DayZ 1.28
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◆ ConstructionInit()

void bsbDebugPrint::ConstructionInit ( )
protected

См. определение в файле BaseBuildingBase.c строка 2274

2276{
2277 const string ANIMATION_DEPLOYED = "Deployed";
2278
2279 float m_ConstructionKitHealth; //stored health value for used construction kit
2280
2282
2283 bool m_HasBase;
2284 //variables for synchronization of base building parts (2x31 is the current limit)
2285 int m_SyncParts01; //synchronization for already built parts (31 parts)
2286 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2287 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2288 int m_InteractedPartId; //construction part id that an action was performed on
2289 int m_PerformedActionId; //action id that was performed on a construction part
2290
2291 //Sounds
2292 //build
2293 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2294 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2295 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2296 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2297 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2298 //dismantle
2299 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2300 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2301 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2302 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2303 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2304
2305 protected EffectSound m_Sound;
2306
2310
2311 // Constructor
2312 void BaseBuildingBase()
2313 {
2315
2316 //synchronized variables
2317 RegisterNetSyncVariableInt( "m_SyncParts01" );
2318 RegisterNetSyncVariableInt( "m_SyncParts02" );
2319 RegisterNetSyncVariableInt( "m_SyncParts03" );
2320 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2321 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2322 RegisterNetSyncVariableBool( "m_HasBase" );
2323
2324 //Construction init
2326
2327 if (ConfigIsExisting("hybridAttachments"))
2328 {
2330 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2331 }
2332 if (ConfigIsExisting("mountables"))
2333 {
2335 ConfigGetTextArray("mountables", m_Mountables);
2336 }
2337
2338 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2339 }
2340
2341 override void EEDelete(EntityAI parent)
2342 {
2343 super.EEDelete(parent);
2344
2345 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2346 {
2347 areaDamage.Destroy();
2348 }
2349
2350 }
2351
2352 override string GetInvulnerabilityTypeString()
2353 {
2354 return "disableBaseDamage";
2355 }
2356
2357 override bool CanObstruct()
2358 {
2359 return true;
2360 }
2361
2362 override int GetHideIconMask()
2363 {
2364 return EInventoryIconVisibility.HIDE_VICINITY;
2365 }
2366
2367 override void InitItemSounds()
2368 {
2369 super.InitItemSounds();
2370
2372 SoundParameters params = new SoundParameters();
2373 params.m_Loop = true;
2374
2375 if (GetFoldSoundset() != string.Empty)
2376 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2377 if (GetLoopFoldSoundset() != string.Empty)
2378 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2379 }
2380
2381 override string GetFoldSoundset()
2382 {
2383 return "putDown_FenceKit_SoundSet";
2384 }
2385
2386 override string GetLoopFoldSoundset()
2387 {
2388 return "Shelter_Site_Build_Loop_SoundSet";
2389 }
2390
2391 // --- SYNCHRONIZATION
2393 {
2394 if ( GetGame().IsServer() )
2395 {
2396 SetSynchDirty();
2397 }
2398 }
2399
2400 override void OnVariablesSynchronized()
2401 {
2402 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2403 super.OnVariablesSynchronized();
2404
2406 }
2407
2408 protected void OnSynchronizedClient()
2409 {
2410 //update parts
2412
2413 //update action on part
2415
2416 //update visuals (client)
2417 UpdateVisuals();
2418 }
2419
2420 //parts synchronization
2421 void RegisterPartForSync( int part_id )
2422 {
2423 //part_id must starts from index = 1
2424 int offset;
2425 int mask;
2426
2427 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2428 {
2429 offset = part_id - 1;
2430 mask = 1 << offset;
2431
