DayZ 1.30
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено
Файл ConstructionBase.c

См. исходные тексты.

Структуры данных

class  StaticConstructionMethods
 Deprecated. Подробнее...
 
class  ConstructionBoxTrigger
 

Перечисления

enum  ConstructionMaterialType {
  MATERIAL_NONE = 0 , MATERIAL_LOG = 1 , MATERIAL_WOOD = 2 , MATERIAL_STAIRS = 3 ,
  MATERIAL_METAL = 4 , MATERIAL_WIRE = 5 , MATERIAL_BRICK = 6 , MATERIAL_RUBBLE = 7
}
 used to guide action sound selection, mostly. Could be also used for particles and stuff, if need be Подробнее...
 

Функции

void ConstructionBase (EntityAI parent)
 
void ~ConstructionBase ()
 
override void Init ()
 single position related to each particular attachment group
 
override void EEInitConstruction ()
 
void Cleanup ()
 
void SetParent (EntityAI parent)
 
void HandleSyncDataBuild (ConstructionPart part)
 
void HandleSyncDataDismantle (ConstructionPart part)
 
void HandleSyncDataDestroy (ConstructionPart part)
 
bool UpdatePartSyncStateLocal (ConstructionPart part)
 Returns 'true' if part state was locally changed.
 
void AddToConstructedParts (string part_name)
 
void RemoveFromConstructedParts (string part_name)
 
void BuildPartServerEx (Man player, string part_name, int action_id)
 new build part method
 
void DismantlePartServerEx (Man player, string part_name, int action_id)
 new dismantle part method
 
void DestroyPartServer (Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
 destroy part method
 
void DestroyConnectedParts (string part_name)
 
void HandleEntityFalling (string partName)
 when supporting part is removed, entities on top of it should transform to surface Y height
 
void ItemFall (string partName)
 
override void ProcessConstructionDecay (float dTime)
 Handles decay for constructed parts, if enabled.
 
float GetCurrentDecayCoef ()
 
array< ConstructionPart > GetConstructionPartArray ()
 
override bool CanUseHandConstruction ()
 
override void OnHealthLevelChanged (int oldLevel, int newLevel, string zone)
 
bool ExceptionCheck (string part_name)
 Exceptions from 'dependent parts' hierarchy are handled here.
 
void ProcessOnPartBuiltServer (Man player, string part_name, int action_id)
 
void ProcessOnPartDismantledServer (Man player, string part_name, int action_id)
 
void ProcessOnPartDestroyedServer (Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
 
void InitVisuals ()
 init ConstructionPart visuals
 
void UpdateSpecificPartVisuals (ConstructionPart part)
 update SPECIFIC ConstructionPart visuals
 
void UpdateVisuals ()
 update ALL ConstructionPart visuals. Use only if the update queue system won't cut it.
 
void UpdateSpecificPartPhysics (ConstructionPart part)
 update SPECIFIC part's physics
 
void UpdatePhysics ()
 update ALL parts physics. Sets hide first, then shows the rest. Use only if the update queue system won't cut it.
 
void UpdateNavmesh ()
 
void UpdateConstructionParts ()
 Parse type data and create part instance data objects.
 
ConstructionPart CreatePartInstanceObject (typename partTypename)
 
 GetDefaultPartInstanceTypename ()
 Override on lower implements to create desired part types.
 
void QueueFullUpdateParts (array< ConstructionPart > changedParts)
 
map< string, ref ConstructionPart > GetConstructionParts ()
 
ConstructionPart GetConstructionPart (string part_name)
 
bool CanBuildPart (string part_name, ItemBase tool, bool use_tool)
 
bool CanBuildPartEx (string partName, ItemBase tool, out EConstructionInfoCategories failureReasonsMask)
 not meant to replace, but rather extend the functionality for specific use
 
bool CanBuildUtilityPart (string partName)
 Simplified condition for utility (non-)parts.
 
bool MaterialIsRuined (string part_name)
 
void GetConstructionPartsToBuild (string main_part_name, out array< ConstructionPart > construction_parts, ItemBase tool, out string real_constructionTarget, bool use_tool)
 
void GetConstructionPartsUnableToBuild (string actionComponentName, out array< ConstructionPart > constructionParts, ItemBase tool, out string realConstructionTarget, bool useTool)
 
ConstructionPart GetBaseConstructionPart ()
 
bool HasRequiredPart (string part_name)
 checks if construction part has all the required parts built
 
bool PartHasAnySupportFulfilled (string part_name)
 checks if construction part has all the required support
 
bool HasConflictPart (string part_name)
 
bool HasConflictPart (string partName, out string conflictingPartName)
 
