/** @file */ | |
// ------------------------------------------------------------------------- | |
// object (SF) Spawn Flags (use to setup behavior and/ or trigger functionality) | |
// | |
const int ECE_NONE = 0; | |
const int ECE_SETUP = 2; // process full entity setup (when creating NEW entity) | |
const int ECE_TRACE = 4; // trace under entity when being placed (from the point of creation) | |
const int ECE_CENTER = 8; // use center from shape (model) for placement | |
const int ECE_UPDATEPATHGRAPH = 32; // update navmesh when object placed upon it | |
const int ECE_ROTATIONFLAGS = 512; // enable rotation flags for object placement | |
const int ECE_CREATEPHYSICS = 1024; // create collision envelope and related physics data (if object has them) | |
const int ECE_INITAI = 2048; // init ai | |
const int ECE_AIRBORNE = 4096; // create flying unit in the air | |
const int ECE_EQUIP_ATTACHMENTS = 8192; // equip with configured ATTACHMENTS | |
const int ECE_EQUIP_CARGO = 16384; // equip with configured CARGO | |
const int ECE_EQUIP = 24576; // equip with configured (ATTACHMENTS + CARGO) | |
const int ECE_EQUIP_CONTAINER = 2097152; // populate DE/ group CONTAINER during spawn | |
const int ECE_LOCAL = 1073741824; // create object locally | |
const int ECE_NOSURFACEALIGN = 262144; // do not align object on surface/ terrain | |
const int ECE_KEEPHEIGHT = 524288; // keep height when creating object (do not use trace or placement on surface) | |
const int ECE_NOLIFETIME = 4194304; // do not set lifetime when creating the object | |
const int ECE_NOPERSISTENCY_WORLD = 8388608; // do not save this object in world | |
const int ECE_NOPERSISTENCY_CHAR = 16777216; // do not save this object in character | |
const int ECE_DYNAMIC_PERSISTENCY = 33554432; // spawns in without persistency, once player takes it, persistency will be enabled if available | |
// note: use predefined combination when not solving something specific | |
// | |
const int ECE_IN_INVENTORY = 787456; // ECE_CREATEPHYSICS|ECE_KEEPHEIGHT|ECE_NOSURFACEALIGN | |
const int ECE_PLACE_ON_SURFACE = 1060; // ECE_CREATEPHYSICS|ECE_UPDATEPATHGRAPH|ECE_TRACE | |
const int ECE_OBJECT_SWAP = 787488; // ECE_CREATEPHYSICS|ECE_UPDATEPATHGRAPH|ECE_KEEPHEIGHT|ECE_NOSURFACEALIGN | |
const int ECE_FULL = 25126; // ECE_SETUP|ECE_TRACE|ECE_ROTATIONFLAGS|ECE_UPDATEPATHGRAPH|ECE_EQUIP | |
// ------------------------------------------------------------------------- | |
// object (RF) Rotation Flags (use to force and/ or invoke placement rotation) | |
// | |
const int RF_NONE = 0; | |
const int RF_FRONT = 1; // front side placement | |
const int RF_TOP = 2; // top side placement | |
const int RF_LEFT = 4; // left side placement | |
const int RF_RIGHT = 8; // right side placement | |
const int RF_BACK = 16; // back side placement | |
const int RF_BOTTOM = 32; // bottom side placement | |
const int RF_ALL = 63; // RF_FRONT|RF_TOP|RF_LEFT|RF_RIGHT|RF_BACK|RF_BOTTOM | |
const int RF_IGNORE = 64; // ignore placement RF flags - object will spawn as model was created | |
const int RF_TOPBOTTOM = 34; // RF_TOP|RF_BOTTOM | |
const int RF_LEFTRIGHT = 12; // RF_LEFT|RF_RIGHT | |
const int RF_FRONTBACK = 17; // RF_FRONT|RF_BACK | |
const int RF_RANDOMROT = 64; // allow random rotation around axis when placing | |
const int RF_ORIGINAL = 128; // use default placement setuped on object in config | |
const int RF_DECORRECTION = 256; // angle correction when spawning InventoryItem at Building angle | |
const int RF_DEFAULT = 512; // use default placement setuped on object in config | |
// ------------------------------------------------------------------------- | |
//! Categories for CEApi.EconomyLog | |
class EconomyLogCategories | |
{ | |
private void EconomyLogCategories(); | |
private void ~EconomyLogCategories(); | |
const string Economy = "economy"; | |
const string EconomyRespawn = "economy_respawn"; | |
const string RespawnQueue = "respawn_queue"; | |
const string Container = "container"; | |
