Difference between revisions of "Oolite JavaScript Reference: Ship"
(Changed future-scripting tag to added-in-1.70, updated links.) |
|||
(179 intermediate revisions by 11 users not shown) | |||
Line 1: | Line 1: | ||
<small>'''Prototype:''' <code>[[Oolite JavaScript Reference: Entity|Entity]]</code></small><br /> |
<small>'''Prototype:''' <code>[[Oolite JavaScript Reference: Entity|Entity]]</code></small><br /> |
||
− | <small>'''Subtypes:''' <code>[[Oolite JavaScript Reference: Station|Station]]</code>, <code>[[Oolite JavaScript Reference: |
+ | <small>'''Subtypes:''' <code>[[Oolite JavaScript Reference: Station|Station]]</code>, <code>[[Oolite JavaScript Reference: PlayerShip|PlayerShip]]</code></small> |
− | |||
− | {{Oolite-class-added|1.70}} |
||
The '''<code>Ship</code>''' class is an <code>[[Oolite JavaScript Reference: Entity|Entity]]</code> representing a ship, station, missile, cargo pod or other flying item – anything that can be specified in [[shipdata.plist]]. A <code>Ship</code> has all the properties and methods of a <code>Entity</code>, and several others. |
The '''<code>Ship</code>''' class is an <code>[[Oolite JavaScript Reference: Entity|Entity]]</code> representing a ship, station, missile, cargo pod or other flying item – anything that can be specified in [[shipdata.plist]]. A <code>Ship</code> has all the properties and methods of a <code>Entity</code>, and several others. |
||
− | <code>[[Oolite JavaScript Reference: Station|Station]]</code>s and the <code>[[Oolite JavaScript Reference: |
+ | <code>[[Oolite JavaScript Reference: Station|Station]]</code>s and the <code>[[Oolite JavaScript Reference: PlayerShip|PlayerShip]]</code> are types of ship. Note that these more specific types have additional properties and methods. |
== Properties == |
== Properties == |
||
+ | === <code>accuracy</code> === |
||
+ | {{Oolite-prop-added|1.77}} |
||
+ | '''accuracy''' : Number (read/write, read-only and irrelevant for player ship) |
||
+ | The accuracy of the ship's AI. Varies between -5 and +10 for ships, or 0 and +10 for missiles. Setting a value outside the allowed range will set the closest value within the allowed range. |
||
+ | |||
+ | For missiles, this affects the missile tracking, with 0 being the default value. |
||
+ | |||
+ | For NPC ships, this affects their combat AI in many ways. Values of +5 or higher enable various [[OXP_NPC_Combat_AI|special combat AIs]] for a tough fight. |
||
+ | |||
+ | === <code>aftWeapon</code> === |
||
+ | '''aftWeapon''' : EquipmentType (read-only, read/write in 1.77) |
||
+ | The currently equipped aft weapon, or <code>null</code>. |
||
+ | |||
+ | '''See also:''' <code>[[#forwardWeapon|forwardWeapon]]</code>, <code>[[#portWeapon|portWeapon]]</code>, <code>[[#starboardWeapon|starboardWeapon]]</code> |
||
+ | |||
=== <code>AI</code> === |
=== <code>AI</code> === |
||
'''AI''' : String (read-only) |
'''AI''' : String (read-only) |
||
− | The name of the ship’s current AI. (See also: <code>[[#AIState|AIState]]</code>, <code>[[#setAI|setAI()]]</code>, <code>[[#switchAI|switchAI()]]</code>, <code>[[#exitAI|exitAI()]]</code>) |
||
+ | The name of the ship’s current plist-based state machine AI. If the ship is using Javascript-based AI, this will always be "<code>nullAI.plist</code>" |
||
+ | |||
+ | '''See also:''' <code>[[#AIState|AIState]]</code>, <code>[[#setAI|setAI()]]</code>, <code>[[#switchAI|switchAI()]]</code>, <code>[[#exitAI|exitAI()]]</code>, <code>[[#AIScript|AIScript]]</code> |
||
+ | |||
+ | === <code>AIFoundTarget</code> === |
||
+ | {{oolite-prop-added|1.77}} |
||
+ | '''AIFoundTarget''' : Entity (read/write, read-only for player) |
||
+ | The "found target" of the ship's AI. This is set by various AI state commands, and is often copied to the primary target with the <code>setTargetToFoundTarget</code> AI command. |
||
+ | |||
+ | === <code>AIPrimaryAggressor</code> === |
||
+ | {{oolite-prop-added|1.77}} |
||
+ | '''AIPrimaryAggressor''' : Entity (read/write, read-only for player) |
||
+ | The "primary aggressor" of the ship's AI. Often the last ship to attack this ship. |
||
+ | |||
+ | === <code>AIScript</code> === |
||
+ | {{oolite-prop-added|1.79}} |
||
+ | '''AIScript''' : String (read-only) |
||
+ | The name of the ship’s current Javascript-based AI. If the ship is using plist-based AI, this will always be "<code>oolite-nullAI.js</code>" |
||
+ | |||
+ | '''See also:''' <code>[[#AIScriptWakeTime|AIScriptWakeTime]]</code>, <code>[[#setAI|setAI()]]</code>, <code>[[#switchAI|switchAI()]]</code>, <code>[[#exitAI|exitAI()]]</code>, <code>[[#AI|AI]]</code> |
||
+ | |||
+ | === <code>AIScriptWakeTime</code> === |
||
+ | {{oolite-prop-added|1.79}} |
||
+ | '''AIScriptWaketime''' : Number (read-write) |
||
+ | The next game time at which the ship's Javascript-based AI script will receive an <code>aiAwoken</code> event. |
||
=== <code>AIState</code> === |
=== <code>AIState</code> === |
||
'''AIState''' : String (read/write, read-only for player) |
'''AIState''' : String (read/write, read-only for player) |
||
− | The ship’s AI’s current state. (See also: <code>[[#AI|AI]]</code>, <code>[[#reactToAIMessage|reactToAIMessage()]]</code>, <code>[[#hasSuspendedAI|hasSuspendedAI]]</code>) |
||
+ | The ship’s plist AI’s current state. |
||
+ | |||
+ | '''See also:''' <code>[[#AI|AI]]</code>, <code>[[#reactToAIMessage|reactToAIMessage()]]</code>, <code>[[#hasSuspendedAI|hasSuspendedAI]]</code> |
||
+ | |||
+ | === <code>alertCondition</code> === |
||
+ | '''alertCondition''' : Number (read-only integer) |
||
+ | The ship's current alert condition (Docked = 0, Green = 1, Yellow = 2, Red = 3). Non-Station non-Player ships are generally only found at condition Yellow or Red. |
||
+ | |||
+ | '''See also:''' [[Oolite JavaScript Reference: Station#alertCondition|station.alertCondition]] |
||
+ | |||
+ | === <code>autoAI</code> === |
||
+ | {{oolite-prop-added|1.79}} |
||
+ | '''autoAI''' : Boolean (read-only) |
||
+ | The value of the "<code>auto_ai</code>" shipdata key. If this is true, the ship's provider has given permission for scripts (such as the system populator) to alter the AI of this ship to better fit into scenarios or roles. If this is false, the ship's provider would prefer you not to alter the AI of this ship but to use it as-is. |
||
+ | |||
+ | === <code>autoWeapons</code> === |
||
+ | {{oolite-prop-added|1.79}} |
||
+ | '''autoWeapons''' : Boolean (read-only) |
||
+ | The value of the "<code>auto_weapons</code>" shipdata key. If this is true, the ship's provider has given permission for scripts (such as the system populator) to alter the properties of this ship to better fit into scenarios or roles. If this is false, the ship's provider would prefer you not to alter the properties of this ship but to use it as-is. |
||
=== <code>beaconCode</code> === |
=== <code>beaconCode</code> === |
||
− | '''beaconCode''' : String (read-only) |
+ | '''beaconCode''' : String (read-only in 1.76, read-write from 1.77) |
− | If the ship is a beacon, an identifying string. The first character is used for identification on the [[Advanced Space Compass]]. For non-beacons, this property is <code>null</code>. |
+ | If the ship is a beacon, an identifying string. The first character is used for identification on the [[Advanced Space Compass]]. For non-beacons, this property is <code>null</code>. This can not be changed by script for either the player's ship or the main station. |
+ | |||
+ | '''See also:''' <code>[[#isBeacon|isBeacon]]</code> |
||
+ | |||
+ | === <code>beaconLabel</code> === |
||
+ | {{oolite-prop-added|1.79}} |
||
+ | '''beaconLabel''' : String (read/write, read-only for player) |
||
+ | A full label for the beacon. This is useful where the beacon code and the full beacon label do not begin with the same letter. |
||
+ | |||
+ | === <code>boundingBox</code> === |
||
+ | {{Oolite-prop-added|1.77}} |
||
+ | '''boundingBox''' : Vector (read-only) |
||
+ | For ships, a vector describing the dimensions of the cuboid box containing the ship aligned to the ship axes, including all non-flasher sub-entities. For sub-entities, the dimensions of the box for the sub-entity alone. |
||
+ | |||
+ | Vector components match the standard model order - <code>x</code> is width, <code>y</code> is height, <code>z</code> is length. |
||
=== <code>bounty</code> === |
=== <code>bounty</code> === |
||
'''bounty''' : Number (read/write integer) |
'''bounty''' : Number (read/write integer) |
||
− | The bounty on the ship. This also determines its legal status. In the case of the player, it is halved at each witchspace jump. |
||
+ | The bounty on the ship. |
||
+ | |||
+ | In 1.77, changes to the bounty are given a reason. If you change this directly, the reason sent to [[Oolite JavaScript Reference: Ship script event handlers#shipBountyChanged|shipBountyChanged]] will be "scripted". To set a different reason, use [[#setBounty|setBounty]] instead. |
||
+ | |||
+ | === <code>cargoList</code> === |
||
+ | {{oolite-prop-added|1.79}} |
||
+ | '''cargoList''' : Array (read-only) |
||
+ | A list of the ship's current cargo, grouped by cargo type. For the player ship, this is equivalent to <code>player.ship.manifest.list</code> |
||
+ | |||
+ | An item looks like this: |
||
+ | { |
||
+ | unit: "t", |
||
+ | displayName: "Liquor/Wines", |
||
+ | commodity: "liquor_wines", |
||
+ | quantity: 3 |
||
+ | } |
||
+ | |||
+ | === <code>cargoSpaceCapacity</code> === |
||
+ | '''cargoSpaceCapacity''' : Number (read-only in 1.80, read/write in 1.81, integer) |
||
+ | The ship’s cargo capacity, in tons. |
||
+ | |||
+ | === <code>collisionExceptions</code> === |
||
+ | {{oolite-prop-added|1.81}} |
||
+ | '''collisionExceptions''' : Array (read-only) |
||
+ | A list of ships this ship is currently prevented from colliding with. See [[#addCollisionException|addCollisionException]] and [[#removeCollisionException|removeCollisionException]]. |
||
+ | |||
+ | === <code>commodity</code> === |
||
+ | {{Oolite-prop-added|1.77}} |
||
+ | '''commodity''' : String (read-only) |
||
+ | The commodity for cargo containers as a lowercase string. Returns <code>null</code> for non-cargo ships. For scripted cargo that has no specific cargo defined, it returns the general description "goods". |
||
+ | |||
+ | === <code>commodityAmount</code> === |
||
+ | {{Oolite-prop-added|1.77}} |
||
+ | '''commodityAmount''' : Number (read-only) |
||
+ | The amount of commodity in a cargo container. (not the number of containers in a ship) |
||
+ | |||
+ | === <code>contracts</code> === |
||
+ | '''contracts''' : Array (read-only NSDictionary) |
||
+ | The ship’s contracts. (For now only available for the player). Each contract contains the entries: <code>commodity: string, quantity: integer, description: string, start: integer, destination: integer, startName: string, destinationName: string, eta: integer, etaDescription: string, fee: Integer, premium: Integer</code><br> |
||
+ | |||
+ | For example, the information of the first contract can be obtained by: |
||
+ | player.ship.contracts[0].commodity |
||
+ | player.ship.contracts[0].quantity |
||
+ | player.ship.contracts[0].description |
||
+ | player.ship.contracts[0].start |
||
+ | player.ship.contracts[0].destination |
||
+ | player.ship.contracts[0].startName |
||
+ | player.ship.contracts[0].destinationName |
||
+ | player.ship.contracts[0].eta // Estimated Time of Arrival. |
||
+ | player.ship.contracts[0].etaDescription |
||
+ | player.ship.contracts[0].fee // The profit of the contract, paid out on successful delivery. |
||
+ | player.ship.contracts[0].premium // The sum paid to obtain the goods and paid back on successful delivery. |
||
+ | |||
+ | start and destination contain system ID numbers for planets in the current galaxy chart, eta is in clock seconds, fee is the amount that the player will receive when delivering this contract, and premium was the amount the player had to pay to secure this contract. |
||
+ | |||
+ | === <code>cloakAutomatic</code> === |
||
+ | '''cloakAutomatic''' : Boolean (read/write) |
||
+ | If <code>true</code> (the default), the ship will automatically engage its cloak while attacking. Otherwise, it must be managed by a script. The corresponding ''[[shipdata.plist]]'' key is <code>cloak_automatic</code>. |
||
+ | |||
+ | === <code>crew</code> === |
||
+ | {{oolite-prop-added|1.79}} |
||
+ | '''crew''' : Array (read-only) |
||
+ | An array containing the ship's crew. Each crew member is represented as a dictionary: |
||
+ | { |
||
+ | "description":"a small yellow horned humanoid from Malama", |
||
+ | "name":"Masten Onlo", |
||
+ | "homeSystem":49, |
||
+ | "insuranceCredits":500, |
||
+ | "species":"small yellow horned humanoid", |
