2398 //check base
2399 if (!HasBase())
2400 {
2402 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2403
2404 AddProxyPhysics(ANIMATION_DEPLOYED);
2405 }
2406 else
2407 {
2409 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2410
2411 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2412 }
2413
2414 GetConstruction().UpdatePhysics();
2415 UpdateNavmesh();
2416 }
2417
2418 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2419 {
2420 //checks for invalid appends; hotfix
2421 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2422 return;
2423 //----------------------------------
2424 string slot_name_mounted = slot_name + "_Mounted";
2425 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2426
2427 //remove proxy physics
2428 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2429 RemoveProxyPhysics( slot_name_mounted );
2430 RemoveProxyPhysics( slot_name );
2431
2432 if ( attachment )
2433 {
2434 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2435 if ( is_locked )
2436 {
2437 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2438 AddProxyPhysics( slot_name_mounted );
2439 }
2440 else
2441 {
2442 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2443 AddProxyPhysics( slot_name );
2444 }
2445 }
2446 }
2447
2448 protected void UpdateNavmesh()
2449 {
2450 SetAffectPathgraph( true, false );
2451 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2452 }
2453
2454 override bool CanUseConstruction()
2455 {
2456 return true;
2457 }
2458
2459 override bool CanUseConstructionBuild()
2460 {
2461 return true;
2462 }
2463
2464 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2465 {
2466 if ( attachment )
2467 {
2468 InventoryLocation inventory_location = new InventoryLocation;
2469 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2470
2471 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2472 }
2473
2474 return false;
2475 }
2476
2477 protected bool IsAttachmentSlotLocked( string slot_name )
2478 {
2479 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2480 }
2481
2482 //--- ATTACHMENT SLOTS
2483 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2484 {
2485 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2486 if ( g_Game.ConfigIsExisting( config_path ) )
2487 {
2488 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2489 }
2490 }
2491
2492 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2493 {
2494 return true;
2495 }
2496
2497 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2498 {
2499 return true;
2500 }
2501
2502 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2503 {
2504 return true;
2505 }
2506
2507 // --- INIT
2509 {
2510 m_Construction = new Construction(this);
2511 return m_Construction;
2512 }
2513
2515 {
2516 return m_Construction;
2517 }
2518
2520 {
2521 return Construction.Cast(m_Construction);
2522 }
2523
2525 {
2526 int attachment_count = GetInventory().AttachmentCount();
2527 if ( attachment_count > 0 )
2528 {
2529 if ( HasBase() && attachment_count == 1 )
2530 {
2531 return false;
2532 }
2533
2534 return true;
2535 }
2536
2537 return false;
2538 }
2539
2540 override bool ShowZonesHealth()
2541 {
2542 return true;
2543 }
2544
2545 override bool IsTakeable()
2546 {
2547 return false;
2548 }
2549
2550 //this into/outo parent.Cargo
2551 override bool CanPutInCargo( EntityAI parent )
2552 {
2553 return false;
2554 }
2555
2556 override bool CanRemoveFromCargo( EntityAI parent )
2557 {
2558 return false;
2559 }
2560
2561 //hands
2562 override bool CanPutIntoHands( EntityAI parent )
2563 {
2564 return false;
2565 }
2566
2567 //--- ACTION CONDITIONS
2568 //direction
2569 override bool IsFacingPlayer( PlayerBase player, string selection )
2570 {
2571 return true;
2572 }
2573
2574 override bool IsPlayerInside( PlayerBase player, string selection )
2575 {
2576 return true;
2577 }
2578
2581 {
2582 return false;
2583 }
2584
2585 //roof check
2586 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2587 {
2588 return false;
2589 }
2590
2591 //selection->player distance check
2592 bool HasProperDistance( string selection, PlayerBase player )
2593 {
2594 return true;
2595 }
2596
2597 //folding
2599 {
2600 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2601 {
2602 return false;
2603 }
2604
2605 return true;
2606 }
2607
2609 {
2612
2613 return item;
2614 }
2615
2616 //Damage triggers (barbed wire)
2617 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2618 {
2619 if ( g_Game && g_Game.IsServer() )
2620 {
2621 //destroy area damage if some already exists
2622 DestroyAreaDamage( slot_name );
2623
2624 //create new area damage
2626 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2627
2628 vector min_max[2];
2629 if ( MemoryPointExists( slot_name + "_min" ) )
2630 {
2631 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2632 }
2633 if ( MemoryPointExists( slot_name + "_max" ) )
2634 {
2635 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2636 }
2637
2638 //get proper trigger extents (min<max)
2639 vector extents[2];
2640 GetConstruction().GetTriggerExtents( min_max, extents );
2641
2642 //get box center
2643 vector center;