const string Matrix = "matrix"; | |
const string UniqueLoot = "uniqueloot"; | |
const string Bind = "bind"; | |
const string SetupFail = "setupfail"; | |
const string Storage = "storage"; | |
const string Classes = "class"; | |
const string Category = "category"; | |
const string Tag = "tag"; | |
const string SCategory = "s_category"; | |
const string STag = "s_tag"; | |
const string SAreaflags = "s_areaflags"; | |
const string SCrafted = "s_crafted"; | |
const string MapGroup = "map_group"; | |
const string MapComplete = "map_complete"; | |
const string InfectedZone = "infected_zone"; | |
} | |
// ------------------------------------------------------------------------- | |
//! Special strings for CEApi.EconomyMap | |
class EconomyMapStrings | |
{ | |
private void EconomyMapStrings(); | |
private void ~EconomyMapStrings(); | |
/** | |
\brief Generates string that will make CEApi.EconomyMap use all items with this category | |
\note This is refering to the CE categories of loot defined in cfglimitsdefinition.xml | |
\warning This is persistent per session, when you set it, it will persist until it is set to something else | |
\param category \p string The desired loot category | |
\return \p string The string to pass into CEApi.EconomyMap | |
@code | |
GetCEApi().EconomyMap(EconomyMapStrings.Category("food")); | |
@endcode | |
*/ | |
static string Category(string category) | |
{ | |
return string.Format("category:%1", category); | |
} | |
/** | |
\brief Generates string that will make CEApi.EconomyMap use all items with this tag | |
\note This is refering to the CE tags of loot defined in cfglimitsdefinition.xml | |
\warning This is persistent per session, when you set it, it will persist until it is set to something else | |
\param category \p string The desired loot tag | |
\return \p string The string to pass into CEApi.EconomyMap | |
@code | |
GetCEApi().EconomyMap(EconomyMapStrings.Tag("floor")); | |
@endcode | |
*/ | |
static string Tag(string tag) | |
{ | |
return string.Format("tag:%1", tag); | |
} | |
//! Everything | |
const string ALL_ALL = "all:all"; | |
//! All loot | |
const string ALL_LOOT = "all:loot"; | |
//! All vehicles | |
const string ALL_VEHICLE = "all:vehicle"; | |
//! All infected | |
const string ALL_INFECTED = "all:infected"; | |
//! All animals | |
const string ALL_ANIMAL = "all:animal"; | |
//! All players | |
const string ALL_PLAYER = "all:player"; | |
//! All proxies | |
const string ALL_PROXY = "all:proxy"; | |
//! All static loot spawns | |
const string ALL_PROXY_STATIC = "all:proxystatic"; | |
//! All dynamic loot spawns | |
const string ALL_PROXY_DYNAMIC = "all:proxydynamic"; | |
//! All abandoned loot spawns | |
const string ALL_PROXY_ABANDONED = "all:proxyabandoned"; | |
} | |
// ------------------------------------------------------------------------- | |
//! Special strings for CEApi.EconomyOutput | |
class EconomyOutputStrings | |
{ | |
private void EconomyOutputStrings(); | |
private void ~EconomyOutputStrings(); | |
/** | |
\brief Lists stats regarding which loot spawn) that are linked together and how many there are | |
\note In logs: "[linked_groups]" | |
*/ | |
const string LINKS = "links"; | |
/** | |
\brief Lists loot spawns that have more loot than their maximum + 4 | |
\note In logs: "[autotest:ListSuspiciousGroups]" | |
*/ | |
const string SUSPICIOUS = "suspicious"; | |
/** | |
\brief Lists DE spawns that have positions that are within supplied range (< fRange, not equal) | |
\note In logs: "[ClosePosition]" | |
*/ | |
const string DE_CLOSE_POINT = "declosepoint"; | |
/** | |
\brief Lists loot spawns that have been marked as abandoned | |
\note In logs: "[autotest:ListAbandonedGroups]" | |
*/ | |
const string ABANDONED = "abandoned"; | |
/** | |
\brief Lists loot spawns that are not abandoned but have no loot | |
\note In logs: "[autotest:ListEmptyGroups]" | |
*/ | |
const string EMPTY = "empty"; | |
/** | |