||
+ | "legalStatus":0 |
||
+ | } |
||
+ | |||
+ | Note that in current Oolite versions ships only have a single crew member defined. |
||
+ | |||
+ | '''See also:''' <code>[[#setCrew|setCrew()]]</code> |
||
+ | |||
+ | === <code>cruiseSpeed</code> === |
||
+ | '''cruiseSpeed''' : Number (read-only nonnegative) |
||
+ | The ship’s “normal” <code>[[#desiredSpeed|desiredSpeed]]</code>, used in normal flight. Normally this is 80 % of <code>[[#maxSpeed|maxSpeed]]</code>, but it may be lowered when accepting a slow escort. |
||
+ | |||
+ | === <code>currentWeapon</code> === |
||
+ | {{oolite-prop-added|1.77}} |
||
+ | '''currentWeapon''' : EquipmentType (read/write) |
||
+ | A shortcut property to whichever of <code>[[#aftWeapon|aftWeapon]]</code>, <code>[[#forwardWeapon|forwardWeapon]]</code>, <code>[[#portWeapon|portWeapon]]</code> or <code>[[#starboardWeapon|starboardWeapon]]</code> represents the ship's currently active laser mount. |
||
+ | |||
+ | === <code>dataKey</code> === |
||
+ | {{Oolite-prop-added|1.77}} |
||
+ | '''dataKey''' : String (read-only) |
||
+ | The ship data key used to define this ship (e.g. <code>adder-player</code> or <code>coriolis-station</code>) |
||
+ | |||
+ | === <code>defenseTargets</code> === |
||
+ | {{Oolite-prop-added|1.77}} |
||
+ | '''defenseTargets''' : Array (read-only) |
||
+ | The array of defense targets that the ship has. If the ship has point defense weapons (turrets, thargoid lasers) it may fire them at these targets if it cannot hit its primary target. |
||
+ | |||
+ | '''See also:''' <code>[[#addDefenseTarget|addDefenseTarget]]</code>, <code>[[#clearDefenseTargets|clearDefenseTargets]]</code> |
||
+ | |||
+ | === <code>desiredRange</code> === |
||
+ | {{Oolite-prop-added|1.77}} |
||
+ | '''desiredRange''' : Number (read/write nonnegative, read-only for player) |
||
+ | The range the AI uses in various AI routines to set a distance between the ship and another object - for example, the radius of a sphere around a destination point, or the distance to flee from a hostile ship. |
||
+ | |||
+ | === <code>desiredSpeed</code> === |
||
+ | '''desiredSpeed''' : Number (read/write nonnegative, read-only for player) |
||
+ | The speed the AI will attempt to maintain. The AI core and AI script may change this from time to time. The corresponding AI method is <code>setSpeedFactorTo:</code>; a speed factor of 1.0 corresponds to a <code>desiredSpeed</code> equal to <code>[[#maxSpeed|maxSpeed]]</code>. |
||
+ | |||
+ | '''See also:''' <code>[[#cruiseSpeed|cruiseSpeed]]</code> |
||
+ | |||
+ | === <code>destination</code> === |
||
+ | {{Oolite-prop-added|1.77}} |
||
+ | '''destination''' : Vector (read/write, read-only for player) |
||
+ | The destination coordinates for the AI, used in behaviours such as <code>performFlyToRangeFromDestination</code>. |
||
+ | |||
+ | === <code>destinationSystem</code> === |
||
+ | {{Oolite-prop-added|1.79}} |
||
+ | '''destinationSystem''' : Number (read/write) |
||
+ | The destination system ID of the ship, used by the AI for certain decisions. This defaults to the current system when a ship is spawned. |
||
+ | |||
+ | === <code>displayName</code> === |
||
+ | '''displayName''' : String (read/write, read-only for player) |
||
+ | The name of the ship as seen by the player. By default in 1.78 or earlier it is the same as <code>[[#name|name]]</code>. In 1.79 or later it is a combination of [[#shipClassName|shipClassName]] and [[#shipUniqueName|shipUniqueName]] |
||
+ | |||
+ | === <code>dockedStation</code> === |
||
+ | '''dockedStation''' : [[Oolite_JavaScript_Reference:_Station | Station]] |
||
+ | The Station the ship is currently docked to. |
||
+ | |||
+ | === <code>dockingInstructions</code> === |
||
+ | {{oolite-prop-added|1.79}} |
||
+ | '''dockingInstructions''' : Object (read-only) |
||
+ | If the ship is currently attempting to dock with a station, this describes the next step on its docking procedure |
||
+ | |||
+ | { |
||
+ | station: [Station "Coriolis Station" "Coriolis Station" position: (-31043.6, -94232.3, 619036) scanClass: CLASS_STATION status: STATUS_ACTIVE], |
||
+ | match_rotation: 0, |
||
+ | ai_message: "APPROACH_COORDINATES", |
||
+ | speed: 512, |
||
+ | destination: { |
||
+ | x: -28033.37401563089, |
||
+ | y: -92813.76688970842, |
||
+ | z: 622226.0625336492 |
||
+ | }, |
||
+ | range: 96 |
||
+ | } |
||
+ | |||
+ | '''See also:''' <code>[[#requestDockingInstructions|requestDockingInstructions]]</code>, <code>[[#recallDockingInstructions|recallDockingInstructions]]</code> |
||
+ | |||
+ | === <code>energyRechargeRate</code> === |
||
+ | {{Oolite-prop-added|1.79}} |
||
+ | '''energyRechargeRate''' : Number (read-only, read/write from 1.81) |
||
+ | The rate at which energy is replenished in every second. The corresponding ''[[shipdata.plist]]'' key is <code>energy_recharge_rate</code>. |
||
+ | |||
+ | Note for the player ship that this includes the boost from an extra or naval energy unit, and NPC (but not player) ships with military shield boosters also have an increase to this in lieu of actual shields. |
||
=== <code>entityPersonality</code> === |
=== <code>entityPersonality</code> === |
||
− | '''entityPersonality''' : Number (read-only integer) |
+ | '''entityPersonality''' : Number (read-only integer, read/write in 1.81 onwards) |
− | A random number in the range 0..32767 which is generated when the ship is created. Equivalent to the <code>entityPersonalityInt</code> [[Shaders in Oolite: uniforms#Ship|uniform binding]] |
+ | A random number in the range 0..32767 which is generated when the ship is created. Equivalent to the <code>entityPersonalityInt</code> [[Shaders in Oolite: uniforms#Ship|uniform binding]]. |
+ | |||
+ | Altering this value is possible in 1.81 onwards, but requires a re-bind of the materials and shaders, and so is a relatively slow process. |
||
+ | |||
+ | === <code>equipment</code> === |
||
+ | '''equipment''' : Array of [[Oolite JavaScript Reference: EquipmentInfo|EquipmentInfo]] (read-only) |
||
+ | The equipment a ship is carrying. |
||
+ | |||
+ | === <code>escortGroup</code> === |
||
+ | '''escortGroup''' : [[Oolite JavaScript Reference: ShipGroup|ShipGroup]] |
||
+ | The ship’s deployed escorts. |
||
+ | |||
+ | '''See also:''' <code>[[#maxEscorts|maxEscorts]]</code> |
||
=== <code>escorts</code> === |
=== <code>escorts</code> === |
||
'''escorts''' : Array (read-only array of [[Oolite JavaScript Reference: Entity|Entity]]s) |
'''escorts''' : Array (read-only array of [[Oolite JavaScript Reference: Entity|Entity]]s) |
||
The ship’s deployed escorts. |
The ship’s deployed escorts. |
||
+ | |||
+ | === <code>exhaustEmissiveColor</code> === |
||
+ | {{Oolite-prop-added|1.79}} |
||
+ | '''exhaustEmissiveColor''' : Color (read/write) |
||
+ | The baseline colour of the ship's exhaust. Damage to the ship, and use of injectors and torus drive, apply a fixed transformation to this colour, so not all colours are effective as exhaust colours. |
||
+ | |||
+ | === <code>exhausts</code> === |
||
+ | {{Oolite-prop-added|1.79}} |
||
+ | '''exhausts''' : Array (read-only) |
||
+ | An array of the ship's [[Oolite JavaScript Reference: ExhaustPlume|ExhaustPlume]] subentities. |
||
+ | |||
+ | === <code>extraCargo</code> === |
||
+ | {{Oolite-prop-added|1.79}} |
||
+ | '''extraCargo''' : Number (read-only integer) |
||
+ | The amount the cargo capacity increases when an extra cargobay is installed. The corresponding ''[[shipdata.plist]]'' key is <code>extra_cargo</code>. |
||
+ | |||
+ | === <code>flashers</code> === |
||
+ | {{Oolite-prop-added|1.79}} |
||
+ | '''flashers''' : Array (read-only) |
||
+ | An array of the ship's [[Oolite JavaScript Reference: Flasher|Flasher]] subentities. |
||
+ | |||
+ | === <code>forwardWeapon</code> === |
||
+ | '''forwardWeapon''' : EquipmentType (read-only, read/write in 1.77) |
||
+ | The currently equipped forward weapon, or <code>null</code>. |
||
+ | |||
+ | '''See also:''' <code>[[#aftWeapon|aftWeapon]]</code>, <code>[[#portWeapon|portWeapon]]</code>, <code>[[#starboardWeapon|starboardWeapon]]</code> |
||
=== <code>fuel</code> === |
=== <code>fuel</code> === |
||
'''fuel''' : Number (read/write) |
'''fuel''' : Number (read/write) |
||
− | The ship’s current fuel capacity, in LY. The game will limit this to the range 0..7, and round it off to the nearest tenth. |
+ | The ship’s current fuel capacity, in LY. The game will limit this to the range 0..7, and round it off to the nearest tenth. |
− | === <code>groupID</code> === |
||
+ | '''See also:''' <code>[[Oolite JavaScript Reference: PlayerShip#fuelLeakRate|PlayerShip.fuelLeakRate]]</code> |
||
− | '''groupID''' : Number (read-only) |
||
+ | |||
− | The ID of the group to which this ship belongs. 0 for no group. An example of a group is a ship with escorts and the escorts. |
||
+ | === <code>fuelChargeRate</code> === |
||
+ | '''fuelChargeRate''' : Number (read-only) |
||
+ | The cost, relative to the cost for a new Cobra III, of a unit of fuel. When buying fuel for a ship, the price in [[equipment.plist]] will be multiplied by this number. |
||
+ | |||
+ | === <code>group</code> === |
||
+ | '''group''' : [[Oolite JavaScript Reference: ShipGroup|ShipGroup]] |
||
+ | Contains ship’s belonging to each other. Added pirate groups are an example or a station with its launched defenders.<br> |
||
+ | A group is an individual object that can be linked to several ships belonging to the same group. When a ship dies and the group object has still owners, the group stays active as object. The group is only removed from memory after the last ship that had this group as property is removed.<br> |
||
+ | Adding a group to a ship does not automatic puts that ship in the group. For that to happen you need also use the addShip() command. |
||
+ | e.g. |
||
+ | this.ship.group = new ShipGroup(); |
||
+ | this.ship.group.addShip(this.ship); |
||
=== <code>hasHostileTarget</code> === |
=== <code>hasHostileTarget</code> === |
||
'''hasHostileTarget''' : Boolean (read-only) |
'''hasHostileTarget''' : Boolean (read-only) |
||
<code>true</code> if the ship’s AI is trying to kill something, <code>false</code> otherwise. Always <code>false</code> for the player. |
<code>true</code> if the ship’s AI is trying to kill something, <code>false</code> otherwise. Always <code>false</code> for the player. |
||
+ | |||
+ | === <code>hasHyperspaceMotor</code> === |
||
+ | '''hasHyperspaceMotor''' : Boolean (read-only) |
||
+ | True if the ship can make witchspace jumps. The corresponding ''[[shipdata.plist]]'' entry is <code>hyperspace_motor</code>. |
||
=== <code>hasSuspendedAI</code> === |
=== <code>hasSuspendedAI</code> === |
||
Line 50: | Line 299: | ||
'''heatInsulation''' : Number (read/write) |
'''heatInsulation''' : Number (read/write) |
||
The ship’s heat insulation factor. 1.0 is normal, higher values mean more resistance to heat. |
The ship’s heat insulation factor. 1.0 is normal, higher values mean more resistance to heat. |
||
+ | |||
+ | Note that in 1.80 and earlier writes to this property had no effect on the player ship. |
||
+ | |||
+ | === <code>homeSystem</code> === |
||
+ | {{Oolite-prop-added|1.79}} |
||
+ | '''homeSystem''' : Number (read/write) |
||
+ | The home system ID of the ship, used by the AI for certain decisions. This defaults to the current system when a ship is spawned. |
||
+ | |||
+ | === <code>hyperspaceSpinTime</code> === |
||
+ | {{oolite-prop-added|1.81}} |
||
+ | '''hyperspaceSpinTime''' : Number (read/write) |
||
+ | The length of the ship's hyperspace countdown. |
||
+ | |||
+ | Setting this to a negative value disables the drive entirely. |
||
+ | |||
+ | Note that most NPC ship jumps use <code>ship.exitSystem()</code> to make the jump, which does not have a delay. Provided this value is zero or positive, the ship will jump instantly if <code>ship.exitSystem()</code> is called. The AI must use this property elsewhere if a delay before jumping is required. |
||
+ | |||
+ | === <code>injectorBurnRate</code> === |
||
+ | {{Oolite-prop-added|1.81}} |
||
+ | '''injectorBurnRate''' : Number (read/write) |
||
+ | The rate at which the ship's injectors burn fuel in deci-LY per second. The default is 0.25. |
||
+ | |||
+ | === <code>injectorSpeedFactor</code> === |
||
+ | {{Oolite-prop-added|1.81}} |
||
+ | '''injectorSpeedFactor''' : Number (read/write) |
||
+ | The multiplier to maximum speed granted to this ship when it is using injectors. The default is 7, and values must be between 1.0 and 32.0 (the torus drive's speed) |
||
=== <code>isBeacon</code> === |
=== <code>isBeacon</code> === |
||
'''isBeacon''' : Boolean (read-only) |
'''isBeacon''' : Boolean (read-only) |
||
