Enforce Script Syntax – DayZ

From Bohemia Interactive Community
Revision as of 14:04, 2 May 2019 by RVn (talk | contribs) (→‎Basics)
Jump to navigation Jump to search

Template:Stub


Enforce Script is the language that is used by the Enfusion engine first introduced in DayZ Standalone. It is a Object-Oriented Scripting Language (OOP) that works with objects and classes and is similar to C# programming language.

Basics

Code blocks

Code block is bordered by curly brackets and defines a scope. Variables defined inside scope are accessible only from inside of it.

Scope example

void Hello()
{
	 int x = 2; // First declaration of x
}

void Hello2()
{
	 int x = 23; // Different x not related to the first one
}

Nested scope

void World()
{
    int i = 5;
 
    // Following i is in a nested scope (scope of the for loop)
    // Therefore we get an error because multiple declaration is not allowed
    for (int i = 0; i < 12; ++i)
    {
    }
}

Scope statements

void Hello()
{
    if (true)
    {
        // This is code block for the if branch
        int x = 2; // First declaration of x
    }
    else
    {
        // This is code block for the else branch
        int x = 23; // This will currently throw a multiple declaration error - while this should change for future enfusion script iterations, it might stay like this in DayZ. To circumvent this, define the x above the if statement or use different variables.
    }
}

Program structure

Enfusion script consists of classes and functions. All code must be declared inside a function.

class MyClass
{
    void Hello()
    {
        Print("Hello World"); // ok
    }
}
  
void Hello()
{
    Print("Hello World"); // ok
}
  
Print("Hello World"); // this code will be never executed, and should be caught by compiler as unexpected statement

Variables

Variables are defined by type and name.

void Test()
{
    // declare 
    int a;
      
    // assign 
    a = 5;
      
    // initialize 
    int b = 9;
}

Functions

Functions are basic feature of Enfusion script. Function declaration consist of return value type, function name and list of parameters.

  • Function can be declared in global scope or inside class declaration
  • Function parameters are fixed and typed (cannot be changed during run-time, no variadic parameters)
  • Function can be overloaded
  • Keyword 'out' before parameter declaration ensures, that the parameter is passed by reference (you can passed more than one value from a function this way, can be used only in native functions)
  • Enfusion script supports default parameter
void MethodA()  // function with no parameters and no return value
{
}

int GiveMeTen() // function with no parameters which returns integer value
{
    return 10;
}
 
void GiveMeElevenAndTwelve(out int val1, out int val2, int val3) // function with 2 of the parameters passed as reference 
{
    val1 = 11;
    val2 = 12;
    val3 = 13;
}
  
void PrintNum(int a = 0) // example of function with default parameter
{
    Print(a);
}

void MethodB()
{
    int ten = 0;
    int eleven = 0;
    int twelve = 0;
    int thirteen = 0;
     
    ten = GiveMeTen();
     
    // function "GiveMeElevenAndTwelve" sets values of "eleven" and "twelve" variables, 
    // because "val1" and "val2" parameters are marked with "out" keyword, 
    // but value of "thirteen" variable is not changed, because third parameter is not marked as "out" and "val3" 
    // behaves only like a local variable of "GiveMeElevenAndTwelve" function
    GiveMeElevenAndTwelve(eleven, twelve, thirteen);
  
    Print(ten); // prints "ten = 10"
    Print(eleven); // prints "eleven = 11"
    Print(twelve); // prints "twelve = 12"
    Print(thirteen ); // prints "thirteen = 0"
  
    PrintNum(); // function "PrintNum" has default parameter, so its ok to call with empty brackets, it prints "a = 0"
    PrintNum(7); // prints "a = 7"
}

float Sum(float a, float b) // function with two float parameters which return float value
{
    return a + b;
}

float Sum(int a, int b)	// overloaded Sum function which uses int parameters instead
{
    return a + b;
}

  
void PrintCount(TStringArray stringArray) // function with one "TStringArray" object parameter which returns no value
{
    if (!stringArray) return; // check if stringArray is not null
  
    int count = stringArray.Count();
    Print(count);
}

Comments

/*
Multi
line
comment
*/
  
void Test()
{
    Print("Hello"); // single line comment
}

Constants

Constants are like variables but read only. They are declared by const keyword.

const int MONTHS_COUNT = 12;
  
void Test()
{
    int a = MONTHS_COUNT; // ok
    MONTHS_COUNT = 7; // err! you cannot change constant!
}

Operators

Operator Priority: Priority of operators is similar to C language, more info.