\brief Lists loot spawns that are not abandoned and within the supplied range (< fRange, not equal) | |
\note In logs: "[autotest:ListCloseGroups]" | |
\note Is the same as CEApi.ListCloseProxy | |
*/ | |
const string CLOSE = "close"; | |
/** | |
\brief Lists the number of objects inside of categories | |
\note In logs: "[autotest:ProcessDebugLog]" | |
*/ | |
const string WORLD = "world"; | |
/** | |
\brief Lists overall CE stats | |
\note In logs: "[autotest:OverallStatus]" | |
*/ | |
const string STATUS = "status"; | |
/** | |
\brief Lists the maxlootsize of all CE items | |
\note In logs: "[autotest:ListLootSize]" | |
*/ | |
const string LOOT_SIZE = "lootsize"; | |
} | |
// ------------------------------------------------------------------------- | |
enum ESpawnVolumeVis | |
{ | |
OFF = 0, | |
ADAPTIVE, | |
VOLUME, | |
OCCUPIED, | |
} | |
// ------------------------------------------------------------------------- | |
/** | |
\brief API to interact with Central Economy | |
\note Accessible through GetCEApi, make sure to read the documentation for that as well | |
\note Any mention of 'storage/' means the '$mission:storage_#' folder | |
*/ | |
class CEApi | |
{ | |
private void CEApi() {} | |
private void ~CEApi() {} | |
/** | |
\brief Regenerates "storage/spawnpoints.bin" if necessary | |
\note Already happens automatically when server starts before it is loaded in | |
@code | |
GetCEApi().ExportSpawnData(); | |
@endcode | |
*/ | |
proto native void ExportSpawnData(); | |
/** | |
\brief Generates "storage/export/mapgrouppos.xml" | |
\param vCenter \p vector Center of area to generate from | |
\note When using a zero vector, this will automatically get the world center | |
\param fRadius \p float Radius in meters of area to generate from | |
\note When 0, this will automatically get a radius covering the map | |
@code | |
// Export for whole map | |
GetCEApi().ExportProxyData(); | |
@endcode | |
*/ | |
proto native void ExportProxyData( vector vCenter = vector.Zero, float fRadius = 0 ); | |
/** | |
\brief Generates "storage/export/mapgroupcluster.xml" | |
@code | |
GetCEApi().ExportClusterData(); | |
@endcode | |
*/ | |
proto native void ExportClusterData(); | |
/** | |
\brief Generates "storage/export/mapgroupproto.xml" | |
@code | |
GetCEApi().ExportProxyProto(); | |
@endcode | |
*/ | |
proto native void ExportProxyProto(); | |
/** | |
\brief Invalidates loot spawn points which are closer than the radius supplied | |
\note Will output a message indicating how many points were invalidated | |
\param fRadius \p float The minimum desired distance in meters between loot spawn points | |
\note When 0 it will use a radius of 0.5 | |
\param bAllSelections \p bool When false, will only check the points within a container against each other, when true will against all points | |
@code | |
// Example: I want there to be a minimum distance of 0.3m between any loot spawn point | |
GetCEApi().MarkCloseProxy(0.3, true); | |
@endcode | |
*/ | |
proto native void MarkCloseProxy( float fRadius, bool bAllSelections ); | |
/** | |
\brief Removes all invalid points | |
\note Is best paired with a MarkCloseProxy call first to invalidate unwanted points | |
\note Will output a message indicating the amount of deleted points | |
@code | |
GetCEApi().RemoveCloseProxy(); | |
@endcode | |
*/ | |
proto native void RemoveCloseProxy(); | |
/** | |
\brief Outputs a list of all loot points closer than specified radius | |
\note This will automatically be checking all points against all points | |
\note This is a better way of handling it than the above two methods, as it can be then be removed manually from the xmls | |
\note Is the same as CEApi.EconomyOutput(EconomyOutputStrings.CLOSE, fRadius) | |
\param fRadius \p float The minimum desired distance in meters between loot spawn points | |
@code | |
GetCEApi().ListCloseProxy(0.3); | |
@endcode | |
*/ | |
proto native void ListCloseProxy( float fRadius ); | |
/** | |