2432 m_SyncParts01 = m_SyncParts01 | mask;
2433 }
2434 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2435 {
2436 offset = ( part_id % 32 );
2437 mask = 1 << offset;
2438
2439 m_SyncParts02 = m_SyncParts02 | mask;
2440 }
2441 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2442 {
2443 offset = ( part_id % 63 );
2444 mask = 1 << offset;
2445
2446 m_SyncParts03 = m_SyncParts03 | mask;
2447 }
2448 }
2449
2450 void UnregisterPartForSync( int part_id )
2451 {
2452 //part_id must starts from index = 1
2453 int offset;
2454 int mask;
2455
2456 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2457 {
2458 offset = part_id - 1;
2459 mask = 1 << offset;
2460
2461 m_SyncParts01 = m_SyncParts01 & ~mask;
2462 }
2463 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2464 {
2465 offset = ( part_id % 32 );
2466 mask = 1 << offset;
2467
2468 m_SyncParts02 = m_SyncParts02 & ~mask;
2469 }
2470 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2471 {
2472 offset = ( part_id % 63 );
2473 mask = 1 << offset;
2474
2475 m_SyncParts03 = m_SyncParts03 & ~mask;
2476 }
2477 }
2478
2479 bool IsPartBuildInSyncData( int part_id )
2480 {
2481 //part_id must starts from index = 1
2482 int offset;
2483 int mask;
2484
2485 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2486 {
2487 offset = part_id - 1;
2488 mask = 1 << offset;
2489
2490 if ( ( m_SyncParts01 & mask ) > 0 )
2491 {
2492 return true;
2493 }
2494 }
2495 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2496 {
2497 offset = ( part_id % 32 );
2498 mask = 1 << offset;
2499
2500 if ( ( m_SyncParts02 & mask ) > 0 )
2501 {
2502 return true;
2503 }
2504 }
2505 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2506 {
2507 offset = ( part_id % 63 );
2508 mask = 1 << offset;
2509
2510 if ( ( m_SyncParts03 & mask ) > 0 )
2511 {
2512 return true;
2513 }
2514 }
2515
2516 return false;
2517 }
2518
2519 protected void RegisterActionForSync( int part_id, int action_id )
2520 {
2521 m_InteractedPartId = part_id;
2522 m_PerformedActionId = action_id;
2523 }
2524
2525 protected void ResetActionSyncData()
2526 {
2527 //reset data
2528 m_InteractedPartId = -1;
2530 }
2531
2532 protected void SetActionFromSyncData()
2533 {
2534 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2535 {
2537 int build_action_id = m_PerformedActionId;
2538
2539 switch( build_action_id )
2540 {
2541 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2542 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2543 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2544 }
2545 }
2546 }
2547 //------
2548
2550 {
2551 string key = part.m_PartName;
2552 bool is_base = part.IsBase();
2553 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2554 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2555 if ( is_part_built_sync )
2556 {
2557 if ( !part.IsBuilt() )
2558 {
2559 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2560 GetConstruction().AddToConstructedParts( key );
2561 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2562
2563 if (is_base)
2564 {
2566 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2567 }
2568 }
2569 }
2570 else
2571 {
2572 if ( part.IsBuilt() )
2573 {
2574 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2575 GetConstruction().RemoveFromConstructedParts( key );
2576 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2577
2578 if (is_base)
2579 {
2581 AddProxyPhysics( ANIMATION_DEPLOYED );
2582 }
2583 }
2584 }
2585
2586 //check slot lock for material attachments
2587 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2588 }
2589
2590 //set construction parts based on synchronized data
2592 {
2593 Construction construction = GetConstruction();
2594 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2595
2596 for ( int i = 0; i < construction_parts.Count(); ++i )
2597 {
2598 string key = construction_parts.GetKey( i );
2599 ConstructionPart value = construction_parts.Get( key );
2600 SetPartFromSyncData(value);
2601 }
2602
2603 //regenerate navmesh
2604 UpdateNavmesh();
2605 }
2606
2607 protected ConstructionPart GetConstructionPartById( int id )