− | <code>true</code> if the ship is a beacon (i.e., can show up on the [[Advanced Space Compass]] with a character indicating its identity), <code>false</code> otherwise. |
+ | <code>true</code> if the ship is a beacon (i.e., can show up on the [[Advanced Space Compass]] with a character indicating its identity), <code>false</code> otherwise. |
+ | |||
+ | '''See also:''' <code>[[#beaconCode|beaconCode]]</code> |
||
+ | |||
+ | === <code>isBoulder</code> === |
||
+ | '''isBoulder''' : Boolean (read/write) |
||
+ | <code>true</code> if the ship is a boulder (i.e., has the role "boulder in its roleset) |
||
+ | |||
+ | === <code>isCargo</code> === |
||
+ | '''isCargo''' : Boolean (read-only) |
||
+ | <code>true</code> if the ship is cargo (i.e., has scan_class CLASS_CARGO and contains at least one unit) |
||
=== <code>isCloaked</code> === |
=== <code>isCloaked</code> === |
||
− | '''isCloaked''' : Boolean (read |
+ | '''isCloaked''' : Boolean (read/write) |
− | <code>true</code> if the ship has a cloaking device which is currently active <code>false</code> otherwise. If the ship has a cloaking device and sufficient energy to use it, you can activate it by setting <code>isCloaked</code> to <code>true</code>. |
+ | <code>true</code> if the ship has a cloaking device which is currently active <code>false</code> otherwise. If the ship has a cloaking device and sufficient energy to use it (<code>energy > 0.75 * [[Oolite JavaScript Reference: Entity#maxEnergy|maxEnergy]]</code>), you can activate it by setting <code>isCloaked</code> to <code>true</code>. |
+ | |||
+ | === <code>isDerelict</code> === |
||
+ | '''isDerelict''' : Boolean (read-only) |
||
+ | <code>true</code> if the ship is a derelict (i.e., the pilot has ejected from the ship, or the ship was created with the ship-key: "is_hulk") |
||
+ | |||
+ | === <code>isFleeing</code> === |
||
+ | {{oolite-prop-added|1.79}} |
||
+ | '''isFleeing''' : Boolean (read-only) |
||
+ | <code>true</code> if the ship is currently fleeing combat. This may be queried for the player ship too, though the value is somewhat of a guess in that case as it's impossible to say for certain what the player is intending by their actions. |
||
=== <code>isFrangible</code> === |
=== <code>isFrangible</code> === |
||
'''isFrangible''' : Boolean (read-only) |
'''isFrangible''' : Boolean (read-only) |
||
− | <code>true</code> if the ship is frangible (i.e., its subentities can be destroyed separately from the main ship), <code>false</code> otherwise. |
+ | <code>true</code> if the ship is frangible (i.e., its subentities can be destroyed separately from the main ship), <code>false</code> otherwise. |
+ | |||
+ | '''See also:''' <code>[[#subEntities|subEntities]]</code>, <code>[[#restoreSubEntities|restoreSubEntities()]]</code> |
||
=== <code>isJamming</code> === |
=== <code>isJamming</code> === |
||
'''isJamming''' : Boolean (read-only) |
'''isJamming''' : Boolean (read-only) |
||
<code>true</code> if the ship has a military scanner jammer which is currently active <code>false</code> otherwise. |
<code>true</code> if the ship has a military scanner jammer which is currently active <code>false</code> otherwise. |
||
+ | |||
+ | === <code>isMinable</code> === |
||
+ | {{oolite-prop-added|1.79}} |
||
+ | '''isMinable''' : Boolean (read-only) |
||
+ | <code>true</code> if the ship will break up usefully when hit by a mining laser, <code>false</code> otherwise. By default this is true for anything with "asteroid" or "boulder" in its role list - if you need to add anything which miners shouldn't be shooting at to those roles, give it <code>"no_boulders" = yes;</code> in its [[shipdata.plist]]. |
||
+ | |||
+ | === <code>isMine</code> === |
||
+ | '''isMine''' : Boolean (read-only) |
||
+ | <code>true</code> if the ship is a mine, <code>false</code> otherwise. |
||
+ | |||
+ | === <code>isMissile</code> === |
||
+ | '''isMissile''' : Boolean (read-only) |
||
+ | <code>true</code> if the ship is a missile, <code>false</code> otherwise. |
||
+ | |||
+ | === <code>isPiloted</code> === |
||
+ | '''isPiloted''' : Boolean (read-only) |
||
+ | <code>true</code> if the ship has a pilot on board, <code>false</code> otherwise. Generally have ships, station and escape pods pilots and have cargo, rocks, missiles or buoys no pilots. |
||
=== <code>isPirate</code> === |
=== <code>isPirate</code> === |
||
Line 78: | Line 370: | ||
'''isPolice''' : Boolean (read-only) |
'''isPolice''' : Boolean (read-only) |
||
<code>true</code> if the ship is a police vessel, <code>false</code> otherwise. Currently equivalent to <code>[[Oolite JavaScript Reference: Entity#scanClass|scanClass]] == "CLASS_POLICE"</code>. |
<code>true</code> if the ship is a police vessel, <code>false</code> otherwise. Currently equivalent to <code>[[Oolite JavaScript Reference: Entity#scanClass|scanClass]] == "CLASS_POLICE"</code>. |
||
+ | |||
+ | === <code>isRock</code> === |
||
+ | '''isRock''' : Boolean (read-only) |
||
+ | <code>true</code> if the ship is a rock (i.e., has scan_class: CLASS_ROCK) |
||
=== <code>isThargoid</code> === |
=== <code>isThargoid</code> === |
||
Line 87: | Line 383: | ||
<code>true</code> if the ship is a merchant vessel, <code>false</code> otherwise. Currently equivalent to <code>[[#primaryRole|primaryRole]] == "trader" || isPlayer</code>. '''Note:''' <code>[[#isPirateVictim|isPirateVictim]]</code> may be a better choice in many cases. |
<code>true</code> if the ship is a merchant vessel, <code>false</code> otherwise. Currently equivalent to <code>[[#primaryRole|primaryRole]] == "trader" || isPlayer</code>. '''Note:''' <code>[[#isPirateVictim|isPirateVictim]]</code> may be a better choice in many cases. |
||
− | === <code> |
+ | === <code>isTurret</code> === |
− | + | {{oolite-prop-added|1.79}} |
|
− | + | '''isTurret''' : Boolean (read-only) |
|
+ | <code>true</code> if the ship is a plasma turret sub-entity, <code>false</code> otherwise. |
||
+ | |||
+ | === <code>isWeapon</code> === |
||
+ | '''isWeapon''' : Boolean (read-only) |
||
+ | <code>true</code> if the ship is a weapon, <code>false</code> otherwise. Currently equivalent to <code>[[#isMissile|isMissile]] || [[#isMine|isMine]] </code>, but new categories of weapon could be added in future. |
||
+ | |||
+ | === <code>laserHeatLevel</code>* === |
||
+ | {{Oolite-prop-added|1.77}} |
||
+ | '''laserHeatLevel''' : Number (read-only, 0 to 1) |
||
+ | The temperature of the ship's currently active weapon. Thermal cut-out is active above 0.85. For non-player ships, if their forward weapon is empty, then the temperature of the forward weapon may be the temperature of a subentity forward weapon. |
||
+ | '''laserHeatLevelAft''' : Number (read-only, 0 to 1) |
||
+ | '''laserHeatLevelForward''' : Number (read-only, 0 to 1) |
||
+ | '''laserHeatLevelPort''' : Number (read-only, 0 to 1) |
||
+ | '''laserHeatLevelStarboard''' : Number (read-only, 0 to 1) |
||
+ | The temperature of specific laser mounts can also be queried. |
||
+ | |||
+ | === <code>lightsActive</code> === |
||
+ | '''lightsActive''' : Boolean (read-write) |
||
+ | Setting this property to <code>true</code> turns on all the entity’s flashers, and setting it to <code>false</code> turns them off. Setting it sets the <code>lightsActive</code> property for all subentities, but subentities’ setting can also be manipulated separately. In addition to affecting flashers, the value can be used by shaders. |
||
+ | |||
+ | Note: <code>lightsActive</code> is always <code>true</code> when a ship is spawned, although individual flashers may be off because they have <code>initially_on</code> set to false in their ''shipdata.plist'' declarations. |
||
+ | |||
+ | === <code>markedForFines</code> === |
||
+ | {{oolite-prop-added|1.79}} |
||
+ | '''markedForFines''' : Boolean (read-only) |
||
+ | <code>True</code> if the ship has been marked for fines the next time it docks at this system's main station. |
||
+ | |||
+ | '''See also''' : [[#markTargetForFines|markTargetForFines()]] |
||
+ | |||
+ | === <code>maxEscorts</code> === |
||
+ | {{Oolite-prop-added|1.77}} |
||
+ | '''maxEscorts''' : Number (read/write) |
||
+ | The maximum number of escorts this ship can have. This cannot be set lower than the number of escorts it currently has, or higher than the value of the MAX_ESCORTS constant (currently 16). There may be other reasons why a ship can have fewer escorts than the value of <code>maxEscorts</code> (for instance, ships which are escorts cannot have their own escorts) |
||
+ | |||
+ | '''See also:''' <code>[[#escortGroup|escortGroup]]</code> |
||
+ | |||
+ | === <code>maxPitch</code> === |
||
+ | {{Oolite-prop-added|1.77}} |
||
+ | '''maxPitch''' : Number (read-only, read/write from 1.81) |
||
+ | The maximum pitch rate of the ship, in radians per second. |
||
+ | |||
+ | '''See also:''' <code>[[#pitch|pitch]]</code> |
||
+ | |||
+ | === <code>maxRoll</code> === |
||
+ | {{Oolite-prop-added|1.77}} |
||
+ | '''maxRoll''' : Number (read-only, read/write from 1.81) |
||
+ | The maximum roll rate of the ship, in radians per second. |
||
+ | |||
+ | '''See also:''' <code>[[#roll|roll]]</code> |
||
=== <code>maxSpeed</code> === |
=== <code>maxSpeed</code> === |
||
− | '''maxSpeed''' : Number (read-only) |
+ | '''maxSpeed''' : Number (read-only, read/write from 1.81) |
− | The ship’s maximum speed under normal power. Note that <code>[[#speed|speed]]</code> may exceed this when [[witch fuel injectors]] or [[hyperspeed]] are in use. |
+ | The ship’s maximum speed under normal power. Note that <code>[[#speed|speed]]</code> may exceed this when [[witch fuel injectors]] or [[hyperspeed]] are in use. |
+ | |||
+ | '''See also:''' <code>[[#speed|speed]]</code> |
||
+ | |||
+ | === <code>maxThrust</code> === |
||
+ | '''maxThrust''' : Number (read-only, read/write from 1.81) |
||
+ | The ship’s maximum <code>[[#thrust|thrust]]</code>. This value is the one defined as <code>thrust</code> in ''[[Shipdata.plist#thrust|shipdata.plist]]''. |
||
+ | |||
+ | === <code>maxYaw</code> === |
||
+ | {{Oolite-prop-added|1.77}} |
||
+ | '''maxYaw''' : Number (read-only, read/write from 1.81) |
||
+ | The maximum yaw rate of the ship, in radians per second. |
||
+ | |||
+ | '''See also:''' <code>[[#yaw|yaw]]</code> |
||
+ | |||
+ | === <code>missileCapacity</code> === |
||
+ | '''missileCapacity''' : Number (read-only integer) |
||
+ | The maximum number of missiles the ship can carry. |
||
+ | |||
+ | === <code>missileLoadTime</code> === |
||
+ | '''missileLoadTime''' : Number (read-write nonnegative) |
||
+ | The minimum amount of time between two missiles. The corresponding ''[[shipdata.plist]]'' key is <code>missile_load_time</code>. |
||
+ | |||
+ | === <code>missiles</code> === |
||
+ | '''missiles''' : Array (read-only array of [[Oolite JavaScript Reference: EquipmentInfo|EquipmentInfo]]) |
||
+ | The ship’s loaded missiles. |
||
+ | |||
+ | === <code>name</code> === |
||
+ | '''name''' : String (read/write, read-only for player) |
||
+ | The name of the ship type (<code>name</code> key in [[shipdata.plist]]). |
||
+ | |||
+ | ''Note'': while <code>name</code> can be changed, this is discouraged (and will probably not be supported in Oolite 2.0). Use <code>[[#displayName|displayName]]</code> instead. |
||
+ | |||
+ | === <code>parcelCount</code> === |
||
+ | {{oolite-prop-added|1.77}} |
||
+ | '''parcelCount''' : Number (read-only integer) |
||
+ | The ship’s current number of parcels. |
||
+ | |||
+ | === <code>parcels</code> === |
||
+ | {{oolite-prop-added|1.77}} |
||
+ | '''parcels''' : Array (read-only NSDictionary) |
||
+ | The ship’s parcels. (For now only available for the player). Each parcel list contains the entries: <code>name: String, start: integer, destination: integer, startName: string, destinationName: string, eta: integer, etaDescription: string, fee: Integer, premium: Integer</code><br> |
||
+ | For example, the information of the first contract can be obtained by: |
||
+ | player.ship.parcels[0].name |
||
+ | player.ship.parcels[0].start |
||
+ | player.ship.parcels[0].destination |
||
+ | player.ship.parcels[0].startName |
||
+ | player.ship.parcels[0].destinationName |
||
+ | player.ship.parcels[0].eta |
||
+ | player.ship.parcels[0].etaDescription |
||
+ | player.ship.parcels[0].fee // The final fee, paid out on successful delivery. |
||
+ | |||
+ | start and destination contain system ID numbers for planets in the current galaxy chart, eta is in clock seconds, fee is the amount that the player will receive when delivering this parcel. |
||
+ | |||
+ | === <code>passengerCapacity</code> === |
||
+ | '''passengerCapacity''' : Number (read-only integer) |
||
+ | The ship’s maximum passenger capacity. |
||
+ | |||
+ | === <code>passengerCount</code> === |