\brief Will emulate the spawning of the item which is being looked at and generate images (.tga) in storage/lmap and output logs | |
\note DEVELOPER/DIAG ONLY | |
\note This will only work if the loot spawner is active | |
\param sClassName \p string The class name of the desired item to analyze | |
\note When using "*" as class name, instead of generating images, it will generate a .csv in storage/log containing the output of all spawnable items | |
\return \p bool Whether the operation was successful, it might fail in certain scenarios if the CE doesn't update in time | |
@code | |
GetCEApi().SpawnAnalyze("FlatCap_Grey"); | |
@endcode | |
*/ | |
proto native bool SpawnAnalyze( string sClassName ); | |
/** | |
\brief Subtracts the supplied value from the current lifetime of all items in the world | |
\note Uses RadiusLifetimeDecrease under the hood and then calculates the parameters to fit the world | |
\note Will automatically clamp result between min and max lifetime [3, 316224000] (3 seconds to 10 years) | |
\param fShift \p float The value in seconds which will be subtracted from the current lifetimes | |
@code | |
// Shortens the lifetimes of all items in the world by 3 seconds | |
GetCEApi().TimeShift(3); | |
@endcode | |
*/ | |
proto native void TimeShift( float fShift ); | |
/** | |
\brief Fills in the Debug Lifetime, which will be used for any new DE spawned | |
\param fLifeTime \p float The lifetime for any DE spawned after this call | |
\note When this is set back to 0, it will stop using the Debug Lifetime | |
@code | |
// Any DE spawned after this call will have a lifetime of 300 seconds | |
GetCEApi().OverrideLifeTime(300); | |
@endcode | |
*/ | |
proto native void OverrideLifeTime( float fLifeTime ); | |
/** | |
\brief Force spawn specific prototype group + loot at position | |
\note DEVELOPER/DIAG ONLY | |
\note This can also spawn in other CE & DE related objects, but is best used exclusively for testing prototype groups | |
\param sGroupName \p string The group name to spawn | |
\param vPos \p vector The position to spawn the Entity at | |
\param fAngle \p float Angle to spawn the Entity with in degrees [0, 360] | |
\note When a negative value, will pick a random one | |
\return \p Entity The spawned Entity or null if unsuccessful | |
@code | |
GetCEApi().SpawnGroup("Land_Shed_M1", Vector(5, 10, 5)); | |
@endcode | |
*/ | |
proto native Entity SpawnGroup( string sGroupName, vector vPos, float fAngle = -1 ); | |
/** | |
\brief Force spawn specific dynamic event | |
\note DEVELOPER/DIAG ONLY | |
\note Versatile, can be used for Animal, Infected, Static, Item and Vehicle | |
\note Is the only one capable of spawning DE's that have DE Groups | |
\note Is the same as the next one, but has ECE_FULL flags and a hidden flag which overrides herd limit | |
\note This is also FORCE spawn, so it will bypass any limit and avoidance checks | |
\param sEvName \p string The DE to spawn | |
\param vPos \p vector The position to spawn the Entity at | |
\param fAngle \p float Angle to spawn the Entity with in degrees [0, 360] | |
\note When a negative value, will pick a random one | |
\return \p bool Whether the spawn was successful | |
@code | |
GetCEApi().SpawnDE("StaticHeliCrash", Vector(5, 10, 5)); | |
@endcode | |
*/ | |
proto native void SpawnDE( string sEvName, vector vPos, float fAngle = -1 ); | |
/** | |
\brief Force spawn specific dynamic event | |
\note DEVELOPER/DIAG ONLY | |
\note Is the same one as above but with the possibility of custom flags | |
\param sEvName \p string The DE to spawn | |
\param vPos \p vector The position to spawn the Entity at | |
\param fAngle \p float Angle to spawn the Entity with in degrees [0, 360] | |
\note When a negative value, will pick a random one | |
\param uFlags \p int ECE flags to apply while spawning the DE | |
\return \p bool Whether the spawn was successful | |
@code | |
GetCEApi().SpawnDEEx("StaticHeliCrash", Vector(5, 10, 5), ECE_FULL); | |
@endcode | |
*/ | |
