DayZ 1.27
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◆ ConstructionInit()

void bsbDebugPrint::ConstructionInit ( )
protected

См. определение в файле BaseBuildingBase.c строка 2234

2236{
2237 const string ANIMATION_DEPLOYED = "Deployed";
2238
2239 float m_ConstructionKitHealth; //stored health value for used construction kit
2240
2242
2243 bool m_HasBase;
2244 //variables for synchronization of base building parts (2x31 is the current limit)
2245 int m_SyncParts01; //synchronization for already built parts (31 parts)
2246 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2247 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2248 int m_InteractedPartId; //construction part id that an action was performed on
2249 int m_PerformedActionId; //action id that was performed on a construction part
2250
2251 //Sounds
2252 //build
2253 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2254 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2255 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2256 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2257 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2258 //dismantle
2259 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2260 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2261 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2262 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2263 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2264
2265 protected EffectSound m_Sound;
2266
2270
2271 // Constructor
2272 void BaseBuildingBase()
2273 {
2275
2276 //synchronized variables
2277 RegisterNetSyncVariableInt( "m_SyncParts01" );
2278 RegisterNetSyncVariableInt( "m_SyncParts02" );
2279 RegisterNetSyncVariableInt( "m_SyncParts03" );
2280 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2281 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2282 RegisterNetSyncVariableBool( "m_HasBase" );
2283
2284 //Construction init
2286
2287 if (ConfigIsExisting("hybridAttachments"))
2288 {
2290 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2291 }
2292 if (ConfigIsExisting("mountables"))
2293 {
2295 ConfigGetTextArray("mountables", m_Mountables);
2296 }
2297
2298 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2299 }
2300
2301 override void EEDelete(EntityAI parent)
2302 {
2303 super.EEDelete(parent);
2304
2305 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2306 {
2307 areaDamage.Destroy();
2308 }
2309
2310 }
2311
2312 override string GetInvulnerabilityTypeString()
2313 {
2314 return "disableBaseDamage";
2315 }
2316
2317 override bool CanObstruct()
2318 {
2319 return true;
2320 }
2321
2322 override int GetHideIconMask()
2323 {
2324 return EInventoryIconVisibility.HIDE_VICINITY;
2325 }
2326
2327 // --- SYNCHRONIZATION
2329 {
2330 if ( GetGame().IsServer() )
2331 {
2332 SetSynchDirty();
2333 }
2334 }
2335
2336 override void OnVariablesSynchronized()
2337 {
2338 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2339 super.OnVariablesSynchronized();
2340
2342 }
2343
2344 protected void OnSynchronizedClient()
2345 {
2346 //update parts
2348
2349 //update action on part
2351
2352 //update visuals (client)
2353 UpdateVisuals();
2354 }
2355
2356 //parts synchronization
2357 void RegisterPartForSync( int part_id )
2358 {
2359 //part_id must starts from index = 1
2360 int offset;
2361 int mask;
2362
2363 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2364 {
2365 offset = part_id - 1;
2366 mask = 1 << offset;
2367
2368 m_SyncParts01 = m_SyncParts01 | mask;
2369 }
2370 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2371 {
2372 offset = ( part_id % 32 );
2373 mask = 1 << offset;
2374
2375 m_SyncParts02 = m_SyncParts02 | mask;
2376 }
2377 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2378 {
2379 offset = ( part_id % 63 );
2380 mask = 1 << offset;
2381
2382 m_SyncParts03 = m_SyncParts03 | mask;
2383 }
2384 }
2385
2386 void UnregisterPartForSync( int part_id )
2387 {
2388 //part_id must starts from index = 1
2389 int offset;
2390 int mask;
2391
2392 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2393 {
2394 offset = part_id - 1;
2395 mask = 1 << offset;
2396
2397 m_SyncParts01 = m_SyncParts01 & ~mask;
2398 }