||
+ | '''passengerCount''' : Number (read-only integer) |
||
+ | The ship’s current number of passengers. |
||
+ | |||
+ | === <code>passengers</code> === |
||
+ | '''passengers''' : Array (read-only NSDictionary) |
||
+ | The ship’s passengers. (For now only available for the player). Each passengers list contains the entries: <code>name: String, start: integer, destination: integer, startName: string, destinationName: string, eta: integer, etaDescription: string, fee: Integer, premium: Integer</code><br> |
||
+ | For example, the information of the first contract can be obtained by: |
||
+ | player.ship.passengers[0].name |
||
+ | player.ship.passengers[0].start |
||
+ | player.ship.passengers[0].destination |
||
+ | player.ship.passengers[0].startName |
||
+ | player.ship.passengers[0].destinationName |
||
+ | player.ship.passengers[0].eta |
||
+ | player.ship.passengers[0].etaDescription |
||
+ | player.ship.passengers[0].fee // The final fee, paid out on successful delivery. |
||
+ | player.ship.passengers[0].premium // The advance fee, already paid on acceptance of the contract. |
||
+ | |||
+ | start and destination contain system ID numbers for planets in the current galaxy chart, eta is in clock seconds, fee is the amount that the player will receive when delivering this passenger, and premium shows the amount the player received when the passenger boarded the ship. |
||
+ | |||
+ | === <code>pitch</code> === |
||
+ | {{Oolite-prop-added|1.77}} |
||
+ | '''pitch''' : Number (read-only) |
||
+ | The rate of pitch of the ship in radians/second (positive for dive, negative for climb) |
||
+ | |||
+ | === <code>portWeapon</code> === |
||
+ | '''portWeapon''' : EquipmentType (read-only, read/write in 1.77) |
||
+ | The currently equipped port weapon, or <code>null</code>. This is always <code>null</code> for non-player ships in 1.76. |
||
+ | |||
+ | '''See also:''' <code>[[#aftWeapon|aftWeapon]]</code>, <code>[[#forwardWeapon|forwardWeapon]]</code>, <code>[[#starboardWeapon|starboardWeapon]]</code> |
||
=== <code>potentialCollider</code> === |
=== <code>potentialCollider</code> === |
||
Line 101: | Line 397: | ||
=== <code>primaryRole</code> === |
=== <code>primaryRole</code> === |
||
'''primaryRole''' : String (read/write, read-only for player) |
'''primaryRole''' : String (read/write, read-only for player) |
||
− | The main role of the ship; the role for which it was created. For instance, if a ship’s ''shipdata.plist'' entry specifies the roles “pirate trader(0.5) escort”, and a ship of that type is spawned to be a trader, its <code>primaryRole</code> is <code>"trader"</code>, its <code>roles</code> is <code>["escort", "pirate", "trader"]</code> and its <code> |
+ | The main role of the ship; the role for which it was created. For instance, if a ship’s ''shipdata.plist'' entry specifies the roles “pirate trader(0.5) escort”, and a ship of that type is spawned to be a trader, its <code>primaryRole</code> is <code>"trader"</code>, its <code>roles</code> is <code>["escort", "pirate", "trader"]</code> and its <code>roleWeights</code> is <code> { "escort":1, "pirate":1, "trader":0.5}</code>. |
− | '''See also:''' <code>[[#roles|roles]]</code>, <code>[[# |
+ | '''See also:''' <code>[[#roles|roles]]</code>, <code>[[#roleWeights|roleWeights]]</code> |
=== <code>reportAIMessages</code> === |
=== <code>reportAIMessages</code> === |
||
Line 109: | Line 405: | ||
Debugging facility: set to <code>true</code> to dump information about AI activity to the log. |
Debugging facility: set to <code>true</code> to dump information about AI activity to the log. |
||
− | === <code> |
+ | === <code>roleWeights</code> === |
− | ''' |
+ | '''roleWeights''' : Object (read-only) |
− | The probabilities for each role in <code>[[#roles|roles]]</code>. |
+ | The probabilities for each role in <code>[[#roles|roles]]</code>. |
− | + | ||
− | + | Example: |
|
+ | this.pirateProb = ship.roleWeights["pirate"] |
||
+ | |||
+ | '''See also:''' <code>[[#primaryRole|primaryRole]]</code>, <code>[[#roles|roles]]</code> |
||
=== <code>roles</code> === |
=== <code>roles</code> === |
||
Line 119: | Line 415: | ||
The roles of the ship. This consists of the roles specified in the ship’s ''shipdata.plist'' entry, as well as the <code>[[#primaryRole|primaryRole]]</code> if it is not among those. |
The roles of the ship. This consists of the roles specified in the ship’s ''shipdata.plist'' entry, as well as the <code>[[#primaryRole|primaryRole]]</code> if it is not among those. |
||
− | '''See also:''' <code>[[#primaryRole|primaryRole]]</code>, <code>[[# |
+ | '''See also:''' <code>[[#primaryRole|primaryRole]]</code>, <code>[[#roleWeights|roleWeights]]</code>, <code>[[#hasRole|hasRole()]]</code> |
+ | |||
+ | === <code>roll</code> === |
||
+ | {{Oolite-prop-added|1.77}} |
||
+ | '''roll''' : Number (read-only, read/write for stations) |
||
+ | The rate of roll of the ship in radians/second (positive for anti-clockwise, negative for clockwise) |
||
+ | |||
+ | For stations, this can be set to any value between -2 and +2 to adjust their roll rate. The default is 0.4, or the value specified by the <code>station_roll</code> key in shipdata.plist. |
||
+ | |||
+ | === <code>savedCoordinates</code> === |
||
+ | '''savedCoordinates''' : [[Oolite JavaScript Reference: Vector|Vector]] (read-write) |
||
+ | The savedCoordinates of the ship in system co-ordinates. The savedCoordinates vector is only used by AI scripting to store a coordinate that can be used by other AI commands like <code>setDestinationFromCoordinates</code>. It are the same coordinates that are set by the AI command: <code>"setCoordinates: X Y Z"</code> |
||
+ | |||
+ | === <code>scanDescription</code> === |
||
+ | {{Oolite-prop-added|1.81}} |
||
+ | '''scanDescription''' : String (read/write) |
||
+ | The description of the ship in the "legal status" text shown by the [[Scanner Targeting Enhancement]]. If this is null then the default text for the ship's scan class and bounty level will be shown. |
||
+ | |||
+ | === <code>scannerDisplayColor1</code> === |
||
+ | '''scannerDisplayColor1''' : [[Materials in Oolite#Colour specifiers|Colour specifier]] (read/write) |
||
+ | The first of two colours used by the ship’s scanner “lollipop”. When read, this will always be an array of four numbers in the range 0..1 (representing red, green, blue and alpha components). Any colour specifier format may be assigned to it. Assigning <code>null</code> will restore the value from [[shipdata.plist]], or the default value for the ship’s scan class. |
||
+ | |||
+ | '''See also:''' <code>[[#scannerDisplayColor2|scannerDisplayColor2]]</code>, <code>[[#scannerHostileDisplayColor1|scannerHostileDisplayColor1]]</code> |
||
+ | |||
+ | === <code>scannerDisplayColor2</code> === |
||
+ | '''scannerDisplayColor2''' : [[Materials in Oolite#Colour specifiers|Colour specifier]] (read/write) |
||
+ | The second scanner colour. If both <code>scannerDisplayColor1</code> and <code>scannerDisplayColor2</code> are specified, the scanner lollipop will alternate between the two colours. |
||
+ | |||
+ | '''See also:''' <code>[[#scannerDisplayColor1|scannerDisplayColor1]]</code>, <code>[[#scannerHostileDisplayColor2|scannerHostileDisplayColor2]]</code> |
||
+ | |||
+ | === <code>scannerHostileDisplayColor1</code> === |
||
+ | {{oolite-prop-added|1.81}} |
||
+ | '''scannerHostileDisplayColor1''' : [[Materials in Oolite#Colour specifiers|Colour specifier]] (read/write) |
||
+ | The first of two colours used by the ship’s scanner “lollipop” when the ship is specifically targeting the player with hostile intent. When read, this will always be an array of four numbers in the range 0..1 (representing red, green, blue and alpha components). Any colour specifier format may be assigned to it. Assigning <code>null</code> will restore the value from [[shipdata.plist]], or the default value for the ship’s scan class. |
||
+ | |||
+ | If hostile colours are set but normal colours aren't, then the normal colours will default to those for the ship's scan class. If normal colours are set but hostile colours aren't, the scanner blip will not change colour when the ship is hostile. |
||
+ | |||
+ | '''See also:''' <code>[[#scannerHostileDisplayColor2|scannerHostileDisplayColor2]]</code>, <code>[[#scannerDisplayColor1|scannerDisplayColor1]]</code> |
||
+ | |||
+ | === <code>scannerHostileDisplayColor2</code> === |
||
+ | {{oolite-prop-added|1.81}} |
||
+ | '''scannerHostileDisplayColor2''' : [[Materials in Oolite#Colour specifiers|Colour specifier]] (read/write) |
||
+ | The second scanner colour when the ship is specifically targeting the player with hostile intent.. If both <code>scannerHostileDisplayColor1</code> and <code>scannerHostileDisplayColor2</code> are specified, the scanner lollipop will alternate between the two colours. |
||
+ | |||
+ | '''See also:''' <code>[[#scannerHostileDisplayColor1|scannerHostileDisplayColor1]]</code>, <code>[[#scannerDisplayColor2|scannerDisplayColor2]]</code> |
||
=== <code>scannerRange</code> === |
=== <code>scannerRange</code> === |
||
Line 128: | Line 424: | ||
'''script''' : [[Oolite JavaScript Reference: Script|Script]] (read-only) |
'''script''' : [[Oolite JavaScript Reference: Script|Script]] (read-only) |
||
The ship’s script. |
The ship’s script. |
||
+ | |||
+ | === <code>scriptedMisjump</code> === |
||
+ | '''scriptedMisjump''' : Boolean (read/write) |
||
+ | When <code>true</code>, the next hyperspace jump will be a misjump. The <code>scriptedMisjump</code> flag will remain <code>true</code> during the <code>shipWillExitWitchspace()</code> event handler, and will be set to <code>false</code> after the <code>shipExitedWitchspace()</code> event. |
||
+ | |||
+ | === <code>scriptedMisjumpRange</code> === |
||
+ | {{oolite-prop-added|1.77}} |
||
+ | '''scriptedMisjumpRange''' : Number (read/write) |
||
+ | If this ship misjumps, this number will be consulted to determine the length of the resulting misjump relative to the normal jump range. Setting this does not in itself force a misjump - this must occur through the usual mechanisms. Values must be greater than 0.0 and less than 1.0, and the default is 0.5 for a traditional half-way misjump. This will be reset to 0.5 at the same time as <code>[[#scriptedMisjump|scriptedMisjump]]</code> is reset to <code>false</code>. |
||
+ | |||
+ | === <code>scriptInfo</code> === |
||
+ | '''scriptInfo''' : Object (read-only) |
||
+ | The contents of the <code>script_info</code> key in the ship’s ''[[shipdata.plist]]'' entry, if any. This may be any [[property list]] object, but the recommended approach is to use a dictionary whose keys have a unique prefix (such as you should be using for file names, ship names etc.). A property list dictionary is converted to a JavaScript object with properties corresponding to the dictionary’s keys. All other property list types used with Oolite have directly corresponding JavaScript types.<br> |
||
+ | When using numeric values in the scriptInfo, the JS engine is not able to detect the type reliably on all systems, so you always must explicitly convert its content to a number by using parseInt(scriptInfo.myKey) or parseFloat(scriptInfo.myKey). |
||
+ | |||
+ | === <code>shipClassName</code> === |
||
+ | {{oolite-prop-added|1.79}} |
||
+ | '''shipClassName''' : String (read/write) |
||
+ | The name of the ship class (e.g. "Python") |
||
+ | |||
+ | === <code>shipUniqueName</code> === |
||
+ | {{oolite-prop-added|1.79}} |
||
+ | '''shipUniqueName''' : String (read/write) |
||
+ | The name of this specific ship (e.g. "Sunrise of Lave") |
||
=== <code>speed</code> === |
=== <code>speed</code> === |
||
'''speed''' : Number (read-only) |
'''speed''' : Number (read-only) |
||
− | The ship’s current speed. |
+ | The ship’s current speed. |
− | + | '''See also:''' <code>[[#maxSpeed|maxSpeed]]</code> |
|
− | + | ||
− | + | === <code>starboardWeapon</code> === |
|
+ | '''starboardWeapon''' : EquipmentType (read-only, read/write in 1.77) |
||
+ | The currently equipped forward weapon, or <code>null</code>. This is always <code>null</code> for non-player ships in 1.76. |
||
+ | |||
+ | '''See also:''' <code>[[#aftWeapon|aftWeapon]]</code>, <code>[[#forwardWeapon|forwardWeapon]]</code>, <code>[[#portWeapon|portWeapon]]</code> |
||
=== <code>subEntities</code> === |
=== <code>subEntities</code> === |
||
'''subEntities''' : Array (read-only array of Ships) |
'''subEntities''' : Array (read-only array of Ships) |
||
− | The ships subentities, or <code>null</code> if it has none. Special subentities such as flashers and exhaust plumes are not included. |
+ | The ships subentities, or <code>null</code> if it has none. Special subentities such as flashers and exhaust plumes are not included. |