2608 {
2609 Construction construction = GetConstruction();
2610 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2611
2612 for ( int i = 0; i < construction_parts.Count(); ++i )
2613 {
2614 string key = construction_parts.GetKey( i );
2615 ConstructionPart value = construction_parts.Get( key );
2616
2617 if ( value.GetId() == id )
2618 {
2619 return value;
2620 }
2621 }
2622
2623 return NULL;
2624 }
2625 //
2626
2627 //Base
2628 bool HasBase()
2629 {
2630 return m_HasBase;
2631 }
2632
2633 void SetBaseState( bool has_base )
2634 {
2635 m_HasBase = has_base;
2636 }
2637
2638 override bool IsDeployable()
2639 {
2640 return true;
2641 }
2642
2643 bool IsOpened()
2644 {
2645 return false;
2646 }
2647
2648 //--- CONSTRUCTION KIT
2650 {
2651 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2652 if ( m_ConstructionKitHealth > 0 )
2653 {
2654 construction_kit.SetHealth( m_ConstructionKitHealth );
2655 }
2656
2657 return construction_kit;
2658 }
2659
2660 void CreateConstructionKitInHands(notnull PlayerBase player)
2661 {
2662 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2663 if ( m_ConstructionKitHealth > 0 )
2664 {
2665 construction_kit.SetHealth( m_ConstructionKitHealth );
2666 }
2667 }
2668
2669 protected vector GetKitSpawnPosition()
2670 {
2671 return GetPosition();
2672 }
2673
2674 protected string GetConstructionKitType()
2675 {
2676 return "";
2677 }
2678
2679 void DestroyConstructionKit( ItemBase construction_kit )
2680 {
2681 m_ConstructionKitHealth = construction_kit.GetHealth();
2682 GetGame().ObjectDelete( construction_kit );
2683 }
2684
2685 //--- CONSTRUCTION
2686 void DestroyConstruction()
2687 {
2688 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2689 GetGame().ObjectDelete( this );
2690 }
2691
2692 // --- EVENTS
2693 override void OnStoreSave( ParamsWriteContext ctx )
2694 {
2695 super.OnStoreSave( ctx );
2696
2697 //sync parts 01
2698 ctx.Write( m_SyncParts01 );
2699 ctx.Write( m_SyncParts02 );
2700 ctx.Write( m_SyncParts03 );
2701
2702 ctx.Write( m_HasBase );
2703 }
2704
2705 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2706 {
2707 if ( !super.OnStoreLoad( ctx, version ) )
2708 return false;
2709
2710 //--- Base building data ---
2711 //Restore synced parts data
2712 if ( !ctx.Read( m_SyncParts01 ) )
2713 {
2714 m_SyncParts01 = 0; //set default
2715 return false;
2716 }
2717 if ( !ctx.Read( m_SyncParts02 ) )
2718 {
2719 m_SyncParts02 = 0; //set default
2720 return false;
2721 }
2722 if ( !ctx.Read( m_SyncParts03 ) )
2723 {
2724 m_SyncParts03 = 0; //set default
2725 return false;
2726 }
2727
2728 //has base
2729 if ( !ctx.Read( m_HasBase ) )
2730 {
2731 m_HasBase = false;
2732 return false;
2733 }
2734 //---
2735
2736 return true;
2737 }
2738
2739 override void AfterStoreLoad()
2740 {
2741 super.AfterStoreLoad();
2742
2744 {
2746 }
2747 }
2748
2750 {
2751 //update server data
2753
2754 //set base state
2755 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2756 SetBaseState( construction_part.IsBuilt() ) ;
2757
2758 //synchronize after load
2760 }
2761
2762 override void OnCreatePhysics()
2763 {
2764 super.OnCreatePhysics();
2767 }
2768
2769 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2770 {
2772 return;
2773
2774 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2775
2776 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2777 return;
2778
2779 Construction construction = GetConstruction();
2780 string part_name = zone;
2781 part_name.ToLower();
2782
2783 if ( newLevel == GameConstants.STATE_RUINED )
2784 {
2785 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2786
2787 if ( construction_part && construction.IsPartConstructed( part_name ) )
2788 {
2789 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2790 construction.DestroyConnectedParts(part_name);
2791 }
2792
2793 //barbed wire handling (hack-ish)
2794 if ( part_name.Contains("barbed") )
2795 {
2796 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2797 if (barbed_wire)
2798 barbed_wire.SetMountedState( false );
2799 }
2800 }
2801 }
2802
2803 override void EEOnAfterLoad()