2399 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2400 {
2401 offset = ( part_id % 32 );
2402 mask = 1 << offset;
2403
2404 m_SyncParts02 = m_SyncParts02 & ~mask;
2405 }
2406 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2407 {
2408 offset = ( part_id % 63 );
2409 mask = 1 << offset;
2410
2411 m_SyncParts03 = m_SyncParts03 & ~mask;
2412 }
2413 }
2414
2415 bool IsPartBuildInSyncData( int part_id )
2416 {
2417 //part_id must starts from index = 1
2418 int offset;
2419 int mask;
2420
2421 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2422 {
2423 offset = part_id - 1;
2424 mask = 1 << offset;
2425
2426 if ( ( m_SyncParts01 & mask ) > 0 )
2427 {
2428 return true;
2429 }
2430 }
2431 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2432 {
2433 offset = ( part_id % 32 );
2434 mask = 1 << offset;
2435
2436 if ( ( m_SyncParts02 & mask ) > 0 )
2437 {
2438 return true;
2439 }
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 if ( ( m_SyncParts03 & mask ) > 0 )
2447 {
2448 return true;
2449 }
2450 }
2451
2452 return false;
2453 }
2454
2455 protected void RegisterActionForSync( int part_id, int action_id )
2456 {
2457 m_InteractedPartId = part_id;
2458 m_PerformedActionId = action_id;
2459 }
2460
2461 protected void ResetActionSyncData()
2462 {
2463 //reset data
2464 m_InteractedPartId = -1;
2466 }
2467
2468 protected void SetActionFromSyncData()
2469 {
2470 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2471 {
2473 int build_action_id = m_PerformedActionId;
2474
2475 switch( build_action_id )
2476 {
2477 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2478 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2479 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2480 }
2481 }
2482 }
2483 //------
2484
2486 {
2487 string key = part.m_PartName;
2488 bool is_base = part.IsBase();
2489 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2490 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2491 if ( is_part_built_sync )
2492 {
2493 if ( !part.IsBuilt() )
2494 {
2495 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2496 GetConstruction().AddToConstructedParts( key );
2497 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2498
2499 if (is_base)
2500 {
2502 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2503 }
2504 }
2505 }
2506 else
2507 {
2508 if ( part.IsBuilt() )
2509 {
2510 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2511 GetConstruction().RemoveFromConstructedParts( key );
2512 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2513
2514 if (is_base)
2515 {
2517 AddProxyPhysics( ANIMATION_DEPLOYED );
2518 }
2519 }
2520 }
2521
2522 //check slot lock for material attachments
2523 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2524 }
2525
2526 //set construction parts based on synchronized data
2528 {
2529 Construction construction = GetConstruction();
2530 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2531
2532 for ( int i = 0; i < construction_parts.Count(); ++i )
2533 {
2534 string key = construction_parts.GetKey( i );
2535 ConstructionPart value = construction_parts.Get( key );
2536 SetPartFromSyncData(value);
2537 }
2538
2539 //regenerate navmesh
2540 UpdateNavmesh();
2541 }
2542
2543 protected ConstructionPart GetConstructionPartById( int id )
2544 {
2545 Construction construction = GetConstruction();
2546 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2547
2548 for ( int i = 0; i < construction_parts.Count(); ++i )
2549 {
2550 string key = construction_parts.GetKey( i );
2551 ConstructionPart value = construction_parts.Get( key );
2552
2553 if ( value.GetId() == id )
2554 {
2555 return value;
2556 }
2557 }
2558
2559 return NULL;
2560 }
2561 //
2562
2563 //Base
2564 bool HasBase()
2565 {
2566 return m_HasBase;
2567 }
2568
2569 void SetBaseState( bool has_base )
2570 {
2571 m_HasBase = has_base;
2572 }
2573
2574 override bool IsDeployable()
2575 {
2576 return true;
2577 }
2578
2579 bool IsOpened()
2580 {
2581 return false;
2582 }
2583
2584 //--- CONSTRUCTION KIT
2586 {
2587 ItemBase construction_kit = ItemBase.Cast( GetGame().CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2588 if ( m_ConstructionKitHealth > 0 )
2589 {
2590 construction_kit.SetHealth( m_ConstructionKitHealth );