+ | |||
+ | '''See also:''' <code>[[#isFrangible|isFrangible]]</code>, <code>[[#restoreSubEntities|restoreSubEntities()]]</code> |
||
+ | |||
+ | === <code>subEntityCapacity</code> === |
||
+ | '''subEntityCapacity''' : Number (read-only integer) |
||
+ | The original number of subentities on the ship. |
||
+ | |||
+ | '''See also:''' <code>[[#subEntities|subEntities]]</code>, <code>[[#restoreSubEntities|restoreSubEntities()]]</code> |
||
+ | |||
+ | === <code>subEntityRotation</code> === |
||
+ | {{oolite-prop-added|1.81}} |
||
+ | '''subEntityRotation''' : Quaternion (read/write) |
||
+ | The subentity rotational velocity, expressed as a quaternion. This much rotation will be applied per second. Exact 180 degree rotations should not be specified, as it is not possible to determine what route to use to make that rotation. This property is ignored when set on non-subentities. |
||
+ | |||
+ | === <code>sunGlareFilter</code> === |
||
+ | {{oolite-prop-added|1.79}} |
||
+ | '''sunGlareFilter''' : Number (read/write) |
||
+ | The strength of the sun glare filter on this ship. It must be in the range 0 to 1 (0 is no filter). |
||
=== <code>target</code> === |
=== <code>target</code> === |
||
Line 148: | Line 468: | ||
'''temperature''' : Number (read/write) |
'''temperature''' : Number (read/write) |
||
The ship’s temperature, normalized such that a temperature of 1.0 is the level at which a ship starts taking heat damage. |
The ship’s temperature, normalized such that a temperature of 1.0 is the level at which a ship starts taking heat damage. |
||
+ | |||
+ | === <code>thrust</code> === |
||
+ | '''thrust''' : Number (read/write for NPCs, read-only for player before 1.81) |
||
+ | The ship’s thrust, ranging from 0 to <code>maxThrust</code>. This value determines how fast the ship accelerates or decelerates, specified in m/s². |
||
+ | |||
+ | '''See also:''' <code>[[#thrustVector|thrustVector]]</code> |
||
+ | |||
+ | === <code>thrustVector</code> === |
||
+ | '''thrustVector''' : Vector3D (read-only) |
||
+ | The inertialess velocity generated by the engines. |
||
+ | |||
+ | '''See also:''' <code>[[#thrust|thrust]]</code>, <code>[[#velocity|velocity]]</code> |
||
+ | |||
+ | === <code>trackCloseContacts</code> === |
||
+ | '''trackCloseContacts''' : Boolean (read/write) |
||
+ | If true, AI events are generated for near collisions. |
||
+ | |||
+ | === <code>vectorForward</code> === |
||
+ | '''vectorForward''' : Vector3D (read-only) |
||
+ | The vector pointing forwards from the ship (in world space for ships, relative to the parent for subentities). Equivalent to <code>ship.[[Oolite JavaScript Reference: Entity#orientation|orientation]].[[Oolite JavaScript Reference: Quaternion#vectorForward|vectorForward]]</code>. |
||
+ | |||
+ | === <code>vectorRight</code> === |
||
+ | '''vectorRight''' : Vector3D (read-only) |
||
+ | The vector pointing right from the ship (in world space for ships, relative to the parent for subentities). Equivalent to <code>ship.[[Oolite JavaScript Reference: Entity#orientation|orientation]].[[Oolite JavaScript Reference: Quaternion#vectorRight|vectorRight]]</code>. |
||
+ | |||
+ | === <code>vectorUp</code> === |
||
+ | '''vectorUp''' : Vector3D (read-only) |
||
+ | The vector pointing up from the ship (in world space for ships, relative to the parent for subentities). Equivalent to <code>ship.[[Oolite JavaScript Reference: Entity#orientation|orientation]].[[Oolite JavaScript Reference: Quaternion#vectorUp|vectorUp]]</code>. |
||
+ | |||
+ | === <code>velocity</code> === |
||
+ | '''velocity''' : Vector3D (read/write) |
||
+ | The ship’s velocity. |
||
+ | |||
+ | '''Note:''' A ship’s velocity consists of two components, inertial velocity and inertialess thrust. Generally, inertial velocity is zero (so <code>velocity</code> is equal to <code>[[#thrustVector|thrustVector]]</code>), but inertial impulses may be applied if a ship collides or is caught in an explosion. If inertial velocity is non-zero, the ship’s engines will work to counteract it. Changing the ship’s velocity will always apply inertial velocity, so for ships with non-zero <code>[[#maxThrust|maxThrust]]</code> the effect will be temporary. |
||
+ | |||
+ | '''See also:''' <code>[[#thrustVector|thrustVector]]</code> |
||
+ | |||
+ | === <code>weaponFacings</code> === |
||
+ | {{Oolite-prop-added|1.77}} |
||
+ | '''weaponFacings''' : Number (read-only, integer in range 0-15) |
||
+ | The weapon facings available for the ship. The format is the same as the equivalent property in [[shipyard.plist]] or [[shipdata.plist]] - a bitmask with the following bits:<br> |
||
+ | 1 - fore<br> |
||
+ | 2 - aft<br> |
||
+ | 4 - port<br> |
||
+ | 8 - starboard |
||
+ | |||
+ | === <code>weaponPosition*</code> === |
||
+ | {{Oolite-prop-added|1.77}} |
||
+ | '''weaponPositionAft''' : Vector (read-only) |
||
+ | '''weaponPositionForward''' : Vector (read-only) |
||
+ | '''weaponPositionPort''' : Vector (read-only) |
||
+ | '''weaponPositionStarboard''' : Vector (read-only) |
||
+ | |||
+ | {{Oolite-prop-added|1.83}} |
||
+ | '''weaponPositionAft''' : Array of Vectors (read-only) |
||
+ | '''weaponPositionForward''' : Array of Vectors (read-only) |
||
+ | '''weaponPositionPort''' : Array of Vectors (read-only) |
||
+ | '''weaponPositionStarboard''' : Array of Vectors (read-only) |
||
+ | |||
+ | The position relative to the ship at which the appropriate laser beam will start. These properties do not imply that the ship has or can have any such weapon. |
||
+ | |||
+ | In 1.83 this property changed syntax to become an array of vectors, as ships can now have multiple mounts per facing. |
||
=== <code>weaponRange</code> === |
=== <code>weaponRange</code> === |
||
− | '''weaponRange''' : Number (read |
+ | '''weaponRange''' : Number (read-only) |
− | The maximum range of the ship’s primary weapon. |
+ | The maximum range of the ship’s primary weapon. For the player it is the range of the weapon that fired as last, even when the view direction changed.<br> |
+ | Range values are: WEAPON_PLASMA_CANNON: 5000, WEAPON_PULSE_LASER: 12500, WEAPON_BEAM_LASER: 15000, WEAPON_MINING_LASER: 12500, WEAPON_THARGOID_LASER: 17500, WEAPON_MILITARY_LASER: 30000, WEAPON_NONE: 32000.<br> |
||
+ | (Turrets are secondary weapons with a maximum range of 6000) |
||
=== <code>withinStationAegis</code> === |
=== <code>withinStationAegis</code> === |
||
'''withinStationAegis''' : Boolean (read-only) |
'''withinStationAegis''' : Boolean (read-only) |
||
<code>true</code> if the ship is within the aegis of the system’s main station (i.e., no more than 51 200 game metres from the station, or twice scanner range). |
<code>true</code> if the ship is within the aegis of the system’s main station (i.e., no more than 51 200 game metres from the station, or twice scanner range). |
||
+ | |||
+ | === <code>yaw</code> === |
||
+ | {{Oolite-prop-added|1.77}} |
||
+ | '''yaw''' : Number (read-only) |
||
+ | The rate of yaw of the ship in radians/second (positive for right, negative for left) |
||
== Methods == |
== Methods == |
||
+ | === <code>abandonShip</code> === |
||
+ | function '''abandonShip'''() : Boolean |
||
+ | Returns <code>true</code> when the ship has an escapepod. It will launch all escapeposd on board leaving the ship behind as a empty hulk. (scanClass = CLASS_CARGO). This command does nothing when no escape-pod is present.<br> |
||
+ | Pressence of an escapepod can be tested with: <code>equipmentStatus("EQ_ESCAPE_POD") == "EQUIPMENT_OK"</code> |
||
+ | |||
+ | === <code>addCollisionException</code> === |
||
+ | {{oolite-method-added|1.81}} |
||
+ | function '''addCollisionException'''(exception : Ship) |
||
+ | Prevented this ship and the selected ship from colliding. See [[#collisionExceptions|collisionExceptions]] and [[#removeCollisionException|removeCollisionException]]. |
||
+ | |||
+ | Prevention from collision will specifically prevent the following: |
||
+ | |||
+ | * the ships colliding with each other and suffering collision damage and/or momentum change |
||
+ | * the ships receiving collision warning events if they come close to each other |
||
+ | * if one of the ships is a station, the other ship will not be able to dock with it even if it enters a dock |
||
+ | |||
+ | This has no useful effect when applied to a subentity. |
||
+ | |||
+ | Adding a collision exception which already exists has no effect but will not cause an error. |
||
+ | |||
+ | === <code>addDefenseTarget</code>=== |
||
+ | {{oolite-method-added|1.77}} |
||
+ | function '''addDefenseTarget'''(target : Ship) |
||
+ | Adds the target ship to this ship's list of point [[#defenseTargets|defense targets]], if it isn't already. |
||
+ | |||
+ | === <code>adjustCargo</code>=== |
||
+ | {{oolite-method-added|1.81}} |
||
+ | function '''adjustCargo'''(commodity : String, amount : Number) : Boolean |
||
+ | Adjust the quantity of the specified commodity carried by the ship. Amount may be negative to remove cargo. The method will return false if the operation would fail due to insufficient free space or carried cargo, and will not make a partial adjustment in this case. |
||
+ | |||
+ | === <code>awardEquipment</code> === |
||
+ | function '''awardEquipment'''(equipmentType : [[Oolite JavaScript Reference: EquipmentInfo#Equipment Expressions|equipmentInfoExpression]]) : Boolean |
||
+ | Adds the given piece of equipment to the ship, if possible, returning <code>true</code> if successful and <code>false</code> otherwise. |
||
+ | |||
+ | Example: |
||
+ | ship.awardEquipment("EQ_ECM"); |
||
+ | |||
+ | '''See also:''' <code>[[#canAwardEquipment|canAwardEquipment()]]</code>, <code>[[#removeEquipment|removeEquipment()]]</code> |
||
+ | |||
+ | === <code>canAwardEquipment</code> === |
||
+ | function '''canAwardEquipment'''(equipmentType : [[Oolite JavaScript Reference: EquipmentInfo#Equipment Expressions|equipmentInfoExpression]]) : Boolean |
||
+ | Tests whether it is possible to add a given equipment type. This command takes the conditions for offering inside equipment.plist into account. Returns <code>true</code> if <code>[[#awardEquipment|awardEquipment()]]</code> is expected to succeed, <code>false</code> otherwise. |
||
+ | |||
+ | '''See also:''' <code>[[#awardEquipment|awardEquipment()]]</code> |
||
+ | |||
+ | === <code>becomeCascadeExplosion</code> === |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''becomeCascadeExplosion'''() |
||
+ | This method causes the ship to explode as if it were hit by a quirium cascade. |
||
+ | |||
+ | === <code>broadcastCascadeImminent</code> === |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''broadcastCascadeImminent'''() |
||
+ | This method causes the ship to broadcast a message to the AIs of all nearby ships warning them of an imminent cascade explosion. It is polite to call this a few seconds before calling <code>becomeCascadeExplosion</code> |
||
+ | |||
+ | === <code>broadcastDistressMessage</code> === |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''broadcastDistressMessage'''() |
||
+ | This method causes the ship to broadcast a distress message to the AIs of all nearby ships (received also by the player as a comms message). Ships receiving a distress message will often intervene in the fight, depending on their own AI and the roles of the ships already involved. |
||
+ | |||
+ | === <code>checkCourseToDestination</code> === |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''checkCourseToDestination'''() |
||
+ | Checks the line between the ship's current position and its destination, and returns either null or an Entity (usually a planet, sun or other ship) that this ship would risk collision with if it travelled along that course. |
||
+ | |||
+ | '''See also''': [[#getSafeCourseToDestination|getSafeCourseToDestination()]] |
||
+ | |||
+ | === <code>checkScanner</code> === |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''checkScanner'''([poweredOnly : Boolean]) : Array |
||
+ | Runs a fast scanner check and returns the results. At most 32 objects within scanner range will be returned. If the <code>poweredOnly</code> parameter is present and set to true, then only powered objects will be returned (i.e. ships with a scan class other than CLASS_CARGO or CLASS_ROCK). |
||
+ | |||
+ | This method is usually considerably quicker than [[Oolite JavaScript Reference: System#filteredEntities|system.filteredEntities()]] and similar methods, with little loss of accuracy, though it is still advisable to cache the result for a while before re-scanning. |
||
+ | |||
+ | === <code>clearDefenseTargets</code>=== |
||
+ | {{oolite-method-added|1.77}} |
||
+ | function '''clearDefenseTargets'''() |