2804 {
2806 {
2808 }
2809
2810 super.EEOnAfterLoad();
2811 }
2812
2813 override void EEInit()
2814 {
2815 super.EEInit();
2816
2817 // init visuals and physics
2818 InitBaseState();
2819
2820 //debug
2821 #ifdef DEVELOPER
2823 #endif
2824 }
2825
2826 override void EEItemAttached( EntityAI item, string slot_name )
2827 {
2828 super.EEItemAttached( item, slot_name );
2829
2830 CheckForHybridAttachments( item, slot_name );
2831 UpdateVisuals();
2832 UpdateAttachmentPhysics( slot_name, false );
2833 }
2834
2835 override void EEItemDetached( EntityAI item, string slot_name )
2836 {
2837 super.EEItemDetached( item, slot_name );
2838
2839 UpdateVisuals();
2840 UpdateAttachmentPhysics( slot_name, false );
2841 }
2842
2843 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2844 {
2845 string slot_name = InventorySlots.GetSlotName( slotId );
2846 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2847
2848 UpdateAttachmentVisuals( slot_name, locked );
2849 UpdateAttachmentPhysics( slot_name, locked );
2850 }
2851
2852 //ignore out of reach condition
2853 override bool IgnoreOutOfReachCondition()
2854 {
2855 return true;
2856 }
2857
2858 //CONSTRUCTION EVENTS
2859 //Build
2860 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2861 {
2862 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2863
2864 //check base state
2865 if (construtionPart.IsBase())
2866 {
2867 SetBaseState(true);
2868
2869 //spawn kit
2871 }
2872
2873 //register constructed parts for synchronization
2874 RegisterPartForSync(construtionPart.GetId());
2875
2876 //register action that was performed on part
2877 RegisterActionForSync(construtionPart.GetId(), action_id);
2878
2879 //synchronize
2881
2882 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2883
2884 UpdateNavmesh();
2885
2886 //update visuals
2887 UpdateVisuals();
2888
2889 //reset action sync data
2891 }
2892
2893 void OnPartBuiltClient(string part_name, int action_id)
2894 {
2895 //play sound
2896 SoundBuildStart( part_name );
2897 }
2898
2899 //Dismantle
2900 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2901 {
2902 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2903 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2904
2905 //register constructed parts for synchronization
2906 UnregisterPartForSync(construtionPart.GetId());
2907
2908 //register action that was performed on part
2909 RegisterActionForSync(construtionPart.GetId(), action_id);
2910
2911 //synchronize
2913
2914 // server part of sync, client will be synced from SetPartsFromSyncData
2915 SetPartFromSyncData(construtionPart);
2916
2917 UpdateNavmesh();
2918
2919 //update visuals
2920 UpdateVisuals();
2921
2922 //reset action sync data
2924
2925 //check base state
2926 if (construtionPart.IsBase())
2927 {
2928 //Destroy construction
2930 }
2931 }
2932
2933 void OnPartDismantledClient( string part_name, int action_id )
2934 {
2935 //play sound
2936 SoundDismantleStart( part_name );
2937 }
2938
2939 //Destroy
2940 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2941 {
2942 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2943 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2944
2945 //register constructed parts for synchronization
2946 UnregisterPartForSync(construtionPart.GetId());
2947
2948 //register action that was performed on part
2949 RegisterActionForSync(construtionPart.GetId(), action_id);
2950
2951 //synchronize
2953
2954 // server part of sync, client will be synced from SetPartsFromSyncData
2955 SetPartFromSyncData(construtionPart);
2956
2957 UpdateNavmesh();
2958
2959 //update visuals
2960 UpdateVisuals();
2961
2962 //reset action sync data
2964
2965 //check base state
2966 if (construtionPart.IsBase())
2967 {
2968 //Destroy construction
2970 }
2971 }
2972
2973 void OnPartDestroyedClient( string part_name, int action_id )
2974 {
2975 //play sound
2976 SoundDestroyStart( part_name );
2977 }
2978
2980 protected void HandleItemFalling(ConstructionPart part)
2981 {
2982 bool process = false;
2983
2984 //TODO: add a parameter to parts' config classes?