2591 }
2592
2593 return construction_kit;
2594 }
2595
2596 void CreateConstructionKitInHands(notnull PlayerBase player)
2597 {
2598 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2599 if ( m_ConstructionKitHealth > 0 )
2600 {
2601 construction_kit.SetHealth( m_ConstructionKitHealth );
2602 }
2603 }
2604
2605 protected vector GetKitSpawnPosition()
2606 {
2607 return GetPosition();
2608 }
2609
2610 protected string GetConstructionKitType()
2611 {
2612 return "";
2613 }
2614
2615 void DestroyConstructionKit( ItemBase construction_kit )
2616 {
2617 m_ConstructionKitHealth = construction_kit.GetHealth();
2618 GetGame().ObjectDelete( construction_kit );
2619 }
2620
2621 //--- CONSTRUCTION
2622 void DestroyConstruction()
2623 {
2624 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2625 GetGame().ObjectDelete( this );
2626 }
2627
2628 // --- EVENTS
2629 override void OnStoreSave( ParamsWriteContext ctx )
2630 {
2631 super.OnStoreSave( ctx );
2632
2633 //sync parts 01
2634 ctx.Write( m_SyncParts01 );
2635 ctx.Write( m_SyncParts02 );
2636 ctx.Write( m_SyncParts03 );
2637
2638 ctx.Write( m_HasBase );
2639 }
2640
2641 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2642 {
2643 if ( !super.OnStoreLoad( ctx, version ) )
2644 return false;
2645
2646 //--- Base building data ---
2647 //Restore synced parts data
2648 if ( !ctx.Read( m_SyncParts01 ) )
2649 {
2650 m_SyncParts01 = 0; //set default
2651 return false;
2652 }
2653 if ( !ctx.Read( m_SyncParts02 ) )
2654 {
2655 m_SyncParts02 = 0; //set default
2656 return false;
2657 }
2658 if ( !ctx.Read( m_SyncParts03 ) )
2659 {
2660 m_SyncParts03 = 0; //set default
2661 return false;
2662 }
2663
2664 //has base
2665 if ( !ctx.Read( m_HasBase ) )
2666 {
2667 m_HasBase = false;
2668 return false;
2669 }
2670 //---
2671
2672 return true;
2673 }
2674
2675 override void AfterStoreLoad()
2676 {
2677 super.AfterStoreLoad();
2678
2680 {
2682 }
2683 }
2684
2686 {
2687 //update server data
2689
2690 //set base state
2691 ConstructionPart construction_part = GetConstruction().GetBaseConstructionPart();
2692 SetBaseState( construction_part.IsBuilt() ) ;
2693
2694 //synchronize after load
2696 }
2697
2698 override void OnCreatePhysics()
2699 {
2700 super.OnCreatePhysics();
2703 }
2704
2705 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2706 {
2708 return;
2709
2710 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2711
2712 if (GetGame().IsMultiplayer() && !GetGame().IsServer())
2713 return;
2714
2715 Construction construction = GetConstruction();
2716 string part_name = zone;
2717 part_name.ToLower();
2718
2719 if ( newLevel == GameConstants.STATE_RUINED )
2720 {
2721 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
2722
2723 if ( construction_part && construction.IsPartConstructed( part_name ) )
2724 {
2725 construction.DestroyPartServer( null, part_name, AT_DESTROY_PART );
2726 construction.DestroyConnectedParts(part_name);
2727 }
2728
2729 //barbed wire handling (hack-ish)
2730 if ( part_name.Contains("barbed") )
2731 {
2732 BarbedWire barbed_wire = BarbedWire.Cast( FindAttachmentBySlotName( zone ) );
2733 if (barbed_wire)
2734 barbed_wire.SetMountedState( false );
2735 }
2736 }
2737 }
2738
2739 override void EEOnAfterLoad()
2740 {
2742 {
2744 }
2745
2746 super.EEOnAfterLoad();
2747 }
2748
2749 override void EEInit()
2750 {
2751 super.EEInit();
2752
2753 // init visuals and physics
2754 InitBaseState();
2755
2756 //debug
2757 #ifdef DEVELOPER
2759 #endif
2760 }
2761
2762 override void EEItemAttached( EntityAI item, string slot_name )
2763 {
2764 super.EEItemAttached( item, slot_name );
2765
2766 CheckForHybridAttachments( item, slot_name );
2767 UpdateVisuals();
2768 UpdateAttachmentPhysics( slot_name, false );
2769 }
2770
2771 override void EEItemDetached( EntityAI item, string slot_name )
2772 {
2773 super.EEItemDetached( item, slot_name );
2774
2775 UpdateVisuals();
2776 UpdateAttachmentPhysics( slot_name, false );
2777 }
2778
2779 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2780 {
2781 string slot_name = InventorySlots.GetSlotName( slotId );
2782 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2783
2784 UpdateAttachmentVisuals( slot_name, locked );
2785 UpdateAttachmentPhysics( slot_name, locked );