2644 center = GetConstruction().GetBoxCenter( min_max );
2645 center = ModelToWorld( center );
2646
2647 //rotate center if needed
2649 CalcDamageAreaRotation( rotation_angle, center, orientation );
2650
2651 areaDamage.SetExtents( extents[0], extents[1] );
2652 areaDamage.SetAreaPosition( center );
2653 areaDamage.SetAreaOrientation( orientation );
2654 areaDamage.SetLoopInterval( 1.0 );
2655 areaDamage.SetDeferDuration( 0.2 );
2656 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2657 areaDamage.SetAmmoName( "BarbedWireHit" );
2658 areaDamage.Spawn();
2659
2660 m_DamageTriggers.Insert( slot_name, areaDamage );
2661 }
2662 }
2663
2664 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2665 {
2666 if ( angle_deg != 0 )
2667 {
2668 //orientation
2669 orientation[0] = orientation[0] - angle_deg;
2670
2671 //center
2672 vector rotate_axis;
2673 if ( MemoryPointExists( "rotate_axis" ) )
2674 {
2675 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2676 }
2677 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];
2678 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];
2679 center[0] = r_center_x;
2680 center[2] = r_center_z;
2681 }
2682 }
2683
2684 void DestroyAreaDamage( string slot_name )
2685 {
2686 if (g_Game && g_Game.IsServer())
2687 {
2689 if (m_DamageTriggers.Find(slot_name, areaDamage))
2690 {
2691 if (areaDamage)
2692 {
2693 areaDamage.Destroy();
2694 }
2695
2696 m_DamageTriggers.Remove( slot_name );
2697 }
2698 }
2699 }
2700
2701 override bool IsIgnoredByConstruction()
2702 {
2703 return true;
2704 }
2705
2706 //================================================================
2707 // SOUNDS
2708 //================================================================
2709 protected void SoundBuildStart( string part_name )
2710 {
2711 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2712 }
2713
2714 protected void SoundDismantleStart( string part_name )
2715 {
2716 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2717 }
2718
2719 protected void SoundDestroyStart( string part_name )
2720 {
2721 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2722 }
2723
2724 protected string GetBuildSoundByMaterial( string part_name )
2725 {
2726 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2727
2728 switch ( material_type )
2729 {
2730 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2731 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2732 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2733 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2734 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2735 }
2736
2737 return "";
2738 }
2739
2740 protected string GetDismantleSoundByMaterial( string part_name )
2741 {
2742 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2743
2744 switch ( material_type )
2745 {
2746 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2747 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2748 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2749 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2750 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2751 }
2752
2753 return "";
2754 }
2755
2756 //misc
2757 void CheckForHybridAttachments( EntityAI item, string slot_name )
2758 {
2759 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2760 {
2761 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2762 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2763 {
2764 SetHealth(slot_name,"Health",item.GetHealth());
2765 }
2766 }
2767 }
2768
2769 override int GetDamageSystemVersionChange()
2770 {
2771 return 111;
2772 }
2773
2774 override void SetActions()
2775 {
2776 super.SetActions();
2777
2781 }
2782
2783 protected void DestroyConstructedParts()
2784 {
2785 Construction construction = GetConstruction();
2786 if (!construction)
2787 return;
2788
2789 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2790 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2791 {
2792 ConstructionPart part = constructionParts.GetElement(i);
2793 if (part && part.IsBuilt() && !part.IsUtilityPart())
2794 {
2795 construction.DestroyPartServer(null, part.GetPartName(), -1);
2796 }
2797 }
2798 }
2799
2800 protected void HandleFallingForConstructedParts()
2801 {
2802 Construction construction = GetConstruction();
2803 if (!construction)
2804 return;
2805
2806 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2807 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2808 {
2809 ConstructionPart part = constructionParts.GetElement(i);
2810 if (part && part.IsBuilt() && !part.IsUtilityPart())
2811 {
2812 construction.HandleEntityFalling(part.GetPartName());
2813 }
2814 }
2815 }
2816
2818 override void OnItemFallRebuilding()
2819 {
2820 if (!g_Game.IsServer())
2821 return;
2822
2825
2826 if (DestroyOnFall())
2827 {
2829 {
2831 }
2832 else
2833 {
2835 {
2837 }
2838 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2839 }
2840 }
2841 }
2842
2844 {
2845 if (HasAnyAttachmentsOrCargo())
2846 {
2848 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2849 }
2850 }
2851
2852 //================================================================
2853 // DEBUG