2985 process |= part.m_PartName.Contains("_roof");
2986 process |= part.m_PartName.Contains("_platform");
2987 process |= part.m_PartName.Contains("_stair");
2988
2989 if (process)
2990 {
2991 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2992 {
2993 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2994 return;
2995 }
2996
2997 vector mins, maxs;
2998 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2999 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
3000
3001 //sanitize minmaxs
3002 vector minTmp, maxTmp;
3003 minTmp[0] = Math.Min(mins[0],maxs[0]);
3004 maxTmp[0] = Math.Max(mins[0],maxs[0]);
3005 minTmp[1] = Math.Min(mins[1],maxs[1]);
3006 maxTmp[1] = Math.Max(mins[1],maxs[1]);
3007 minTmp[2] = Math.Min(mins[2],maxs[2]);
3008 maxTmp[2] = Math.Max(mins[2],maxs[2]);
3009 mins = minTmp;
3010 maxs = maxTmp;
3011
3012 maxs[1] = maxs[1] + 0.35; //reach a little above..
3013
3014 ItemFall(mins,maxs);
3015 }
3016 }
3017
3019 protected void ItemFall(vector min, vector max)
3020 {
3021 array<EntityAI> foundEntities = new array<EntityAI>();
3022 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
3023
3024 //filtering
3025 ItemBase item;
3026 foreach (EntityAI entity : foundEntities)
3027 {
3028 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
3029 item.ThrowPhysically(null,vector.Zero);
3030 }
3031 }
3032
3033 // --- UPDATE
3034 void InitBaseState()
3035 {
3036 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3037
3038 InitVisuals();
3039 UpdateNavmesh(); //regenerate navmesh
3040 GetConstruction().InitBaseState();
3041 }
3042
3043 void InitVisuals()
3044 {
3045 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3046 //check base
3047 if ( !HasBase() )
3048 {
3049 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3050 }
3051 else
3052 {
3053 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3054 }
3055
3056 GetConstruction().UpdateVisuals();
3057 }
3058
3059 void UpdateVisuals()
3060 {
3061 array<string> attachmentSlots = new array<string>;
3062
3063 GetAttachmentSlots(this, attachmentSlots);
3064 foreach (string slotName : attachmentSlots)
3065 {
3067 }
3068
3069 //check base
3070 if (!HasBase())
3071 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3072 else
3073 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3074
3075 GetConstruction().UpdateVisuals();
3076 }
3077
3078 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3079 {
3080 string slotNameMounted = slot_name + "_Mounted";
3081 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3082
3083 if (attachment)
3084 {
3085 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3086 if (barbedWire && barbedWire.IsMounted())
3087 CreateAreaDamage(slotNameMounted);
3088 else
3089 DestroyAreaDamage(slotNameMounted);
3090
3091 if (is_locked)
3092 {
3093 SetAnimationPhase(slotNameMounted, 0);
3094 SetAnimationPhase(slot_name, 1);
3095 }
3096 else
3097 {
3098 SetAnimationPhase(slotNameMounted, 1);
3099 SetAnimationPhase(slot_name, 0);
3100 }
3101 }
3102 else
3103 {
3104 SetAnimationPhase(slotNameMounted, 1);
3105 SetAnimationPhase(slot_name, 1);
3106
3107 DestroyAreaDamage(slotNameMounted);
3108 }
3109 }
3110
3111 // avoid calling this function on frequent occasions, it's a massive performance hit
3112 void UpdatePhysics()
3113 {
3115 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3116
3117 array<string> attachmentSlots = new array<string>;
3118 GetAttachmentSlots(this, attachmentSlots);
3119
3121 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3122
3123 foreach (string slotName : attachmentSlots)
3124 {
3126 }
3127
3128 //check base
3129 if (!HasBase())
3130 {
3132 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3133
3134 AddProxyPhysics(ANIMATION_DEPLOYED);
3135 }
3136 else
3137 {
3139 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3140
3141 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3142 }
3143
3144 GetConstruction().UpdatePhysics();
3145 UpdateNavmesh();
3146 }
3147
3148 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3149 {
3150 //checks for invalid appends; hotfix
3151 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3152 return;
3153 //----------------------------------
3154 string slot_name_mounted = slot_name + "_Mounted";
3155 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3156
3157 //remove proxy physics
3158 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3159 RemoveProxyPhysics( slot_name_mounted );
3160 RemoveProxyPhysics( slot_name );
3161
3162 if ( attachment )
3163 {
3164 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3165 if ( is_locked )
3166 {
3167 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3168 AddProxyPhysics( slot_name_mounted );
3169 }
3170 else
3171 {
3172 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3173 AddProxyPhysics( slot_name );
3174 }
3175 }
3176 }
3177
3178 protected void UpdateNavmesh()
3179 {
3180 SetAffectPathgraph( true, false );
3181 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3182 }
3183
3184 override bool CanUseConstruction()
3185 {
3186 return true;
3187 }
3188
3189 override bool CanUseConstructionBuild()
3190 {
3191 return true;
3192 }
3193
3194 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3195 {
3196 if ( attachment )
3197 {
3198 InventoryLocation inventory_location = new InventoryLocation;
3199 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3200
3201 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3202 }
3203
3204 return false;
3205 }
3206
3207 protected bool IsAttachmentSlotLocked( string slot_name )