2786 }
2787
2788 //ignore out of reach condition
2789 override bool IgnoreOutOfReachCondition()
2790 {
2791 return true;
2792 }
2793
2794 //CONSTRUCTION EVENTS
2795 //Build
2796 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2797 {
2798 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2799
2800 //check base state
2801 if (construtionPart.IsBase())
2802 {
2803 SetBaseState(true);
2804
2805 //spawn kit
2807 }
2808
2809 //register constructed parts for synchronization
2810 RegisterPartForSync(construtionPart.GetId());
2811
2812 //register action that was performed on part
2813 RegisterActionForSync(construtionPart.GetId(), action_id);
2814
2815 //synchronize
2817
2818 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2819
2820 UpdateNavmesh();
2821
2822 //update visuals
2823 UpdateVisuals();
2824
2825 //reset action sync data
2827 }
2828
2829 void OnPartBuiltClient(string part_name, int action_id)
2830 {
2831 //play sound
2832 SoundBuildStart( part_name );
2833 }
2834
2835 //Dismantle
2836 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2837 {
2838 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2839 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2840
2841 //register constructed parts for synchronization
2842 UnregisterPartForSync(construtionPart.GetId());
2843
2844 //register action that was performed on part
2845 RegisterActionForSync(construtionPart.GetId(), action_id);
2846
2847 //synchronize
2849
2850 // server part of sync, client will be synced from SetPartsFromSyncData
2851 SetPartFromSyncData(construtionPart);
2852
2853 UpdateNavmesh();
2854
2855 //update visuals
2856 UpdateVisuals();
2857
2858 //reset action sync data
2860
2861 //check base state
2862 if (construtionPart.IsBase())
2863 {
2864 //Destroy construction
2866 }
2867
2868 if (GetGame().IsServer())
2869 HandleItemFalling(construtionPart);
2870 }
2871
2872 void OnPartDismantledClient( string part_name, int action_id )
2873 {
2874 //play sound
2875 SoundDismantleStart( part_name );
2876 }
2877
2878 //Destroy
2879 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2880 {
2881 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2882 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2883
2884 //register constructed parts for synchronization
2885 UnregisterPartForSync(construtionPart.GetId());
2886
2887 //register action that was performed on part
2888 RegisterActionForSync(construtionPart.GetId(), action_id);
2889
2890 //synchronize
2892
2893 // server part of sync, client will be synced from SetPartsFromSyncData
2894 SetPartFromSyncData(construtionPart);
2895
2896 UpdateNavmesh();
2897
2898 //update visuals
2899 UpdateVisuals();
2900
2901 //reset action sync data
2903
2904 //check base state
2905 if (construtionPart.IsBase())
2906 {
2907 //Destroy construction
2909 }
2910
2911 if (GetGame().IsServer())
2912 HandleItemFalling(construtionPart);
2913 }
2914
2915 void OnPartDestroyedClient( string part_name, int action_id )
2916 {
2917 //play sound
2918 SoundDestroyStart( part_name );
2919 }
2920
2921 protected void HandleItemFalling(ConstructionPart part)
2922 {
2923 bool process = false;
2924
2925 //TODO: add a parameter to parts' config classes?
2926 process |= part.m_PartName.Contains("_roof");
2927 process |= part.m_PartName.Contains("_platform");
2928 process |= part.m_PartName.Contains("_stair");
2929
2930 if (process)
2931 {
2932 if (!MemoryPointExists(part.m_PartName + "_min") || !MemoryPointExists(part.m_PartName + "_max"))
2933 {
2934 Debug.Log("min/max memory points do not exist for part: " + part.m_PartName);
2935 return;
2936 }
2937
2938 vector mins, maxs;
2939 mins = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_min"));
2940 maxs = ModelToWorld(GetMemoryPointPos(part.m_PartName + "_max"));
2941
2942 //sanitize minmaxs
2943 vector minTmp, maxTmp;
2944 minTmp[0] = Math.Min(mins[0],maxs[0]);
2945 maxTmp[0] = Math.Max(mins[0],maxs[0]);
2946 minTmp[1] = Math.Min(mins[1],maxs[1]);
2947 maxTmp[1] = Math.Max(mins[1],maxs[1]);
2948 minTmp[2] = Math.Min(mins[2],maxs[2]);
2949 maxTmp[2] = Math.Max(mins[2],maxs[2]);
2950 mins = minTmp;
2951 maxs = maxTmp;
2952
2953 maxs[1] = maxs[1] + 0.35; //reach a little above..