2854 //================================================================
2855
2858 {
2859 return null;
2860 }
2861
2862 override void OnDebugSpawn()
2863 {
2864 FullyBuild();
2865 }
2866
2867 void FullyBuild()
2868 {
2870 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2871
2872 Man p;
2873
2874 #ifdef SERVER
2875 array<Man> players = new array<Man>;
2876 g_Game.GetWorld().GetPlayerList(players);
2877 if (players.Count())
2878 p = players[0];
2879 #else
2880 p = g_Game.GetPlayer();
2881 #endif
2882
2883 foreach (ConstructionPart part : parts)
2884 {
2885 bool excluded = false;
2886 string partName = part.GetPartName();
2887 if (excludes)
2888 {
2889 foreach (string exclude : excludes)
2890 {
2891 if (partName.Contains(exclude))
2892 {
2893 excluded = true;
2894 break;
2895 }
2896 }
2897 }
2898
2899 if (!excluded)
2900 {
2901 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2902 }
2903 }
2904
2905 GetConstruction().UpdateVisuals();
2906 }
2907
2909 //Deprecated code playpen//
2911 [Obsolete("handled in the Construction component directly")]
2912 protected void HandleItemFalling(ConstructionPart part)
2913 {
2914 }
2915
2916 [Obsolete("handled in the Construction component directly")]
2917 protected void ItemFall(vector min, vector max)
2918 {
2919 }
2920
2921 [Obsolete("obsolete debug method")]
2922 protected void DebugCustomState()
2923 {
2924 }
2925}
2926
2927void bsbDebugPrint (string s)
2928{
2929#ifdef BSB_DEBUG
2930 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2931#else
2932 //Print("" + s); // comment/uncomment to hide/see debug logs
2933#endif
2934}
2935void bsbDebugSpam (string s)
2936{
2937#ifdef BSB_DEBUG_SPAM
2938 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2939#else
2940 //Print("" + s); // comment/uncomment to hide/see debug logs
2941#endif
2942}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
ref ConstructionBasic m_Construction
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1910
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1292
override int GetHideIconMask()
Определения BaseBuildingBase.c:1366
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1708
void FullyBuild()
Определения BaseBuildingBase.c:2519
void UpdateVisuals()
Определения BaseBuildingBase.c:1981
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1536
int m_SyncParts01
Определения BaseBuildingBase.c:1298
void UpdateNavmesh()
Определения BaseBuildingBase.c:2100
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2149
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2514
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2509
void DropAttachmentAndCargoItems()
Определения BaseBuildingBase.c:2495
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2371
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1307
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2361
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2000
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2316
override bool CanObstruct()
Определения BaseBuildingBase.c:1361
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2176
override void InitItemSounds()
Определения BaseBuildingBase.c:1371
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1425
ConstructionBasic CreateConstructionComponent()
Определения BaseBuildingBase.c:2160
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1316
void InitBaseState()
Определения BaseBuildingBase.c:1957
void BaseBuildingBase()
Определения BaseBuildingBase.c:1326
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1764
void DestroyConstruction()
Определения BaseBuildingBase.c:1690
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1322
int m_InteractedPartId
Определения BaseBuildingBase.c:1301
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_HasBase
Определения BaseBuildingBase.c:1296
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2392
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2116
void UpdatePhysics()
Определения BaseBuildingBase.c:2034
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2221
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1870
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2244
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1777
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1837
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1523
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1308
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1595
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1323
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1311
int m_SyncParts03
Определения BaseBuildingBase.c:1300
void ResetActionSyncData()
Определения BaseBuildingBase.c:1529
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1356
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1877
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2409
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1793
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1812
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1673
override void OnItemFallRebuilding()
@Note for modders: This method and is subject to change!
