| typedef Param1<int> DoorStartParams; |
| typedef Param2<int, bool> DoorFinishParams; |
| typedef Param1<int> DoorLockParams; |
|
|
| class Building extends EntityAI |
| { |
| proto native int GetLaddersCount(); |
| proto native vector GetLadderPosTop(int ladderIndex); |
| proto native vector GetLadderPosBottom(int ladderIndex); |
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| |
| proto native int GetDoorIndex(int componentIndex); |
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| proto native int GetDoorCount(); |
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| proto native bool IsDoorOpen(int index); |
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| |
| proto native bool IsDoorOpening(int index); |
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| |
| proto native bool IsDoorOpeningAjar(int index); |
| |
| |
| proto native bool IsDoorClosing(int index); |
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| proto native bool IsDoorOpened(int index); |
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| |
| proto native bool IsDoorOpenedAjar(int index); |
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| |
| proto native bool IsDoorClosed(int index); |
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| proto native bool IsDoorLocked(int index); |
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| |
| proto native void PlayDoorSound(int index); |
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| |
| proto native void OpenDoor(int index); |
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| |
| proto native void CloseDoor(int index); |
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| |
| proto native void LockDoor(int index, bool force = false); |
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| |
| proto native void UnlockDoor(int index); |
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| |
| proto native vector GetDoorSoundPos(int index); |
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| |
| proto native float GetDoorSoundDistance(int index); |
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| |
| proto native void OutputDoorLog(); |
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| |
| int GetNearestDoorBySoundPos(vector position) |
| { |
| float smallestDist = float.MAX; |
| int nearestDoor = -1; |
|
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| int count = GetDoorCount(); |
| for (int i = 0; i < count; i++) |
| { |
| float dist = vector.DistanceSq(GetDoorSoundPos(i), position); |
| if (dist < smallestDist) |
| { |
| nearestDoor = i; |
| smallestDist = dist; |
| } |
| } |
|
|
| return nearestDoor; |
| } |
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| |
| void OnDoorOpenStart(DoorStartParams params) |
| { |
| } |
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| |
| void OnDoorOpenFinish(DoorFinishParams params) |
| { |
| } |
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| |
| void OnDoorOpenAjarStart(DoorStartParams params) |
| { |
| } |
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| |
| void OnDoorOpenAjarFinish(DoorFinishParams params) |
| { |
| } |
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| |
| void OnDoorCloseStart(DoorStartParams params) |
| { |
| } |
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| |
| void OnDoorCloseFinish(DoorFinishParams params) |
| { |
| } |
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| |
| void OnDoorLocked(DoorLockParams params) |
| { |
| } |
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| |
| void OnDoorUnlocked(DoorLockParams params) |
| { |
| } |
| |
| bool CanDoorBeOpened(int doorIndex, bool checkIfLocked = false) |
| { |
| if (IsDoorOpen(doorIndex)) |
| return false; |
|
|
| if (checkIfLocked) |
| { |
| if (IsDoorLocked(doorIndex)) |
| return false; |
| } |
| else |
| { |
| if (!IsDoorLocked(doorIndex)) |
| return false; |
| } |
| return true; |
| } |
| |
| bool CanDoorBeClosed(int doorIndex) |
| { |
| return IsDoorOpen(doorIndex); |
| } |
| |
| |
| bool CanDoorBeLocked(int doorIndex) |
| { |
| return (!IsDoorOpen(doorIndex) && !IsDoorLocked(doorIndex)); |
| } |
| |
| override void GetDebugActions(out TSelectableActionInfoArrayEx outputList) |
| { |
| outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.BUILDING_OUTPUT_LOG, "Output Door Log", FadeColors.LIGHT_GREY)); |
| outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.SEPARATOR, " --- ", FadeColors.LIGHT_GREY)); |
|
|
| outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.BUILDING_PLAY_DOOR_SOUND, "Play Door Sound", FadeColors.LIGHT_GREY)); |
| outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.BUILDING_OPEN_DOOR, "Open Door", FadeColors.LIGHT_GREY)); |
| outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.BUILDING_CLOSE_DOOR, "Close Door", FadeColors.LIGHT_GREY)); |
| outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.BUILDING_LOCK_DOOR, "Lock Door", FadeColors.LIGHT_GREY)); |
| outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.BUILDING_UNLOCK_DOOR, "Unlock Door", FadeColors.LIGHT_GREY)); |
| outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.SEPARATOR, " --- ", FadeColors.LIGHT_GREY)); |
| |
| super.GetDebugActions(outputList); |
| } |
| |
| override bool OnAction(int action_id, Man player, ParamsReadContext ctx) |
| { |
| if (super.OnAction(action_id, player, ctx)) |
| return true; |
|
|
| switch (action_id) |
| { |
| case EActions.BUILDING_PLAY_DOOR_SOUND: |
| PlayDoorSound(GetNearestDoorBySoundPos(player.GetPosition())); |
| return true; |
| } |
|
|
| if (!GetGame().IsServer()) |
| return false; |
|
|
| switch (action_id) |
| { |
| case EActions.BUILDING_OUTPUT_LOG: |
| OutputDoorLog(); |
| return true; |
| case EActions.BUILDING_OPEN_DOOR: |
| OpenDoor(GetNearestDoorBySoundPos(player.GetPosition())); |
| return true; |
| case EActions.BUILDING_CLOSE_DOOR: |
| CloseDoor(GetNearestDoorBySoundPos(player.GetPosition())); |
| return true; |
| case EActions.BUILDING_LOCK_DOOR: |
| LockDoor(GetNearestDoorBySoundPos(player.GetPosition())); |
| return true; |
| case EActions.BUILDING_UNLOCK_DOOR: |
| UnlockDoor(GetNearestDoorBySoundPos(player.GetPosition())); |
| return true; |
| } |
|
|
| return false; |
| } |
| |
| override bool IsBuilding() |
| { |
| return true; |
| } |
| |
| override bool CanObstruct() |
| { |
| return true; |
| } |
| |
| override bool IsHealthVisible() |
| { |
| return false; |
| } |
|
|
| ref TIntArray m_InteractActions; |
| |
| void Building() |
| { |
| m_InteractActions = new TIntArray; |
| g_Game.ConfigGetIntArray("cfgVehicles " +GetType() + " InteractActions", m_InteractActions); |
| } |
|
|
| override bool IsInventoryVisible() |
| { |
| return false; |
| } |
|
|
| override int GetMeleeTargetType() |
| { |
| return EMeleeTargetType.NONALIGNABLE; |
| } |
| }; |
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|