2954
2955 ItemFall(mins,maxs);
2956 }
2957 }
2958
2959 protected void ItemFall(vector min, vector max)
2960 {
2961 array<EntityAI> foundEntities = new array<EntityAI>();
2962 DayZPlayerUtils.PhysicsGetEntitiesInBox(min,max,foundEntities);
2963
2964 //filtering
2965 ItemBase item;
2966 foreach (EntityAI entity : foundEntities)
2967 {
2968 if (Class.CastTo(item,entity) && !item.CanUseConstruction()) //BB items?
2969 item.ThrowPhysically(null,vector.Zero);
2970 }
2971 }
2972
2973 // --- UPDATE
2974 void InitBaseState()
2975 {
2976 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2977
2978 InitVisuals();
2979 UpdateNavmesh(); //regenerate navmesh
2980 GetConstruction().InitBaseState();
2981 }
2982
2983 void InitVisuals()
2984 {
2985 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2986 //check base
2987 if ( !HasBase() )
2988 {
2989 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2990 }
2991 else
2992 {
2993 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2994 }
2995
2996 GetConstruction().UpdateVisuals();
2997 }
2998
2999 void UpdateVisuals()
3000 {
3001 array<string> attachmentSlots = new array<string>;
3002
3003 GetAttachmentSlots(this, attachmentSlots);
3004 foreach (string slotName : attachmentSlots)
3005 {
3007 }
3008
3009 //check base
3010 if (!HasBase())
3011 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3012 else
3013 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3014
3015 GetConstruction().UpdateVisuals();
3016 }
3017
3018 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3019 {
3020 string slotNameMounted = slot_name + "_Mounted";
3021 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3022
3023 if (attachment)
3024 {
3025 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3026 if (barbedWire && barbedWire.IsMounted())
3027 CreateAreaDamage(slotNameMounted);
3028 else
3029 DestroyAreaDamage(slotNameMounted);
3030
3031 if (is_locked)
3032 {
3033 SetAnimationPhase(slotNameMounted, 0);
3034 SetAnimationPhase(slot_name, 1);
3035 }
3036 else
3037 {
3038 SetAnimationPhase(slotNameMounted, 1);
3039 SetAnimationPhase(slot_name, 0);
3040 }
3041 }
3042 else
3043 {
3044 SetAnimationPhase(slotNameMounted, 1);
3045 SetAnimationPhase(slot_name, 1);
3046
3047 DestroyAreaDamage(slotNameMounted);
3048 }
3049 }
3050
3051 // avoid calling this function on frequent occasions, it's a massive performance hit
3052 void UpdatePhysics()
3053 {
3055 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3056
3057 array<string> attachmentSlots = new array<string>;
3058 GetAttachmentSlots(this, attachmentSlots);
3059
3061 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3062
3063 foreach (string slotName : attachmentSlots)
3064 {
3066 }
3067
3068 //check base
3069 if (!HasBase())
3070 {
3072 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3073
3074 AddProxyPhysics(ANIMATION_DEPLOYED);
3075 }
3076 else
3077 {
3079 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3080
3081 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3082 }
3083
3084 GetConstruction().UpdatePhysics();
3085 UpdateNavmesh();
3086 }
3087
3088 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3089 {
3090 //checks for invalid appends; hotfix
3091 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3092 return;
3093 //----------------------------------
3094 string slot_name_mounted = slot_name + "_Mounted";
3095 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3096
3097 //remove proxy physics
3098 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3099 RemoveProxyPhysics( slot_name_mounted );
3100 RemoveProxyPhysics( slot_name );
3101
3102 if ( attachment )
3103 {
3104 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3105 if ( is_locked )
3106 {
3107 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3108 AddProxyPhysics( slot_name_mounted );
3109 }
3110 else
3111 {
3112 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3113 AddProxyPhysics( slot_name );
3114 }
3115 }
3116 }
3117
3118 protected void UpdateNavmesh()
3119 {
3120 SetAffectPathgraph( true, false );
3121 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( GetGame().UpdatePathgraphRegionByObject, 100, false, this );
3122 }
3123
3124 override bool CanUseConstruction()
3125 {
3126 return true;
3127 }
3128
3129 override bool CanUseConstructionBuild()
3130 {
3131 return true;
3132 }
3133
3134 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3135 {
3136 if ( attachment )
3137 {
3138 InventoryLocation inventory_location = new InventoryLocation;
3139 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3140
3141 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3142 }
3143
3144 return false;
3145 }
3146
3147 protected bool IsAttachmentSlotLocked( string slot_name )
3148 {
3149 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3150 }
3151
3152 //--- ATTACHMENT SLOTS
3153 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3154 {
3155 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3156 if ( GetGame().ConfigIsExisting( config_path ) )
3157 {
3158 GetGame().ConfigGetTextArray( config_path, attachment_slots );
3159 }
3160 }
3161
3162 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3163 {
3164 return true;
3165 }
3166
3167 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3168 {
3169 return true;
3170 }
3171
3172 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3173 {
3174 return true;
3175 }
3176
3177 // --- INIT
3178 void ConstructionInit()
3179 {
3180 if ( !m_Construction )
3181 {
3182 m_Construction = new Construction( this );
3183 }
3184
3185 GetConstruction().Init();
3186 }
3187
3189 {
3190 return m_Construction;
3191 }
3192
3193 //--- INVENTORY/ATTACHMENTS CONDITIONS