Определения BaseBuildingBase.c:2470
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2144
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2135
override bool IsDeployable()
Определения BaseBuildingBase.c:1642
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1950
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1454
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1299
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1404
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2238
Construction GetConstruction()
Определения BaseBuildingBase.c:2171
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2366
void DebugCustomState()
Определения BaseBuildingBase.c:2574
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1611
string GetConstructionKitType()
Определения BaseBuildingBase.c:1678
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2154
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1917
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2250
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2421
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1314
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1803
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1313
void InitVisuals()
Определения BaseBuildingBase.c:1965
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1291
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1309
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2260
override ConstructionBasic GetConstructionBasic()
Определения BaseBuildingBase.c:2166
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2203
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2106
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1754
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1553
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1785
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1830
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1720
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2192
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2070
void HandleFallingForConstructedParts()
Определения BaseBuildingBase.c:2452
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2226
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2376
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1653
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1317
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2232
override bool IsTakeable()
Определения BaseBuildingBase.c:2197
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1294
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1697
override void SetActions()
Определения BaseBuildingBase.c:2426
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:2564
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1683
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1664
bool IsOpened()
Определения BaseBuildingBase.c:1647
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2569
int m_PerformedActionId
Определения BaseBuildingBase.c:1302
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2111
bool HasBase()
Определения BaseBuildingBase.c:1632
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1412
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1396
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2353
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1321
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1637
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1310
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1820
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2214
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1483
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2208
int m_SyncParts02
Определения BaseBuildingBase.c:1299
void DestroyConstructedParts()
Определения BaseBuildingBase.c:2435
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1315
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:38
PlayerSpawnPreset slotName
ConstructionMaterialType
used to guide action sound selection, mostly. Could be also used for particles and stuff,...
Определения ConstructionBase.c:3
DayZGame g_Game
Определения DayZGame.c:4074
vector orientation
Определения DustKickupEffects.c:21
void DestroyAreaDamage()
Определения FireplaceBase.c:2363
void CreateAreaDamage()
Определения FireplaceBase.c:2347
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:4407
string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_FixDamageSystemInit
Определения ItemBase.c:61
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
ThrowEntityFlags
Определения MiscGameplayFunctions.c:208
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
static bool GetDisableRefundMaterialsOnFall()
Определения CfgGameplayHandler.c:362
static bool GetDisableDropAttachmentsOnFall()
Определения CfgGameplayHandler.c:357
static bool GetDisableItemFalling()
Определения CfgGameplayHandler.c:352
override void DestroyPartServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения Construction.c:93
just declared for module 3 use
Определения Construction_Basic.c:3
Used in BBB objects.
Определения Construction.c:3
int GetId()
Определения ConstructionPart.c:208
string GetPartName()
Определения ConstructionPart.c:198
bool IsBase()
Определения ConstructionPart.c:273
bool IsBuilt()
Определения ConstructionPart.c:160
bool IsUtilityPart()
Определения ConstructionPart.c:233
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Определения ConstructionPart.c:4
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:30
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
static bool IsBaseBuildingLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:809
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Определения Transport.c:70
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
override string GetDebugName()
Определения dayzplayer.c:1191
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
void Obsolete(string msg="")
Определения EnScript.c:371
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
vector GetPosition()
Get the world position of the Effect.
Определения Effect.c:473
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/DayZ/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8

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