proto native void SpawnDEEx( string sEvName, vector vPos, float fAngle, int uFlags ); | |
/** | |
\brief Spawn an item through CE | |
\note DEVELOPER/DIAG ONLY | |
\param sEvName \p string The DE to spawn | |
\param vPos \p vector The position to spawn the Entity at | |
\param fAngle \p float Angle to spawn the Entity with in degrees [0, 360] | |
\note When a negative value, will pick a random one | |
\param iCount \p int The amount of items | |
\param fRange \p float Circle radius | |
\note When iCount is larger than 1, changing this will make it so that they are spawned in a circle around vPos | |
@code | |
GetCEApi().SpawnLoot("Deagle", Vector(5, 10, 5), 0, 9, 1); | |
@endcode | |
*/ | |
proto native void SpawnLoot( string sEvName, vector vPos, float fAngle, int iCount = 1, float fRange = 1 ); | |
/** | |
\brief Spawn all entities with dynamic category through CE | |
\note DEVELOPER/DIAG ONLY | |
\note Will print additional logs to RPT | |
\param vPos \p vector The position to spawn the Entities at | |
\note This will be the starting position, the items will be split into segments by CE BBox size (smallest to largest) | |
\param bShowCylinders \p bool Whether to draw the CE BBox with debug shapes | |
\note Red: Invalid BBox; Yellow: Not in DB; Green: All ok | |
\param fDefaultDistance \p float The default distance to use when the entity does not have a CE BBox | |
\note This means that all the ones with invalid CE BBoxes will be piled up at the starting position when this is 0 | |
@code | |
GetCEApi().SpawnDynamic(Vector(5, 10, 5), true); | |
@endcode | |
*/ | |
proto native void SpawnDynamic( vector vPos, bool bShowCylinders = true, float fDefaultDistance = 0 ); | |
/** | |
\brief Spawn all entities with vehicles category through CE | |
\note DEVELOPER/DIAG ONLY | |
\note Will print additional logs to RPT | |
\param vPos \p vector The position to spawn the Entities at | |
\note This will be the starting position, vehicles spawn with 20m spacing | |
\note Make sure you do it on a surface as flat and open as possible, they need a lot of space | |
\param bShowCylinders \p bool Does nothing for Vehicles, left for backwards compat | |
\param fDefaultDistance \p float The default distance to use when the entity does not have a CE BBox | |
\note This means that all the ones with invalid CE BBoxes will be piled up at the starting position when this is 0 | |
@code | |
GetCEApi().SpawnVehicles(Vector(5, 10, 5)); | |
@endcode | |
*/ | |
proto native void SpawnVehicles( vector vPos, bool bShowCylinders = false, float fDefaultDistance = 20 ); | |
/** | |
\brief Spawn all entities with building category through CE | |
\note DEVELOPER/DIAG ONLY | |
\note Will print additional logs to RPT | |
\param vPos \p vector The position to spawn the Entities at | |
\note This will be the starting position, the items will be split into segments by CE BBox size (smallest to largest) | |
\param bShowCylinders \p bool Whether to draw the CE BBox with debug shapes | |
\note Red: Invalid BBox; Yellow: Not in DB; Green: All ok | |
\note These will most likely just always be red | |
\param fDefaultDistance \p float The default distance to use when the entity does not have a CE BBox | |
\note This means that all the ones with invalid CE BBoxes will be piled up at the starting position when this is 0 | |
@code | |
GetCEApi().SpawnBuilding(Vector(5, 10, 5), true); | |
@endcode | |
*/ | |
proto native void SpawnBuilding( vector vPos, bool bShowCylinders = false, float fDefaultDistance = 20 ); | |
/** | |
\brief Spawn an entity through CE | |
\note DEVELOPER/DIAG ONLY | |
\note Is similar to SpawnLoot, but works better on Animal/Infected/Vehicle | |
\param sClassName \p string The entity to spawn | |
\param vPos \p vector The position to spawn the Entity at | |
\param fRange \p float Circle radius | |
\note When iCount is larger than 1, changing this will make it so that they are spawned in a circle around vPos | |
\param iCount \p int The amount of items | |