3194 //attachments
3195 override bool CanReceiveAttachment( EntityAI attachment, int slotId )
3196 {
3197 return super.CanReceiveAttachment(attachment, slotId);
3198 }
3199
3201 {
3202 int attachment_count = GetInventory().AttachmentCount();
3203 if ( attachment_count > 0 )
3204 {
3205 if ( HasBase() && attachment_count == 1 )
3206 {
3207 return false;
3208 }
3209
3210 return true;
3211 }
3212
3213 return false;
3214 }
3215
3216 override bool ShowZonesHealth()
3217 {
3218 return true;
3219 }
3220
3221 override bool IsTakeable()
3222 {
3223 return false;
3224 }
3225
3226 //this into/outo parent.Cargo
3227 override bool CanPutInCargo( EntityAI parent )
3228 {
3229 return false;
3230 }
3231
3232 override bool CanRemoveFromCargo( EntityAI parent )
3233 {
3234 return false;
3235 }
3236
3237 //hands
3238 override bool CanPutIntoHands( EntityAI parent )
3239 {
3240 return false;
3241 }
3242
3243 //--- ACTION CONDITIONS
3244 //direction
3245 override bool IsFacingPlayer( PlayerBase player, string selection )
3246 {
3247 return true;
3248 }
3249
3250 override bool IsPlayerInside( PlayerBase player, string selection )
3251 {
3252 return true;
3253 }
3254
3257 {
3258 return false;
3259 }
3260
3261 //camera direction check
3262 bool IsFacingCamera( string selection )
3263 {
3264 return true;
3265 }
3266
3267 //roof check
3268 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3269 {
3270 return false;
3271 }
3272
3273 //selection->player distance check
3274 bool HasProperDistance( string selection, PlayerBase player )
3275 {
3276 return true;
3277 }
3278
3279 //folding
3281 {
3282 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3283 {
3284 return false;
3285 }
3286
3287 return true;
3288 }
3289
3291 {
3294
3295 return item;
3296 }
3297
3298 //Damage triggers (barbed wire)
3299 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3300 {
3301 if ( GetGame() && GetGame().IsServer() )
3302 {
3303 //destroy area damage if some already exists
3304 DestroyAreaDamage( slot_name );
3305
3306 //create new area damage
3308 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3309
3310 vector min_max[2];
3311 if ( MemoryPointExists( slot_name + "_min" ) )
3312 {
3313 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3314 }
3315 if ( MemoryPointExists( slot_name + "_max" ) )
3316 {
3317 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3318 }
3319
3320 //get proper trigger extents (min<max)
3321 vector extents[2];
3322 GetConstruction().GetTriggerExtents( min_max, extents );
3323
3324 //get box center
3325 vector center;
3326 center = GetConstruction().GetBoxCenter( min_max );
3327 center = ModelToWorld( center );
3328
3329 //rotate center if needed
3330 vector orientation = GetOrientation();;
3331 CalcDamageAreaRotation( rotation_angle, center, orientation );
3332
3333 areaDamage.SetExtents( extents[0], extents[1] );
3334 areaDamage.SetAreaPosition( center );
3335 areaDamage.SetAreaOrientation( orientation );
3336 areaDamage.SetLoopInterval( 1.0 );
3337 areaDamage.SetDeferDuration( 0.2 );
3338 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3339 areaDamage.SetAmmoName( "BarbedWireHit" );
3340 areaDamage.Spawn();
3341
3342 m_DamageTriggers.Insert( slot_name, areaDamage );
3343 }
3344 }
3345
3346 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3347 {
3348 if ( angle_deg != 0 )
3349 {
3350 //orientation
3351 orientation[0] = orientation[0] - angle_deg;
3352
3353 //center
3354 vector rotate_axis;
3355 if ( MemoryPointExists( "rotate_axis" ) )
3356 {
3357 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3358 }
3359 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];
3360 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];
3361 center[0] = r_center_x;
3362 center[2] = r_center_z;
3363 }
3364 }
3365
3366 void DestroyAreaDamage( string slot_name )
3367 {
3368 if (GetGame() && GetGame().IsServer())
3369 {
3371 if (m_DamageTriggers.Find(slot_name, areaDamage))
3372 {
3373 if (areaDamage)
3374 {
3375 areaDamage.Destroy();
3376 }
3377
3378 m_DamageTriggers.Remove( slot_name );
3379 }
3380 }
3381 }
3382
3383 override bool IsIgnoredByConstruction()
3384 {
3385 return true;
3386 }
3387
3388 //================================================================
3389 // SOUNDS
3390 //================================================================
3391 protected void SoundBuildStart( string part_name )
3392 {
3393 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3394 }
3395
3396 protected void SoundDismantleStart( string part_name )
3397 {
3398 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3399 }
3400
3401 protected void SoundDestroyStart( string part_name )
3402 {
3403 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3404 }
3405
3406 protected string GetBuildSoundByMaterial( string part_name )
3407 {
3408 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3409
3410 switch ( material_type )
3411 {
3412 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3413 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3414 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3415 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3416 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3417 }
3418
3419 return "";
3420 }
3421
3422 protected string GetDismantleSoundByMaterial( string part_name )
3423 {
3424 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3425
3426 switch ( material_type )
3427 {
3428 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3429 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3430 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3431 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3432 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3433 }