Arithmetic Operators

Operation Symbol
Add +
Subtract -
Multiply *
Divide /
Modulo %

Assignments

Operation Symbol
Assign value to variable =
Increment variable by value +=
Decrement variable by value -=
Multiply variable by value *=
Divide variable by value /=
Increment variable by 1 ++
Decrement variable by 1 --

Relational (conditional)

Operation Symbol
More than value >
Less than value <
More or equal to the value >=
Less or equal to the value <=
Equal ==
Not equal !=

Others

Category -
Logical &&, ||
Bitwise &, |, ~
String +
Shift <<, >>
Assignment =
Indexing []
Negation !

Types

Primitive Types

Type name Range -
int from −2,147,483,648 to +2,147,483,647 0
float from ±1.401298E−45 to ±3.402823E+38 0.0
bool true or false false
string - "" (empty string)
vector see float (0.0,0.0,0.0)
void -
class - null
typename - null

Strings

Vectors

Objects

Enums

Typenames

Templates

Arrays

Static Arrays

Dynamic Arrays

Control Structures

Control structures work very similar to c# or c/c++ languages.

Conditional structures

If statement

void Method()
{
    int a = 4;
    int b = 5;
  
    if (a > 0)
    {
        Print("A is greater than zero!");
    }
    else
    {
        Print("A is not greater than zero!");
    }
     
    if (a > 0 && b > 0)
    {
        Print("A and B are greater than zero!");
    }
     
    if (a > 0 || b > 0)
    {
        Print("A or B are greater than zero!");
    }
  
    // 'else if' example
    if (a > 10)
    {
        Print("a is bigger then 10");
    }
    else if (a > 5)
    {
        Print("a is bigger then 5 but smaller than 10");
    }
    else
    {
        Print("a is smaller then 5");
    }
}

Switch statement

Switch statement supports switching by numbers, constants and strings.

void Method()
{
    int a = 2;
  
    switch(a)
    {
        case 1:
            Print("a is 1");
        break;
  
        case 2:
            Print("a is 2"); // this one is called
        break;
         
        default:
            Print("it's something else");
        break;
     }
  
    // using switch with constants
    const int LOW = 0;
    const int MEDIUM = 1;
    const int HIGH = 2;
  
    int quality = MEDIUM;
    switch(quality)
    {
        case LOW:
            // do something
            break;
  
        case MEDIUM:
            // this one is called
            // do something
            break;
  
        case HIGH:
            // do something
            break;
    }
  
    // using switch with strings
    string name = "peter";
    switch(name)
    {
        case "john":
            Print("Hello John!");
            break;
  
        case "michal":
            Print("Hello Michal!");
            break;
  
        case "peter":
            Print("Hello Peter!"); // this one is called
            break;
    }
}

Iteration structures

For

The for loop consists of three parts: declaration, condition and increment.

void Method()
{
    // this code prints
    // "i = 0"
    // "i = 1"
    // "i = 2"
    for (int i = 0; i < 3; i++)
    {
        Print(i);
    }
}
  
// this function print all elements from dynamic array of strings
void ListArray(TStringArray a)
{
    if (a == null) return; // check if "a" is not null
  
    int i = 0;
    int c = a.Count();
  
    for (i = 0; i < c; i++)
    {
        string tmp = a.Get(i);
        Print(tmp);
    }
}

Foreach

Simpler and more comfortable version of for loop.

While

void Method()
{
    int i = 0;
  
    // this code prints
    // "i = 0"
    // "i = 1"
    // "i = 2"
  
    while (i < 3)
    {  
        Print(i);
        i++;
    }
}

Classes and Objects

Classes can be seen as a blueprint of an object. An object is an instance of a class. A class can have more than one object.

Basic Class Example

class MyClass 
{
	private string _test;

	void MyClass() 
	{
		// Constructor that will be called when class gets instantiated
	}

	void myMethod()
	{
		// Some code here
	}
	
	string getTest() 
	{
		return _test;
	}

	string setTest(value) 
	{
		_test = value;
	}
}

Instantiate and Use

Use the new operator to instantiate a class. You can access methods or attributes by using dot notation.

Example

 class MyClass {
      int attributeExample = 1;
 
     public MyClass() {
          // Constructor
     }
 
     public string myMethod() {
          return "This is a string return";
     }
 }
 
 MyClass myClassI = new MyClass();
 myClassI.attributeExample // 1
 myClassI.myMethod // "This is a string return"

Basic Script Example

MyClass myClass = new MyClass();
myClass.myMethod();
myClass.setTest("Hello, Enforce Script!");
string str = myClass.getTest(); // str is now "Hello, Enforce Script!"

Modded class

In order to get your custom code to work and function on top of another class already in the game, a modded class is where you want to turn to.

modded class PlayerBase 
{ 
	override void EEKilled(Object killer) 
	{
		// This will call the method in which you are overriding.
		// Do this if you want to keep the original functionality
		super.EEKilled(killer);

		// Custom code here (i.e. Print(killer.GetIdentity().GetName()))
	}
}