||
+ | Clears the ship's list of point [[#defenseTargets|defense targets]]. |
||
+ | |||
+ | === <code>commsMessage</code> === |
||
+ | function '''commsMessage'''(message : String [,target : Ship]) |
||
+ | Make the ship broadcast the specified message. Works on buoys and subentities as well as normal ships and stations. Messages are send to a maximum of 16 ships in range and always to the player when in range. When the optional target is used, the message goes only to that ship. |
||
+ | |||
+ | === <code>damageAssessment</code> === |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''damageAssessment'''() : Number |
||
+ | Returns a number indicating the amount of damage or supply usage by this ship. Zero means that the ship is in excellent fighting condition, while higher numbers indicate increasing amounts of damage or supply shortages. |
||
+ | |||
+ | === <code>dealEnergyDamage</code>=== |
||
+ | {{oolite-method-added|1.77}} |
||
+ | function '''dealEnergyDamage'''(damage : Number, idealRange : Number [, velocityBias : Number]) |
||
+ | Deals damage to all ships within a sphere centred on this ship. If this ship has an owner (e.g. it is a missile or a subentity) the damage will be credited to its owner. Damage is dealt according to the following formula: |
||
+ | * Further away than MAX_SCANNER_RANGE (25.6km): deal no damage |
||
+ | * At or closer than <code>idealRange</code>: deal <code>damage</code> plus (or minus, for receding objects) <code>velocityBias</code> damage for every 0.001LM of relative closing speed, up to a maximum of 1.0LM |
||
+ | * Between <code>idealRange</code> and a derived maximum range: calculate the damage that would have been done at <code>idealRange</code>, and then divide it by the square of the ratio of <code>idealRange</code> and the real range (i.e inverse-square). The derived maximum range is the distance where a target with no relative closing speed would take 1 point of damage. |
||
+ | |||
+ | As an example, the standard Oolite missile uses <code>dealEnergyDamage(170, 32.5, 0.25)</code>, has a maximum speed of 0.75LM, and its AI tries to detonate it 25m from its target. Some worked examples (for comparision, one energy bank can absorb 64 points of damage, and a standard shield generator can absorb 128 points of damage): |
||
+ | * The missile is fired at a stationary asteroid. It detonates at 25m, within the ideal range, and the relative closing speed is 0.75LM. The asteroid takes 170 + (0.25 * 750) = 357.5 points of damage |
||
+ | * The missile is fired at a Cobra Mk III, which tries to flee from and evade the missile at its top speed of 0.35LM. The missile detonates at 25m, and the evasive manoeuvres mean that it is not heading directly at the Cobra when it detonates. The relative closing speed is 0.38LM. The Cobra takes 170 + (0.25 * 380) = 265 points of damage. |
||
+ | * An Anaconda freighter travelling at 0.2LM fires a missile at a distant Fer-de-lance. After the missile has travelled 150m away from the Anaconda, it is hit by an ECM pulse from the FDL, and detonates. The relative velocity is -0.55LM (the missile is travelling away from the Anaconda), so the damage at the ideal range would be 170 - (0.25 * 550) = 32.5. The damage is then divided by (150 / 32.5)<sup>2</sup>, so the Anaconda takes about 1.5 points of damage. |
||
+ | * A missile fired at something else detonates 500m away from a Sidewinder. The inverse-square rule divides the damage by (500 / 32.5)<sup>2</sup>, so the base damage at this range (ignoring velocityBias) is only 0.7. The Sidewinder is therefore safely outside the blast radius, and is not considered for damage. |
||
+ | |||
=== <code>deployEscorts</code> === |
=== <code>deployEscorts</code> === |
||
− | '''deployEscorts'''() |
+ | function '''deployEscorts'''() |
− | + | Cause a random number (at least 1 if possible) of the ship's escorts which are not already attacking a target to attack this ship's primary target, unless this function has already been called for the current target without meanwhile being called for a different target. |
|
=== <code>dockEscorts</code> === |
=== <code>dockEscorts</code> === |
||
− | '''dockEscorts'''() |
+ | function '''dockEscorts'''() |
Dock the ship’s deployed escorts, if any. |
Dock the ship’s deployed escorts, if any. |
||
+ | |||
+ | === <code>dumpCargo</code> === |
||
+ | function '''dumpCargo'''([amount : Number, commodity: String]) : Ship |
||
+ | Ejects one item of cargo from the ship, and returns the cargo item. Returns <code>null</code> if the ship has no cargo, anything has been ejected in the last 0.5 seconds, or if sent to the player while docked. |
||
+ | |||
+ | In 1.79 or later, multiple items may be scheduled for dumping by passing the number as a parameter. |
||
+ | |||
+ | In 1.81 or later, a preferred commodity may be specified (if this is not present, a random item will be dumped as usual). This preference only applies to the first item dropped, not subsequent ones. |
||
+ | |||
+ | '''See also:''' <code>[[#dumpCargo|dumpCargo]]</code>, <code>[[#ejectSpecificItem|ejectSpecificItem]]</code> |
||
+ | |||
+ | === <code>ejectItem</code> === |
||
+ | function '''ejectItem'''(role : String) : Ship |
||
+ | Spawns a ship of role <code>role</code> immediately behind the ship, with a slight backwards velocity. (Note: an equal and opposite reaction is applied to the parent ship, so doing this with large ships is rarely useful. <code>player.ejectItem("station")</code> may seem funny, but don’t come running to me if you have someone’s eye out.) Returns the generated ship, or <code>null</code> if no ship is generated. The scanClass of the ejected item will always be CLASS_CARGO. |
||
+ | |||
+ | '''See also:''' <code>[[#dumpCargo|dumpCargo]]</code>, <code>[[#ejectSpecificItem|ejectSpecificItem]]</code> |
||
+ | |||
+ | === <code>ejectSpecificItem</code> === |
||
+ | function '''ejectSpecificItem'''(itemKey : String) : Ship |
||
+ | Spawns a ship with the ''shipdata.plist'' key <code>itemKey</code> immediately behind the ship, with a slight backwards velocity. The scanClass of the ejected item will always be CLASS_CARGO. |
||
+ | |||
+ | '''See also:''' <code>[[#dumpCargo|dumpCargo]]</code>, <code>[[#ejectItem|ejectItem]]</code> |
||
+ | |||
+ | === <code>enterWormhole</code> === |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''enterWormhole'''([wormhole : Wormhole]) |
||
+ | If the player has entered witchspace, but before the old system is removed from memory, this method may be used to add this ship to the contents of the specified outbound wormhole. If no parameter is given, add them to the player's wormhole. |
||
+ | |||
+ | If the player is not entering witchspace, this method does nothing: the ship must fly to the wormhole in the normal way to enter it. |
||
+ | |||
+ | === <code>equipmentStatus</code> === |
||
+ | function '''equipmentStatus'''(equipmentType : [[Oolite JavaScript Reference: EquipmentInfo#Equipment Expressions|equipmentInfoExpression]] [, multiple : Boolean]) : String or Object |
||
+ | Tests whether the specified type of equipment is installed, and whether it is functioning. Returns one of the following strings: <code>"EQUIPMENT_OK"</code>, <code>"EQUIPMENT_DAMAGED"</code>, <code>"EQUIPMENT_UNAVAILABLE"</code> or <code>"EQUIPMENT_UNKNOWN"</code>. |
||
+ | |||
+ | In 1.81 and later, if the optional <code>multiple</code> parameter is set to true, it will instead return an object in this format: |
||
+ | { |
||
+ | "EQUIPMENT_OK": 3. |
||
+ | "EQUIPMENT_DAMAGED": 2 |
||
+ | } |
||
+ | to allow equipments which allow fitting multiple to be queried. If multiple equipments can be fitted, not setting the 'multiple' parameter will return the 'best' state of all items of that type. |
||
+ | |||
+ | '''See also:''' <code>[[#setEquipmentStatus|setEquipmentStatus()]]</code> |
||
=== <code>exitAI</code> === |
=== <code>exitAI</code> === |
||
− | '''exitAI'''() |
+ | function '''exitAI'''() |
Exit the current AI, restoring the previous one. Equivalent to the <code>[[AI_methods|exitAI]]:</code> AI method. May not be used on player. Will generate a warning if there are no suspended AI states. |
Exit the current AI, restoring the previous one. Equivalent to the <code>[[AI_methods|exitAI]]:</code> AI method. May not be used on player. Will generate a warning if there are no suspended AI states. |
||
'''See also:''' <code>[[#AI|AI]]</code>, <code>[[#setAI|setAI()]]</code>, <code>[[#hasSuspendedAI|hasSuspendedAI]]</code> |
'''See also:''' <code>[[#AI|AI]]</code>, <code>[[#setAI|setAI()]]</code>, <code>[[#hasSuspendedAI|hasSuspendedAI]]</code> |
||
+ | |||
+ | === <code>exitSystem</code> === |
||
+ | function '''exitSystem'''([targetSystem : Number]) : Boolean |
||
+ | Cause the ship to jump out of the system, if possible. If <code>targetSystem</code> is specified, it will attempt to jump to the specified system, otherwise a random system within range is chosen. |
||
+ | |||
+ | This method can fail for various reasons, in which case it returns <code>false</code>. It always fails for the player ship. |
||
+ | |||
+ | === <code>explode</code> === |
||
+ | function '''explode'''() |
||
+ | Causes the ship to explode. Works on all ships, including the main station and the player except when docked. |
||
+ | |||
+ | '''See also:''' <code>[[#remove|remove()]]</code> |
||
+ | |||
+ | === <code>fireECM</code> === |
||
+ | function '''fireECM'''() |
||
+ | activates an ecm burst, identical as the AI command. |
||
+ | |||
+ | === <code>findNearestStation</code> === |
||
+ | function '''findNearestStation'''() |
||
+ | Returns the nearest Station entity to this ship. This is quicker than manually searching <code>system.stations</code> and much quicker than using <code>system.filteredEntities()</code>. |
||
+ | |||
+ | === <code>fireMissile</code> === |
||
+ | function '''fireMissile'''([missile]) : Ship |
||
+ | fireMissile() will try to fire the first available missile and will return the missile fired, or <code>null</code> if no missiles can be fired at this time. It can take the optional missile identifier parameter, to allow for a specific missile to be fired. Missiles cannot be fired if the ship hasn’t got a valid target, or if the previous missile was launched less than <code>missile_load_time</code> seconds before. If a missile type was specified, and not found on the ship, no missile will be fired. |
||
+ | |||
+ | === <code>getSafeCourseToDestination</code> === |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''getSafeCourseToDestination'''() |
||
+ | Returns some coordinates which can be flown to as an intermediate destination to allow travel between the ship's current position and its destination without colliding with any objects on the way. Use this if <code>checkCourseToDestination</code> returns an object you are unable or unwilling to destroy to calculate a new route. |
||
+ | |||
+ | '''See also''': [[#checkCourseToDestination|checkCourseToDestination()]] |
||
+ | |||
+ | === <code>getMaterials</code> === |
||
+ | {{oolite-method-added|1.77}} |
||
+ | function '''getMaterials'''() : Object |
||
+ | getMaterials() returns the ship's current materials dictionary, or if none present an empty dictionary. |
||
+ | |||
+ | '''See also:''' <code>[[#setMaterials|setMaterials()]]</code>, <code>[[#getShaders|getShaders()]]</code> |
||
+ | |||
+ | === <code>getShaders</code> === |
||
+ | {{oolite-method-added|1.77}} |
||
+ | function '''getShaders'''() : Object |
||
+ | getShaders() returns the ship's current shaders dictionary, or if none present an empty dictionary. |
||
+ | |||
+ | '''See also:''' <code>[[#setShaders|setShaders()]]</code>, <code>[[#getMaterials|getMaterials()]]</code> |
||
+ | |||
+ | === <code>hasEquipmentProviding</code> === |
||
+ | {{oolite-method-added|1.81}} |
||
+ | function '''hasEquipmentProviding'''(key : String) |
||
+ | This method returns <code>true</code> if the ship has any equipment providing the <code>key</code> equipment type, and <code>false</code> otherwise. |
||
=== <code>hasRole</code> === |
=== <code>hasRole</code> === |
||
− | '''hasRole'''(role : String) |
+ | function '''hasRole'''(role : String) |
Returns <code>true</code> if the ship has <code>role</code> among its roles, <code>false</code> otherwise. |
Returns <code>true</code> if the ship has <code>role</code> among its roles, <code>false</code> otherwise. |
||
'''See also:''' <code>[[#roles|roles]]</code> |
'''See also:''' <code>[[#roles|roles]]</code> |
||
+ | |||
+ | === <code>markTargetForFines</code> === |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''markTargetForFines()''' |
||