3434
3435 return "";
3436 }
3437
3438 //misc
3439 void CheckForHybridAttachments( EntityAI item, string slot_name )
3440 {
3441 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
3442 {
3443 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3444 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3445 {
3446 SetHealth(slot_name,"Health",item.GetHealth());
3447 }
3448 }
3449 }
3450
3451 override int GetDamageSystemVersionChange()
3452 {
3453 return 111;
3454 }
3455
3456 override void SetActions()
3457 {
3458 super.SetActions();
3459
3463 }
3464
3465 //================================================================
3466 // DEBUG
3467 //================================================================
3468 protected void DebugCustomState()
3469 {
3470 }
3471
3474 {
3475 return null;
3476 }
3477
3478 override void OnDebugSpawn()
3479 {
3480 FullyBuild();
3481 }
3482
3483 void FullyBuild()
3484 {
3486 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3487
3488 Man p;
3489
3490 #ifdef SERVER
3491 array<Man> players = new array<Man>;
3492 GetGame().GetWorld().GetPlayerList(players);
3493 if (players.Count())
3494 p = players[0];
3495 #else
3496 p = GetGame().GetPlayer();
3497 #endif
3498
3499 foreach (ConstructionPart part : parts)
3500 {
3501 bool excluded = false;
3502 string partName = part.GetPartName();
3503 if (excludes)
3504 {
3505 foreach (string exclude : excludes)
3506 {
3507 if (partName.Contains(exclude))
3508 {
3509 excluded = true;
3510 break;
3511 }
3512 }
3513 }
3514
3515 if (!excluded)
3516 {
3517 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3518 }
3519 }
3520
3521 GetConstruction().UpdateVisuals();
3522 }
3523}
3524
3525void bsbDebugPrint (string s)
3526{
3527#ifdef BSB_DEBUG
3528 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3529#else
3530 //Print("" + s); // comment/uncomment to hide/see debug logs
3531#endif
3532}
3533void bsbDebugSpam (string s)
3534{
3535#ifdef BSB_DEBUG_SPAM
3536 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3537#else
3538 //Print("" + s); // comment/uncomment to hide/see debug logs
3539#endif
3540}
const int AT_DISMANTLE_PART
Определения _constants.c:7
const int AT_DESTROY_PART
Определения _constants.c:8
const int AT_BUILD_PART
Определения _constants.c:6
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1928
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1293
override int GetHideIconMask()
Определения BaseBuildingBase.c:1378
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1685
void FullyBuild()
Определения BaseBuildingBase.c:2539
void UpdateVisuals()
Определения BaseBuildingBase.c:2055
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1524
int m_SyncParts01
Определения BaseBuildingBase.c:1301
void UpdateNavmesh()
Определения BaseBuildingBase.c:2174
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2223
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2534
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2529
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2457
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1309
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2447
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2074
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2402
override bool CanObstruct()
Определения BaseBuildingBase.c:1373
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2256
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1413
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1318
void InitBaseState()
Определения BaseBuildingBase.c:2030
override bool CanReceiveAttachment(EntityAI attachment, int slotId)
Определения BaseBuildingBase.c:2251
void BaseBuildingBase()
Определения BaseBuildingBase.c:1328
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1741
void DestroyConstruction()
Определения BaseBuildingBase.c:1678
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1324
int m_InteractedPartId
Определения BaseBuildingBase.c:1304
bool m_HasBase
Определения BaseBuildingBase.c:1299
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2478
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2190
void UpdatePhysics()
Определения BaseBuildingBase.c:2108
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2301
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1885
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2330
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1754
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1852
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1511
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1310
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1583
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1325
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1313
int m_SyncParts03
Определения BaseBuildingBase.c:1303
void ResetActionSyncData()
Определения BaseBuildingBase.c:1517
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1368
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1892
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2495
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1795
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1827
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1661
ref Construction m_Construction
Определения BaseBuildingBase.c:1297
bool IsFacingCamera(string selection)
Определения BaseBuildingBase.c:2318
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2218
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2209
override bool IsDeployable()
Определения BaseBuildingBase.c:1630
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1971
override void EEInit()
Определения BaseBuildingBase.c:1805