3208 {
3209 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3210 }
3211
3212 //--- ATTACHMENT SLOTS
3213 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3214 {
3215 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3216 if ( GetGame().ConfigIsExisting( config_path ) )
3217 {
3218 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3219 }
3220 }
3221
3222 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3223 {
3224 return true;
3225 }
3226
3227 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3228 {
3229 return true;
3230 }
3231
3232 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3233 {
3234 return true;
3235 }
3236
3237 // --- INIT
3238 void ConstructionInit()
3239 {
3240 if ( !m_Construction )
3241 {
3242 m_Construction = new Construction( this );
3243 }
3244
3245 GetConstruction().Init();
3246 }
3247
3249 {
3250 return m_Construction;
3251 }
3252
3253 //--- INVENTORY/ATTACHMENTS CONDITIONS
3254 //attachments
3255 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3256 {
3257 return super.CanReceiveAttachment(attachment, slotId);
3258 }
3259
3261 {
3262 int attachment_count = GetInventory().AttachmentCount();
3263 if ( attachment_count > 0 )
3264 {
3265 if ( HasBase() && attachment_count == 1 )
3266 {
3267 return false;
3268 }
3269
3270 return true;
3271 }
3272
3273 return false;
3274 }
3275
3276 override bool ShowZonesHealth()
3277 {
3278 return true;
3279 }
3280
3281 override bool IsTakeable()
3282 {
3283 return false;
3284 }
3285
3286 //this into/outo parent.Cargo
3287 override bool CanPutInCargo( EntityAI parent )
3288 {
3289 return false;
3290 }
3291
3292 override bool CanRemoveFromCargo( EntityAI parent )
3293 {
3294 return false;
3295 }
3296
3297 //hands
3298 override bool CanPutIntoHands( EntityAI parent )
3299 {
3300 return false;
3301 }
3302
3303 //--- ACTION CONDITIONS
3304 //direction
3305 override bool IsFacingPlayer( PlayerBase player, string selection )
3306 {
3307 return true;
3308 }
3309
3310 override bool IsPlayerInside( PlayerBase player, string selection )
3311 {
3312 return true;
3313 }
3314
3317 {
3318 return false;
3319 }
3320
3321 //camera direction check
3322 bool IsFacingCamera( string selection )
3323 {
3324 return true;
3325 }
3326
3327 //roof check
3328 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3329 {
3330 return false;
3331 }
3332
3333 //selection->player distance check
3334 bool HasProperDistance( string selection, PlayerBase player )
3335 {
3336 return true;
3337 }
3338
3339 //folding
3341 {
3342 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3343 {
3344 return false;
3345 }
3346
3347 return true;
3348 }
3349
3351 {
3354
3355 return item;
3356 }
3357
3358 //Damage triggers (barbed wire)
3359 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3360 {
3361 if ( GetGame() && GetGame().IsServer() )
3362 {
3363 //destroy area damage if some already exists
3364 DestroyAreaDamage( slot_name );
3365
3366 //create new area damage
3368 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3369
3370 vector min_max[2];
3371 if ( MemoryPointExists( slot_name + "_min" ) )
3372 {
3373 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3374 }
3375 if ( MemoryPointExists( slot_name + "_max" ) )
3376 {
3377 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3378 }
3379
3380 //get proper trigger extents (min<max)
3381 vector extents[2];
3382 GetConstruction().GetTriggerExtents( min_max, extents );
3383
3384 //get box center
3385 vector center;
3386 center = GetConstruction().GetBoxCenter( min_max );
3387 center = ModelToWorld( center );
3388
3389 //rotate center if needed
3390 vector orientation = GetOrientation();;
3391 CalcDamageAreaRotation( rotation_angle, center, orientation );
3392
3393 areaDamage.SetExtents( extents[0], extents[1] );
3394 areaDamage.SetAreaPosition( center );
3395 areaDamage.SetAreaOrientation( orientation );
3396 areaDamage.SetLoopInterval( 1.0 );
3397 areaDamage.SetDeferDuration( 0.2 );
3398 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3399 areaDamage.SetAmmoName( "BarbedWireHit" );
3400 areaDamage.Spawn();
3401
3402 m_DamageTriggers.Insert( slot_name, areaDamage );
3403 }
3404 }
3405
3406 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3407 {
3408 if ( angle_deg != 0 )
3409 {
3410 //orientation
3411 orientation[0] = orientation[0] - angle_deg;
3412
3413 //center
3414 vector rotate_axis;
3415 if ( MemoryPointExists( "rotate_axis" ) )
3416 {
3417 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3418 }
3419 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];
3420 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];
3421 center[0] = r_center_x;
3422 center[2] = r_center_z;
3423 }
3424 }
3425
3426 void DestroyAreaDamage( string slot_name )
3427 {
3428 if (GetGame() && GetGame().IsServer())
3429 {
3431 if (m_DamageTriggers.Find(slot_name, areaDamage))
3432 {
3433 if (areaDamage)
3434 {
3435 areaDamage.Destroy();
3436 }
3437
3438 m_DamageTriggers.Remove( slot_name );
3439 }
3440 }
3441 }
3442
3443 override bool IsIgnoredByConstruction()
3444 {
3445 return true;
3446 }
3447
3448 //================================================================
3449 // SOUNDS
3450 //================================================================
3451 protected void SoundBuildStart( string part_name )
3452 {
3453 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3454 }
3455
3456 protected void SoundDismantleStart( string part_name )
3457 {
3458 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3459 }
3460