@code | |
GetCEApi().SpawnEntity("Deagle", Vector(5, 10, 5), 1, 9); | |
@endcode | |
*/ | |
proto native void SpawnEntity( string sClassName, vector vPos, float fRange, int iCount ); | |
/** | |
\brief Spawn an entity through CE | |
\note DEVELOPER/DIAG ONLY | |
\note Is the same as SpawnEntity, but spawns only one and returns the spawned Object | |
\param sClassName \p string The entity to spawn | |
\param vPos \p vector The position to spawn the Entity at | |
\return \p Object The spawned Object | |
@code | |
GetCEApi().SpawnSingleEntity("Deagle", Vector(5, 10, 5)); | |
@endcode | |
*/ | |
proto native Object SpawnSingleEntity( string sClassName, vector vPos ); | |
/** | |
\brief Spawn an entity through CE | |
\note DEVELOPER/DIAG ONLY | |
\note Is the same as SpawnEntity, under the hood it just defaults to RF_ORIGINAL | |
\param sClassName \p string The entity to spawn | |
\param vPos \p vector The position to spawn the Entity at | |
\param fRange \p float Circle radius | |
\note When iCount is larger than 1, changing this will make it so that they are spawned in a circle around vPos | |
\param iCount \p int The amount of items | |
\param iFlags \p int The rotation flags to apply | |
@code | |
GetCEApi().SpawnRotation("Deagle", Vector(5, 10, 5), 1, 9, RF_ALL); | |
@endcode | |
*/ | |
proto native void SpawnRotation( string sClassName, vector vPos, float fRange, int iCount, int iFlags ); | |
/** | |
\brief Spawn an entity through CE, x amount of times in a grid | |
\note DEVELOPER/DIAG ONLY | |
\note The name may imply it does something else, but a profiler is needed to actually benchmark it | |
\note The position starts at 0 0 0 | |
\param sClassName \p string The entity to spawn | |
\param iCount \p int The amount of items | |
@code | |
GetCEApi().SpawnPerfTest("Deagle", 30); | |
@endcode | |
*/ | |
proto native void SpawnPerfTest( string sClassName, int iCount ); | |
/** | |
\brief Queue up the depleting of lifetime of everything in the world | |
\note DEVELOPER/DIAG ONLY | |
@code | |
GetCEApi().CleanMap(); | |
@endcode | |
*/ | |
proto native void CleanMap(); | |
/** | |
\brief Outputs debug file to storage/log/*.csv | |
\note DEVELOPER/DIAG ONLY | |
\param sLogType \p string The type of log (EconomyLogCategories) | |
@code | |
GetCEApi().EconomyLog(EconomyLogCategories.Economy); | |
@endcode | |
*/ | |
proto native void EconomyLog( string sLogType ); | |
/** | |
\brief Outputs debug file to storage/lmap/*.tga showing the current places this is spawned | |
\note DEVELOPER/DIAG ONLY | |
\note This works best when you have an image of the map to overlay the tga with afterwards | |
\param sMapType \p string The type of lmap, can be just a class name or a special string | |
\note There are several prefixes and sets of strings that can be passed in here, see EconomyMapStrings | |
@code | |
// To check only a specific item | |
GetCEApi().EconomyMap("Deagle"); | |
@endcode | |
*/ | |
proto native void EconomyMap( string sMapType ); | |
/** | |
\brief Outputs debug logs into server log or rpt | |
\note DEVELOPER/DIAG ONLY | |
\param sOutputType \p string One of the strings specified in EconomyOutputStrings | |
\param fRange \p float Range parameter used for some of the options | |
@code | |
GetCEApi().EconomyOutput(EconomyOutputStrings.CLOSE, 3); | |
@endcode | |
*/ | |
proto native void EconomyOutput( string sOutputType, float fRange ); | |
/** | |
\brief Process lifetime increase within radius by value (sec) | |
\note Will automatically clamp result between min and max lifetime [3, 316224000] (3 seconds to 10 years) | |
\param vCenter \p vector The center point | |
\param fRadius \p float The radius around the center point | |
\param fValue \p float The value to increase the lifetime by | |
\note When 0, this will reset it to default instead (but it's better to use RadiusLifetimeReset still) | |
@code | |
GetCEApi().RadiusLifetimeIncrease(Vector(500, 0, 500), 3, 500); | |
@endcode | |
*/ | |