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1442
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1300
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1392
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2324
Construction GetConstruction()
Определения BaseBuildingBase.c:2244
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2452
void DebugCustomState()
Определения BaseBuildingBase.c:2524
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1599
string GetConstructionKitType()
Определения BaseBuildingBase.c:1666
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2228
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1935
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2336
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2507
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1316
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1818
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1315
void InitVisuals()
Определения BaseBuildingBase.c:2039
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1292
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1311
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2346
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2283
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2180
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1731
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1541
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1761
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1845
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1697
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2272
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2144
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2306
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2462
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1641
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1319
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2312
override bool IsTakeable()
Определения BaseBuildingBase.c:2277
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1295
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1357
override void SetActions()
Определения BaseBuildingBase.c:2512
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:1977
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1671
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1652
bool IsOpened()
Определения BaseBuildingBase.c:1635
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2015
int m_PerformedActionId
Определения BaseBuildingBase.c:1305
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2185
bool HasBase()
Определения BaseBuildingBase.c:1620
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1400
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1384
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2439
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1323
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1625
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1312
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1835
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2294
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1471
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2288
void ConstructionInit()
Определения BaseBuildingBase.c:2234
int m_SyncParts02
Определения BaseBuildingBase.c:1302
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1317
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
PlayerSpawnPreset slotName
ConstructionMaterialType
Определения Construction.c:2
void Construction(BaseBuildingBase parent)
Определения Construction.c:26
map
Определения ControlsXboxNew.c:4
void DayZPlayerUtils()
cannot be instantiated
Определения DayZPlayerUtils.c:465
void DestroyAreaDamage()
Определения FireplaceBase.c:2338
void CreateAreaDamage()
Определения FireplaceBase.c:2322
EffectSound m_Sound
Определения HungerSoundHandler.c:18
bool m_FixDamageSystemInit
Определения ItemBase.c:4835
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
Определения DayZGame.c:1187
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native DayZPlayer GetPlayer()
proto native void ObjectDelete(Object obj)
Super root of all classes in Enforce script.
Определения EnScript.c:11
int GetId()
Определения ConstructionPart.c:40
string GetPartName()
Определения ConstructionPart.c:30
bool IsBase()
Определения ConstructionPart.c:65
bool IsBuilt()
Определения ConstructionPart.c:45
string m_PartName
Определения ConstructionPart.c:5
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Определения Debug.c:122
Определения Debug.c:2
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
Определения Building.c:6
Определения constants.c:659
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:29
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
override bool CanUseConstruction()
Определения BaseBuildingBase.c:891
Определения InventoryItem.c:731
static bool IsBaseBuildingLogEnable()
Определения Debug.c:698
Определения Debug.c:594
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native void GetPlayerList(out array< Man > players)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:110
Определения EnConvert.c:106
override string GetDebugName()
Определения dayzplayer.c:1170
Serializer ParamsReadContext
Определения gameplay.c:15
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_RUINED
Определения constants.c:846
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
proto int ToLower()
Changes string to lowercase. Returns length.
const int CALL_CATEGORY_GAMEPLAY
Определения tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения tools.c:8

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