3461 protected void SoundDestroyStart( string part_name )
3462 {
3463 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3464 }
3465
3466 protected string GetBuildSoundByMaterial( string part_name )
3467 {
3468 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3469
3470 switch ( material_type )
3471 {
3472 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3473 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3474 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3475 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3476 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3477 }
3478
3479 return "";
3480 }
3481
3482 protected string GetDismantleSoundByMaterial( string part_name )
3483 {
3484 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3485
3486 switch ( material_type )
3487 {
3488 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3489 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3490 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3491 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3492 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3493 }
3494
3495 return "";
3496 }
3497
3498 //misc
3499 void CheckForHybridAttachments( EntityAI item, string slot_name )
3500 {
3501 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3502 {
3503 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3504 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3505 {
3506 SetHealth(slot_name,"Health",item.GetHealth());
3507 }
3508 }
3509 }
3510
3511 override int GetDamageSystemVersionChange()
3512 {
3513 return 111;
3514 }
3515
3516 override void SetActions()
3517 {
3518 super.SetActions();
3519
3523 }
3524
3525 //================================================================
3526 // DEBUG
3527 //================================================================
3528 protected void DebugCustomState()
3529 {
3530 }
3531
3534 {
3535 return null;
3536 }
3537
3538 override void OnDebugSpawn()
3539 {
3540 FullyBuild();
3541 }
3542
3543 void FullyBuild()
3544 {
3546 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3547
3548 Man p;
3549
3550 #ifdef SERVER
3551 array<Man> players = new array<Man>;
3552 GetGame().GetWorld().GetPlayerList(players);
3553 if (players.Count())
3554 p = players[0];
3555 #else
3556 p = GetGame().GetPlayer();
3557 #endif
3558
3559 foreach (ConstructionPart part : parts)
3560 {
3561 bool excluded = false;
3562 string partName = part.GetPartName();
3563 if (excludes)
3564 {
3565 foreach (string exclude : excludes)
3566 {
3567 if (partName.Contains(exclude))
3568 {
3569 excluded = true;
3570 break;
3571 }
3572 }
3573 }
3574
3575 if (!excluded)
3576 {
3577 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3578 }
3579 }
3580
3581 GetConstruction().UpdateVisuals();
3582 }
3583}
3584
3585void bsbDebugPrint (string s)
3586{
3587#ifdef BSB_DEBUG
3588 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3589#else
3590 //Print("" + s); // comment/uncomment to hide/see debug logs
3591#endif
3592}
3593void bsbDebugSpam (string s)
3594{
3595#ifdef BSB_DEBUG_SPAM
3596 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3597#else
3598 //Print("" + s); // comment/uncomment to hide/see debug logs
3599#endif
3600}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1969
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1313
override int GetHideIconMask()
Определения BaseBuildingBase.c:1398
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1729
void FullyBuild()
Определения BaseBuildingBase.c:2579
void UpdateVisuals()
Определения BaseBuildingBase.c:2095
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1568
int m_SyncParts01
Определения BaseBuildingBase.c:1321
void UpdateNavmesh()
Определения BaseBuildingBase.c:2214
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2263
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2574
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2569
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2497
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1329
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2487
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2114
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2442
override bool CanObstruct()
Определения BaseBuildingBase.c:1393
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2296
override void InitItemSounds()
Определения BaseBuildingBase.c:1403
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1457
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1338
void InitBaseState()
Определения BaseBuildingBase.c:2070
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2291
void BaseBuildingBase()
Определения BaseBuildingBase.c:1348
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1785
void DestroyConstruction()
Определения BaseBuildingBase.c:1722
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1344
int m_InteractedPartId
Определения BaseBuildingBase.c:1324
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
bool m_HasBase
Определения BaseBuildingBase.c:1319
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2518
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2230
void UpdatePhysics()
Определения BaseBuildingBase.c:2148
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2341
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1929
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2370
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1798
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1896
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1555