proto native void RadiusLifetimeIncrease( vector vCenter, float fRadius, float fValue ); | |
/** | |
\brief Process lifetime decrease within radius by value (sec) | |
\note Will automatically clamp result between min and max lifetime [3, 316224000] (3 seconds to 10 years) | |
\param vCenter \p vector The center point | |
\param fRadius \p float The radius around the center point | |
\param fValue \p float The value to decrease the lifetime by | |
@code | |
GetCEApi().RadiusLifetimeDecrease(Vector(500, 0, 500), 3, 500); | |
@endcode | |
*/ | |
proto native void RadiusLifetimeDecrease( vector vCenter, float fRadius, float fValue ); | |
/** | |
\brief Process lifetime reset to default value from DB within radius | |
\param vCenter \p vector The center point | |
\param fRadius \p float The radius around the center point | |
@code | |
GetCEApi().RadiusLifetimeReset(Vector(500, 0, 500), 3); | |
@endcode | |
*/ | |
proto native void RadiusLifetimeReset( vector vCenter, float fRadius ); | |
/** \name Globals API | |
Get values from globals.xml | |
*/ | |
//@{ | |
/** | |
\brief Get int from globals.xml | |
\note type="0" | |
\param varName \p string The name of the entry | |
\return \p int The value or int.MIN if not found/not an int | |
*/ | |
proto native int GetCEGlobalInt(string varName); | |
/** | |
\brief Get float from globals.xml | |
\note type="1" | |
\param varName \p string The name of the entry | |
\return \p float The value or float.MIN if not found/not a float | |
*/ | |
proto native float GetCEGlobalFloat(string varName); | |
/** | |
\brief Get string from globals.xml | |
\note type="2" | |
\param varName \p string The name of the entry | |
\return \p string The value or empty string if not found/not a string | |
*/ | |
proto native string GetCEGlobalString(string varName); | |
//@} | |
/** \name Avoidance API | |
Optimized internal methods that the CE uses to avoid spawning DE within certain distances | |
*/ | |
//@{ | |
/** | |
\brief Check if there is a player within a radius | |
\param vPos \p vector The center point | |
\param fDistance \p float The radius around the center point | |
\return \p bool Returns false when there is a player inside supplied area, true when it successfully avoided players | |
@code | |
GetCEApi().AvoidPlayer(Vector(500, 0, 500), 20); | |
@endcode | |
*/ | |
proto native bool AvoidPlayer(vector vPos, float fDistance); // return false when there is a player | |
/** | |
\brief Check if there is a vehicle within a radius | |
\param vPos \p vector The center point | |
\param fDistance \p float The radius around the center point | |
\param sDEName \p string A specific DE to avoid, if left empty, will avoid all vehicles | |
\return \p bool Returns false when there is a vehicle inside supplied area, true when it successfully avoided vehicles | |
@code | |
GetCEApi().AvoidVehicle(Vector(500, 0, 500), 500, "VehicleCivilianSedan"); | |
@endcode | |
*/ | |
proto native bool AvoidVehicle(vector vPos, float fDistance, string sDEName = ""); | |
/** | |
\brief Check if there is a vehicle within a radius | |
\param vPos \p vector The center point | |
\param fRange \p float The radius around the center point | |
\return \p int The amoutn of players inside supplied area | |
@code | |
GetCEApi().CountPlayersWithinRange(Vector(500, 0, 500), 500); | |
@endcode | |
*/ | |
proto native int CountPlayersWithinRange(vector vPos, float fRange); | |
//@} | |
/** \name CE Debug menu Script API | |
DIAG ONLY: These options are available from the in-game debug menu on Diag exe (Game > Central Economy), documentation can be found on wiki | |
*/ | |
//@{ | |
// "Loot Spawn Edit" | |
//{ | |
//! "Spawn Volume Vis" | |
proto native void LootSetSpawnVolumeVisualisation(ESpawnVolumeVis mode); | |
//! "Setup Vis" | |
proto native void LootToggleSpawnSetup(bool mode); | |
//! "Edit Volume" | |
proto native void LootToggleVolumeEditing(bool mode); | |
//! "Re-Trace Group Points" | |
proto native void LootRetraceGroupPoints(); | |