+ | If this ship is eligible to give out fines and the primary target has a bounty, mark the current primary target for fines, which will need to be paid when the ship docks. If used on a ship other than the player, of course, the fines are not particularly meaningful. |
||
+ | |||
+ | === <code>notifyGroupOfWormhole</code> === |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''notifyGroupOfWormhole()''' |
||
+ | Tells the ship's group about a wormhole (usually the one this ship has just entered). Causes a <code>wormholeSuggested</code> event to occur in the scripts of other group members. |
||
+ | |||
+ | === <code>offerToEscort</code> === |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''offerToEscort(mother : Ship)''' |
||
+ | Offer to escort the specified ship. The ship making the offer must have the same scan class as the mothership and must have one of the designated escort roles. After the mothership has made a decision this ship will receive either an <code>escortAccepted</code> or <code>escortRejected</code> ship script event. |
||
+ | |||
+ | === <code>perform*</code> === |
||
+ | Each of these functions switches the frame-by-frame behaviour of the ship to a different mode. It may not necessarily remain in that mode, however - for example, those modes which require a target will usually fall back to idle mode if the target is lost. |
||
+ | |||
+ | ==== <code>performAttack</code> ==== |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''performAttack()''' |
||
+ | Attack the current target with available weapons. |
||
+ | |||
+ | ==== <code>performCollect</code> ==== |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''performCollect()''' |
||
+ | Attempt to scoop up the current target. If the current target is not scoopable, it will be lost. |
||
+ | |||
+ | ==== <code>performEscort</code> ==== |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''performEscort()''' |
||
+ | Escort the group leader. If this ship is not an escort of the group leader, it will not receive escort position updates from that ship. |
||
+ | |||
+ | ==== <code>performFaceDestination</code> ==== |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''performFaceDestination()''' |
||
+ | Come to a stop, and turn to face the current destination coordinates. |
||
+ | |||
+ | ==== <code>performFlee</code> ==== |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''performFlee()''' |
||
+ | Flee from the current target, using injectors if possible, until it is out of scanner range. |
||
+ | |||
+ | ==== <code>performFlyToRangeFromDestination</code> ==== |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''performFlyToRangeFromDestination()''' |
||
+ | Fly to the current [[#destination|destination]] coordinates, stopping when the distance between the ship and those coordinates is the [[#desiredRange|desiredRange]]. If the ship is already closer to the destination coordinates than the desired range, it will move away from the coordinates. |
||
+ | |||
+ | ==== <code>performHold</code> ==== |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''performHold()''' |
||
+ | Come to a stop, and continually turn to face the current target |
||
+ | |||
+ | ==== <code>performIdle</code> ==== |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''performIdle()''' |
||
+ | Cancel any current turns to return to level flight, then move forward at current speed. |
||
+ | |||
+ | ==== <code>performIntercept</code> ==== |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''performIntercept()''' |
||
+ | Fly to intercept (i.e. ram) the current target. |
||
+ | |||
+ | ==== <code>performLandOnPlanet</code> ==== |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''performLandOnPlanet()''' |
||
+ | Land on rather than crash into the planet. This is a slow flight, so it is recommended to get close to the planet surface before activating this behaviour. |
||
+ | |||
+ | ==== <code>performMining</code> ==== |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''performMining()''' |
||
+ | Attack the current target with a mining laser. This does not count as hostile behaviour, so cannot be used except on rocks. |
||
+ | |||
+ | ==== <code>performScriptedAI</code> ==== |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''performScriptedAI()''' |
||
+ | Request flight instructions from a [[OXP_Scripted_AI|scripted AI]] callback each frame. |
||
+ | |||
+ | ==== <code>performScriptedAttackAI</code> ==== |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''performScriptedAttackAI()''' |
||
+ | Request flight instructions, including weapons fire, from a [[OXP_Scripted_AI|scripted AI]] callback each frame. |
||
+ | |||
+ | ==== <code>performStop</code> ==== |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''performStop()''' |
||
+ | Come to a complete halt |
||
+ | |||
+ | ==== <code>performTumble</code> ==== |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''performTumble()''' |
||
+ | Come to a complete halt and rotate randomly. |
||
=== <code>reactToAIMessage</code> === |
=== <code>reactToAIMessage</code> === |
||
− | '''reactToAIMessage'''( |
+ | function '''reactToAIMessage'''(message : String) |
− | Immediately |
+ | Immediately perform the specified handler in the ship’s current AI state. |
+ | |||
+ | '''See also:''' <code>[[#sendAIMessage|sendAIMessage()]]</code> |
||
+ | |||
+ | === <code>recallDockingInstructions</code> === |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''recallDockingInstructions'''() : Object |
||
+ | Returns the current docking instructions as an object, and sets the destination, desired range and desired speed to match the instructions. Use this if the ship may have been interrupted while docking to ensure its flight parameters are set correctly. |
||
+ | |||
+ | '''See also:''' <code>[[#dockingInstructions|dockingInstructions]]</code>, <code>[[#requestDockingInstructions|requestDockingInstructions]]</code> |
||
+ | |||
+ | === <code>remove</code> === |
||
+ | function '''remove'''([suppressDeathEvent : Boolean]) |
||
+ | Immediately removes the ship from the universe. Works on all ships except the player, including the main station.<br>It generates a [[Oolite JavaScript Reference: Ship script event handlers#shipRemoved|this.shipRemoved(suppressDeathEvent)]] event. By default it will also trigger a [[Oolite JavaScript Reference: Ship script event handlers#shipDied|this.shipDied()]] event, unless <code>suppressDeathEvent</code> is true. |
||
+ | |||
+ | '''See also:''' <code>[[#explode|explode()]]</code> |
||
+ | |||
+ | === <code>removeCollisionException</code> === |
||
+ | {{oolite-method-added|1.81}} |
||
+ | function '''removeCollisionException'''(exception : Ship) |
||
+ | Allow this ship and the selected ship to collide again. See [[#collisionExceptions|collisionExceptions]] and [[#addCollisionException|addCollisionException]]. |
||
+ | |||
+ | Removing a collision exception which does not exist has no effect but will not cause an error. |
||
+ | |||
+ | === <code>removeDefenseTarget</code>=== |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''removeDefenseTarget'''(target : Ship) |
||
+ | Ensures that the target ship is not on this ship's list of point [[#defenseTargets|defense targets]]. |
||
+ | |||
+ | === <code>removeEquipment</code> === |
||
+ | function '''removeEquipment'''(equipmentType : [[Oolite JavaScript Reference: EquipmentInfo#Equipment Expressions|equipmentInfoExpression]]) |
||
+ | Removes the given piece of equipment from the ship. |
||
+ | This function can also be used to remove missiles (and mines). If more than one missile of the same type is found on board, only one of them will be removed. |
||
+ | |||
+ | Note that in Oolite prior to 1.76.1 there was a bug which could sometimes cause the game to crash if this function was used on pylon-mounted equipment. Therefore, if you do this in your OXP, you should set (at least) 1.76.1 as the version in requires.plist |
||
+ | |||
+ | Example: |
||
+ | ship.removeEquipment("EQ_ECM"); |
||
+ | |||
+ | === <code>requestDockingInstructions</code> === |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''requestDockingInstructions'''() : Object |
||
+ | Requests the next docking instructions from the station, and returns them as an object, setting the destination, desired range and desired speed to match the instructions. Use this to get the next step in the docking sequence after completing the previous one. |
||
+ | |||
+ | '''See also:''' <code>[[#dockingInstructions|dockingInstructions]]</code>, <code>[[#recallDockingInstructions|recallDockingInstructions]]</code> |
||
+ | |||
+ | |||
+ | === <code>requestHelpFromGroup</code> === |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''requestHelpFromGroup'''() |
||
+ | This function sends the <code>helpRequestReceived</code> event to the other ships in this ship's group and escort group, sending the name of this ship's current target as the aggressor. |
||
+ | |||
+ | === <code>restoreSubEntities</code> === |
||
+ | function '''restoreSubEntities'''() : Boolean |
||
+ | Recreate all destroyed or removed subentities of the ship. Returns <code>true</code> if any subentities were added. Whether or not any subentities were added, this will also reset all subentities to their original configuration of position, orientation and other properties. |
||
+ | |||
+ | '''See also:''' <code>[[#subEntities|subEntities]]</code>, <code>[[#isFrangible|isFrangible]]</code> |
||
+ | |||
+ | === <code>selectNewMissile</code> === |
||
+ | function '''selectNewMissile'''() : equipmentKey |
||
+ | selectNewMissile() will automatically select a missile for a specific ship. It uses the missile_role shipdata.plist key to find out which missiles to select. As with the system populator, there's a small chance that missiles other than the missile_role specified in shipdata will be selected. |
||
+ | e.g. |
||
+ | this.ship.awardEquipment(this.ship.selectNewMissile()) |
||
+ | will automatically add the 'right type' of missile to a ship, i.e. one that its captain would normally choose. |
||
+ | |||
+ | === <code>sendAIMessage</code> === |
||
+ | function '''sendAIMessage'''(message : String) |
||
+ | Add a message to the ship’s AI deferred message queue. Messages in the queue are handled immediately after the next periodic <code>UPDATE</code> message. Identical messages are coalesced. |
||
+ | |||
+ | '''See also:''' <code>[[#reactToAIMessage|reactToAIMessage()]]</code> |
||
=== <code>setAI</code> === |
=== <code>setAI</code> === |
||
− | '''setAI'''(AIName : String) |
+ | function '''setAI'''(AIName : String) |
− | Set the current AI, leaving the old one suspended. Equivalent to the <code>[[AI_methods|setAITo]]:</code> AI method. May not be used on player. |
+ | Set the current AI, leaving the old one suspended. Equivalent to the <code>[[AI_methods|setAITo]]:</code> AI method. May not be used on player. From 1.79 onwards AI files may either be plist-based (with a .plist extension) or Javascript-based (with a .js extension). |
'''See also:''' <code>[[#AI|AI]]</code>, <code>[[#switchAI|switchAI()]]</code>, <code>[[#exitAI|exitAI()]]</code> |
'''See also:''' <code>[[#AI|AI]]</code>, <code>[[#switchAI|switchAI()]]</code>, <code>[[#exitAI|exitAI()]]</code> |
||
+ | |||
+ | === <code>setBounty</code> === |
||
+ | {{oolite-method-added|1.77}} |
||
+ | function '''setBounty'''(bounty : Number, reason : String) |
||
+ | Sets the ship's bounty to the new value. <code>reason</code> will be sent to [[Oolite JavaScript Reference: Ship script event handlers#shipBountyChanged|shipBountyChanged()]]. |
||
+ | |||
+ | '''See also:''' <code>[[#bounty|bounty]]</code> |
||
+ | |||
+ | === <code>setCargo</code> === |
||
+ | function '''setCargo'''(commodity : String [, count : Number]) : Boolean |
||
+ | Attempts to create <code>count</code> weight units of the commodity <code>commodity</code> for a cargo barrel. (Can not be used to set cargo for ships) When more units are defined than 1 ton, the count is reduced to one ton. It returns false when the selected commodity is unknown. If <code>count</code> is not specified, one will be assumed. |
||
+ | |||
+ | === <code>setCargoType</code> === |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''setCargoType'''(commodityType : String) : Boolean |
||
+ | Attempts to set the ship's cargo hold to contain cargo of the specified type, discarding any cargo already present. This should generally only be used immediately after a ship is spawned. Valid cargo types are: |
||
+ | * '''SCARCE_GOODS''': goods which are likely to be rare in the current system, usually legal. |
||
+ | * '''PLENTIFUL_GOODS''': goods which are likely to be plentiful in the current system, usually legal. |
||
+ | * '''MEDICAL_GOODS''': narcotics (used for the Moray Medical Boat) |