ConstructionPart GetConstructionPartToDismantle (string part_name, ItemBase tool)
 
bool CanDismantlePart (string part_name, ItemBase tool)
 
bool HasDependentPart (string part_name)
 checks if construction part has dependent part (that is already built) because of which it cannot be dismantled
 
bool SupportRemovalCheck (string part_name)
 Checks if all supports would hold on part removal. Returns 'false' if some would fail.
 
bool CanRepairPart (string partName, ItemBase tool=null, PlayerBase player=null, bool facingCheck=false)
 
bool ConstructionInsiderBoxCheck (PlayerBase player, ConstructionPart part)
 Check character positioning with a box check (character must be inside at least one of the defined boxes)
 
bool ConstructionDirectionCheck (PlayerBase player, ConstructionPart part, EConstructionDirCheckType type)
 
array< string > GetValidDepenentPartsArray (string part_name, array< string > recurs=null)
 
array< string > GetRequiredParts (string part_name, string main_part_name)
 
ConstructionPart GetConstructionPartToDestroy (string part_name)
 
bool CanDestroyPart (string part_name)
 
void ShowConstructionPart (string part_name)
 Animates AnimationSource. Use on server only, AUTO-SYNCED.
 
void HideConstructionPart (string part_name)
 Animates AnimationSource. Use on server only, AUTO-SYNCED.
 
void ShowConstructionPartPhysics (string part_name)
 sets physics LOCALLY
 
void HideConstructionPartPhysics (string part_name)
 sets physics LOCALLY
 
bool IsPartConstructed (string part_name)
 returns true if part constructed
 
bool HasMaterialsEx (string part_name, bool repairing=false, out string slotName="", out float requiredQuantity=0.0)
 returns true if materials to build the part are available
 
bool HasMaterials (string part_name, bool repairing=false)
 
bool HasMaterialWithQuantityAttached (string slot_name, float quantity)
 
void TakeMaterialsServer (string part_name, bool repairing=false)
 
void ReceiveMaterialsServer (notnull Man player, string part_name, string damagezone_name)
 
void DestroyMaterialsServer (Man player, string part_name)
 
void DropNonUsableMaterialsServer (Man player, string part_name)
 
void MoveMaterialAttachmentToGround (notnull EntityAI parent, Man player, notnull ItemBase attachment, notnull InventoryLocation invloc, string partName)
 
void DropEssentialAttachments (Man player, string partName)
 Drop other, non-material attachments tied to the construction part.
 
void SetLockOnAttachedMaterials (string part_name, bool lock_slot)
 
bool CanUseToolToBuildPart (string part_name, ItemBase tool)
 
bool CanUseToolToDismantlePart (string part_name, ItemBase tool)
 
ConstructionMaterialType GetMaterialType (string part_name)
 
bool IsCollidingEx (CollisionCheckData check_data)
 Collision check for building part.
 
vector GetCollisionBoxSize (vector min_max[2])
 
void GetCollisionBoxData (string part_name, out vector min_max[2])
 
bool GetItemFallDetectionBoxData (string partName, out vector minMax[2])
 
vector GetBoxCenter (vector min_max[2])
 
void GetTriggerExtents (vector min_max[2], out vector extents[2])
 
void BuildPartServer (notnull Man player, string part_name, int action_id)
 
void DismantlePartServer (notnull Man player, string part_name, int action_id)
 
bool IsColliding (string part_name)
 
void CreateCollisionTrigger (string part_name, vector min_max[2], vector center)
 
void DestroyCollisionTrigger ()
 
bool IsTriggerColliding ()
 
void CollisionCheckData ()
 

Переменные

enum ConstructionMaterialType INDOORS
 
enum ConstructionMaterialType REFERENCE_DIRECTION
 
enum ConstructionMaterialType MAX_MATERIAL_PILES = 64
 
static const float REPAIR_MATERIAL_PERCENTAGE = 0.15
 
static const float DECONSTURCT_MATERIAL_LOSS = 0.2
 
static const float DEFAULT_DECAY_RATE = -1.0
 
static const float DEFAULT_DECAY_THRESHOLD = 0.3
 HP/s change.
 
static const float DEFAULT_DECAY_RATE_COEF = 1.0
 Percentage of max health where the decay stops.
 
static const float SANDSTORM_DECAY_RATE_COEF = 1.5
 Default decay speed coef.
 
ConstructionDataTypeHolder m_TypeLevelHolder
 Sandstorm decay speed coef.
 
ref array< ConstructionPart > m_ConstructionPartArray
 INSTANCED construction part data;.
 
ref array< ConstructionPart > m_BuiltConstructionPartArray
 
EntityAI m_EntityParent
 
bool m_AnyPartBuildableByHands
 
ConstructionBoxTrigger m_ConstructionBoxTrigger
 
class StaticConstructionMethods m_AdditionalExcludes
 Data structure for passing parameters (extendable, modable)
 
string m_PartName
 
int m_PrimaryGeometry
 
int m_SecondaryGeometry