//! "Export Group >>" | |
proto native void LootExportGroup(); | |
//! "Export All Groups >>>>" / GetCEApi.ExportProxyProto(); | |
proto native void LootExportAllGroups(); | |
//! "<<< Export Map" / GetCEApi.ExportProxyData(vector.Zero, 0); | |
proto native void LootExportMap(); | |
//! "<<< Export Clusters" / GetCEApi().ExportClusterData() | |
proto native void LootExportClusters(); | |
//} | |
// "Loot Tool" | |
//{ | |
//! "Deplete Lifetime" | |
proto native void LootDepleteLifetime(); | |
//! "Set Damage = 1.0" | |
proto native void LootSetDamageToOne(); | |
//! "Damage + Deplete" | |
proto native void LootDepleteAndDamage(); | |
//} | |
// "Infected" | |
//{ | |
//! "Infected Vis" | |
proto native void InfectedToggleVisualisation(bool mode); | |
//! "Infected Zone Info" | |
proto native void InfectedToggleZoneInfo(bool mode); | |
//! "Infected Spawn" | |
proto native void InfectedSpawn(); | |
//! "Reset Cleanup" | |
proto native void InfectedResetCleanup(); | |
//} | |
// "Animal" | |
//{ | |
//! "Animal Vis" | |
proto native void AnimalToggleVisualisation(bool mode); | |
//! "Animal Spawn" | |
proto native void AnimalSpawn(); | |
//! "Ambient Spawn" | |
proto native void AnimalAmbientSpawn(); | |
//} | |
//! "Vehicle&Wreck Vis" | |
proto native void ToggleVehicleAndWreckVisualisation(bool mode); | |
//! "Loot Vis" | |
proto native void ToggleLootVisualisation(bool mode); | |
//! "Cluster Vis" | |
proto native void ToggleClusterVisualisation(bool mode); | |
//! "Dynamic Events Status" | |
proto native void ToggleDynamicEventStatus(bool mode); | |
//! "Dynamic Events Vis" | |
proto native void ToggleDynamicEventVisualisation(bool mode); | |
//! "Dynamic Events Spawn" | |
proto native void DynamicEventSpawn(); | |
//! "Export Dyn Event >>" | |
proto native void DynamicEventExport(); | |
//! "Overall Stats" | |
proto native void ToggleOverallStats(bool mode); | |
//@} | |
/** \name DEPRECATED/LEGACY | |
These don't do anything anymore but are left for backwards compatibility | |
*/ | |
//@{ | |
proto native void PlatformStatTest(); | |
proto native void LootToggleProxyEditing(bool mode); | |
proto native void OnUpdate(); | |
//@} | |
}; | |
/** | |
\brief Get the CE API | |
\warning Only exists when the game has CE enabled | |
\note This means that this will work on anything which is running a mission with an initialized Hive | |
\note Client does not have Hive when connected to a server, only the server does if it was set up in the init.c | |
*/ | |
proto native CEApi GetCEApi(); | |
// ------------------------------------------------------------------------- | |
class CEItemProfile | |
{ | |
private void CEItemProfile() {} | |
private void ~CEItemProfile() {} | |
proto native int GetNominal(); // nominal - how many items should be aproximately in map | |
proto native int GetMin(); // min - minimal count should be available in map | |
proto native float GetQuantityMin(); // min quantity (0.0 - 1.0) (like ammobox - this determine how many bullets are there, or water bottle) | |
proto native float GetQuantityMax(); // max quantity (0.0 - 1.0) (like ammobox - this determine how many bullets are there, or water bottle) | |
proto native float GetQuantity(); // random quantity (0.0 - 1.0) | |
proto native float GetLifetime(); // maximum lifetime in (seconds) - what is the idle before item abandoned at ground gets deleted | |
proto native float GetRestock(); // restock is oposite of lifetime - idle before item is allowed to respawn when required | |
proto native int GetCost(); // cost of item determines its 'value' for players (this serve as priority during respawn and cleanup operation) | |
proto native int GetUsageFlags(); // area usage flags (each bit has assigned group - which as part of map overlay effectively affects spawning) | |
proto native int GetValueFlags(); // area value flags (each bit has assigned group - which as part of map overlay effectively affects spawning) | |
}; | |