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1330
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1627
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1345
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1333
int m_SyncParts03
Определения BaseBuildingBase.c:1323
void ResetActionSyncData()
Определения BaseBuildingBase.c:1561
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1388
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1936
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2535
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1839
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1871
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1705
ref Construction m_Construction
Определения BaseBuildingBase.c:1317
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2358
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2258
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2249
override bool IsDeployable()
Определения BaseBuildingBase.c:1674
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:2009
override void EEInit()
Определения BaseBuildingBase.c:1849
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1486
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1320
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1436
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2364
Construction GetConstruction()
Определения BaseBuildingBase.c:2284
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2492
void DebugCustomState()
Определения BaseBuildingBase.c:2564
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1643
string GetConstructionKitType()
Определения BaseBuildingBase.c:1710
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2268
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1976
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2376
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2547
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1336
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1862
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1335
void InitVisuals()
Определения BaseBuildingBase.c:2079
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1312
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1331
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2386
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2323
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2220
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1775
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1585
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1805
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1889
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1741
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2312
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2184
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2346
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2502
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1685
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1339
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2352
override bool IsTakeable()
Определения BaseBuildingBase.c:2317
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1315
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1377
override void SetActions()
Определения BaseBuildingBase.c:2552
void HandleItemFalling(ConstructionPart part)
Disconnected temporarily.
Определения BaseBuildingBase.c:2016
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1715
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1696
bool IsOpened()
Определения BaseBuildingBase.c:1679
void ItemFall(vector min, vector max)
Disconnected temporarily.
Определения BaseBuildingBase.c:2055
int m_PerformedActionId
Определения BaseBuildingBase.c:1325
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2225
bool HasBase()
Определения BaseBuildingBase.c:1664
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1444
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1428
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2479
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1343
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1669
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1332
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1879
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2334
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1515
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2328
void ConstructionInit()
Определения BaseBuildingBase.c:2274
int m_SyncParts02
Определения BaseBuildingBase.c:1322
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1337
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2345
void CreateAreaDamage()
Определения FireplaceBase.c:2329
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetFoldSoundset()
Определения BaseBuildingBase.c:1417
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1422
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:9229
bool m_FixDamageSystemInit
Определения ItemBase.c:4907
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения 3_Game/tools/Debug.c:122
Определения 3_Game/tools/Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:911
static bool IsBaseBuildingLogEnable()
Определения 3_Game/tools/Debug.c:698
Определения 3_Game/tools/Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения 3_Game/constants.c:848
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/tools/tools.c:8

Используется в ItemBase::BaseBuildingBase() и ItemBase::OnCreatePhysics().