||
+ | * '''ILLEGAL_GOODS''': various goods likely to be rare in the current system, with a strong bias towards contraband |
||
+ | * '''PIRATE_GOODS''': as ILLEGAL_GOODS, but the total amount carried will be lower |
||
+ | This will return false if an unrecognised commodity type is used, and will throw an exception if used on a cargo pod rather than a cargo carrier. Using it on a ship like an Asp without a cargo hold is valid but pointless. |
||
+ | |||
+ | === <code>setCrew</code> === |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''setCrew'''(Object) : Boolean |
||
+ | Sets the ship's crew to one represented by the given object (or sets the ship to uncrewed if null is given as a parameter). Returns true if this succeeds, false otherwise (if the ship is ''always'' unpiloted). The object has the same keys as [[characters.plist]], all of which are optional and will be replaced with default values if unset. They are applied in the following order: |
||
+ | * origin system |
||
+ | * random seed |
||
+ | * role |
||
+ | * the rest |
||
+ | You can therefore set a random seed or role to get particular behaviour, and use the other keys to override it. |
||
+ | |||
+ | At the moment this function only sets the first crew member (the pilot of the ship) in [[Oolite JavaScript Reference: Ship#crew|crew]][0] . |
||
+ | |||
+ | === <code>setEquipmentStatus</code> === |
||
+ | function '''setEquipmentStatus'''(equipmentType : [[Oolite JavaScript Reference: EquipmentInfo#Equipment Expressions|equipmentInfoExpression]], statusKey : String) |
||
+ | Changes the status of the given piece of equipment from the ship. The two only valid status keys are <code>"EQUIPMENT_OK"</code>, <code>"EQUIPMENT_DAMAGED"</code>. |
||
+ | |||
+ | '''Note:''' by design, this method will throw an exception if called with an equipment type that does not exist. To test whether an equipment type exists, use <code>[[Oolite JavaScript Reference: EquipmentInfo#infoForKey|EquipmentInfo.infoForKey()]]</code>, which will return <code>null</code> for undefined equipment. |
||
+ | |||
+ | '''See also:''' <code>[[#equipmentStatus|equipmentStatus()]]</code> |
||
+ | |||
+ | === <code>setMaterials</code> === |
||
+ | function '''setMaterials'''(materialDictionary : Object [, shaderDictionary : Object]) : Boolean |
||
+ | Set the materials of the ship’s model. This works exactly like the <code>materials</code> dictionary in [[shipdata.plist]]. The optional <code>shaderDictionary</code> argument overrides <code>materialDictionary</code> if shaders are active. |
||
+ | |||
+ | '''Example:''' |
||
+ | this.ship.setMaterials({"my_ship_diffuse.png": { diffuse_map: "my_ship_damaged_diffuse.png" }}); |
||
+ | |||
+ | '''See also:''' <code>[[#setShaders|setShaders()]]</code>, <code>[[#getMaterials|getMaterials()]]</code> |
||
+ | |||
+ | === <code>setScript</code> === |
||
+ | function '''setScript'''(scriptName : String) |
||
+ | Set, or completely replace, the javascript code associated to a ship entity. |
||
+ | |||
+ | === <code>setShaders</code> === |
||
+ | function '''setShaders'''(shaderDictionary : Object) : Boolean |
||
+ | Set the shader materials of the ship’s model. Equivalent to <code>[[#setMaterials|setMaterials()]]</code> with the <code>materialDictionary</code> value set to the ship’s current material dictionary. |
||
+ | |||
+ | '''See also:''' <code>[[#setMaterials|setMaterials()]]</code>, <code>[[#getShaders|getShaders()]]</code> |
||
+ | |||
+ | === <code>spawn</code> === |
||
+ | function '''spawn'''(role : String [, count : Number]) : Array |
||
+ | Attempts to create <code>count</code> (maximum: 64) ships of role <code>role</code> close to the ship – specifically, inside the ship’s collision radius. (Since creating ships may fail, the number created may be less than <code>count</code>). The created ships are returned in an array. If <code>count</code> is not specified, one will be assumed. |
||
+ | |||
+ | <code>spawn()</code> is intended for cases when a ship splits into multiple parts or drops parts. In particular, it has the following special behaviour: |
||
+ | * The spawned ships inherit most of the temperature of the parent. |
||
+ | * If the parent is a missile and a child has the <code>[[shipdata.plist#is_submunition|is_submunition]]</code> property, the child will be considered a missile, its target will be set to that of the parent and the child’s owner will be set to the parent. |
||
+ | * <code>spawn()</code> does not set up escorts for the new ships, or generate witchspace effects, or do any special AI handling. |
||
+ | |||
+ | === <code>spawnOne</code> === |
||
+ | function '''spawnOne'''(role : String) : Ship |
||
+ | Convenience method which calls <code>[[#spawn|spawn]](role)</code> and returns the first element of the resulting array, or <code>null</code> if <code>spawn()</code> fails. |
||
=== <code>switchAI</code> === |
=== <code>switchAI</code> === |
||
− | '''switchAI'''(AIName : String) |
+ | function '''switchAI'''(AIName : String) |
Set the current AI, exiting the old one. Equivalent to the <code>[[AI_methods|switchAITo]]:</code> AI method. May not be used on player. |
Set the current AI, exiting the old one. Equivalent to the <code>[[AI_methods|switchAITo]]:</code> AI method. May not be used on player. |
||
'''See also:''' <code>[[#AI|AI]]</code>, <code>[[#setAI|setAI()]]</code>, <code>[[#exitAI|exitAI()]]</code> |
'''See also:''' <code>[[#AI|AI]]</code>, <code>[[#setAI|setAI()]]</code>, <code>[[#exitAI|exitAI()]]</code> |
||
− | [[Category:Oolite scripting]] |
||
+ | === <code>threatAssessment</code> === |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''threatAssessment'''(full : Boolean) : Number |
||
+ | Returns a number indicating the relative strength of the ship. If the 'full' parameter is true, additional information will be considered as part of the assessment which would generally only be known by ships which know this ship or have seen it in combat. Otherwise, only data which could reasonably be expected to be common knowledge based on the class of the ship will be included. |
||
+ | |||
+ | For example, which weapon facings are available is part of the basic assessment, but what forward laser the ship has is part of the full assessment. |
||
+ | |||
+ | === <code>throwSpark</code> === |
||
+ | {{oolite-method-added|1.79}} |
||
+ | function '''throwSpark'''() |
||
+ | Sets the ship to throw a spark as if it was seriously damaged. If this ship is already scheduled to throw a spark, this does nothing. |
||
+ | |||
+ | === <code>updateEscortFormation</code> === |
||
+ | function '''updateEscortFormation'''() |
||
+ | Request that the game updates the target positions for the ship’s escorts by calling the ship’s script’s <code>coordinatesForEscortPosition()</code> method. |
||
+ | |||
+ | == Static Methods == |
||
+ | === <code>keys</code> === |
||
+ | {{Oolite-method-added|1.79}} |
||
+ | function '''keys'''() : Array |
||
+ | Returns all dataKeys of ships defined in all [[shipdata.plist]] including installed [[OXP]]s. |
||
+ | var dataKeysArray = Ship.keys(); |
||
+ | |||
+ | === <code>keysForRole</code> === |
||
+ | {{Oolite-method-added|1.79}} |
||
+ | function '''keysForRole'''(role : String) : Array |
||
+ | Returns all dataKeys of ships defined in all [[shipdata.plist]] which contains the given role. |
||
+ | |||
+ | var role = "trader"; |
||
+ | var roleKeys = Ship.keysForRole( role ); |
||
+ | log("keysForRole", role + ": " + roleKeys ); |
||
+ | |||
+ | === <code>roleIsInCategory</code> === |
||
+ | {{Oolite-method-added|1.79}} |
||
+ | function '''roles'''(role : String, category : String) : Boolean |
||
+ | Returns whether the role given is in a particular category as defined in [[role-categories.plist]] |
||
+ | |||
+ | Ship.roleIsInCategory("trader","oolite-pirate-victims"); // true |
||
+ | |||
+ | === <code>roles</code> === |
||
+ | {{Oolite-method-added|1.79}} |
||
+ | function '''roles'''() : Array |
||
+ | Returns all roles of ships defined in all [[shipdata.plist]] including installed [[OXP]]s. |
||
+ | |||
+ | var roles = Ship.roles(); |
||
+ | for( var i = 0; i < roles.length; i++ ) { |
||
+ | var roleKeys = Ship.keysForRole( roles[i] ); |
||
+ | log("roles", i + ". "+roles[i] + ": " + roleKeys ); |
||
+ | } |
||
+ | |||
+ | === <code>shipDataForKey</code> === |
||
+ | {{Oolite-method-added|1.79}} |
||
+ | function '''shipDataForKey'''(datakey : String) : Object |
||
+ | Returns an object containing a representation of the raw [[shipdata.plist]] entry for a given data key, or null if the data key does not exist. Keys not defined in the shipdata.plist entry will not be defined in the object - they won't get their default values. |
||
+ | |||
+ | Using the ship object properties is generally a better way to get this information, but this is useful if you want to find out what a ship might be like if you did add it. |
||
+ | |||
+ | var shipdata = Ship.shipDataForKey("cobra3-trader"); |
||
+ | log("test",shipdata["name"]); // "Cobra Mark III" |
||
+ | log("test",shipdata["ship_class_name"]); // undefined |
||
+ | log("test",shipdata["ship_unique_name"]); // undefined |
||
+ | log("test",shipdata["display_name"]); // undefined |
||
+ | |||
+ | ==See also== |
||
+ | *[[Shipdata.plist]] |
||
+ | |||
+ | [[Category:Oolite JavaScript Reference]] |
Latest revision as of 21:21, 11 July 2021
Prototype: Entity
Subtypes: Station
, PlayerShip
The Ship
class is an Entity
representing a ship, station, missile, cargo pod or other flying item – anything that can be specified in shipdata.plist. A Ship
has all the properties and methods of a Entity
, and several others.
Station
s and the PlayerShip
are types of ship. Note that these more specific types have additional properties and methods.
Contents
- 1 Properties
- 1.1 accuracy
- 1.2 aftWeapon
- 1.3 AI
- 1.4 AIFoundTarget
- 1.5 AIPrimaryAggressor
- 1.6 AIScript
- 1.7 AIScriptWakeTime
- 1.8 AIState
- 1.9 alertCondition
- 1.10 autoAI
- 1.11 autoWeapons
- 1.12 beaconCode
- 1.13 beaconLabel
- 1.14 boundingBox
- 1.15 bounty
- 1.16 cargoList
- 1.17 cargoSpaceCapacity
- 1.18 collisionExceptions
- 1.19 commodity
- 1.20 commodityAmount
- 1.21 contracts
- 1.22 cloakAutomatic
- 1.23 crew
- 1.24 cruiseSpeed
- 1.25 currentWeapon
- 1.26 dataKey
- 1.27 defenseTargets
- 1.28 desiredRange
- 1.29 desiredSpeed
- 1.30 destination
- 1.31 destinationSystem
- 1.32 displayName
- 1.33 dockedStation
- 1.34 dockingInstructions
- 1.35 energyRechargeRate
- 1.36 entityPersonality
- 1.37 equipment
- 1.38 escortGroup
- 1.39 escorts
- 1.40 exhaustEmissiveColor
- 1.41 exhausts
- 1.42 extraCargo
- 1.43 flashers
- 1.44 forwardWeapon
- 1.45 fuel
- 1.46 fuelChargeRate
- 1.47 group
- 1.48 hasHostileTarget
- 1.49 hasHyperspaceMotor
- 1.50 hasSuspendedAI
- 1.51 heatInsulation
- 1.52 homeSystem
- 1.53 hyperspaceSpinTime
- 1.54 injectorBurnRate
- 1.55 injectorSpeedFactor
- 1.56 isBeacon
- 1.57 isBoulder
- 1.58 isCargo
- 1.59 isCloaked
- 1.60 isDerelict
- 1.61 isFleeing
- 1.62 isFrangible
- 1.63 isJamming
- 1.64 isMinable
- 1.65 isMine
- 1.66 isMissile
- 1.67 isPiloted
- 1.68 isPirate
- 1.69 isPirateVictim
- 1.70 isPolice
- 1.71 isRock
- 1.72 isThargoid
- 1.73 isTrader
- 1.74 isTurret
- 1.75 isWeapon
- 1.76 laserHeatLevel*
- 1.77 lightsActive
- 1.78 markedForFines
- 1.79 maxEscorts
- 1.80 maxPitch
- 1.81 maxRoll
- 1.82 maxSpeed
- 1.83 maxThrust
- 1.84 maxYaw
- 1.85 missileCapacity
- 1.86 missileLoadTime
- 1.87 missiles
- 1.88 name
- 1.89 parcelCount
- 1.90 parcels
- 1.91 passengerCapacity
- 1.92 passengerCount
- 1.93 passengers
- 1.94 pitch
- 1.95 portWeapon
- 1.96 potentialCollider
- 1.97 primaryRole
- 1.98 reportAIMessages
- 1.99 roleWeights
- 1.100 roles
- 1.101 roll
- 1.102 savedCoordinates
- 1.103 scanDescription
- 1.104 scannerDisplayColor1
- 1.105 scannerDisplayColor2
- 1.106 scannerHostileDisplayColor1
- 1.107 scannerHostileDisplayColor2
- 1.108 scannerRange
- 1.109 script
- 1.110 scriptedMisjump
- 1.111 scriptedMisjumpRange
- 1.112 scriptInfo
- 1.113 shipClassName
- 1.114 shipUniqueName
- 1.115 speed
- 1.116 starboardWeapon
- 1.117 subEntities
- 1.118 subEntityCapacity
- 1.119 subEntityRotation
- 1.120 sunGlareFilter
- 1.121 target
- 1.122 temperature
- 1.123 thrust
- 1.124 thrustVector
- 1.125 trackCloseContacts
- 1.126 vectorForward
- 1.127 vectorRight
- 1.128 vectorUp
- 1.129 velocity
- 1.130 weaponFacings
- 1.131 weaponPosition*
- 1.132 weaponRange
- 1.133 withinStationAegis
- 1.134 yaw
- 2 Methods
- 2.1 abandonShip
- 2.2 addCollisionException
- 2.3 addDefenseTarget
- 2.4 adjustCargo
- 2.5 awardEquipment
- 2.6 canAwardEquipment
- 2.7 becomeCascadeExplosion
- 2.8 broadcastCascadeImminent
- 2.9 broadcastDistressMessage
- 2.10 checkCourseToDestination
- 2.11 checkScanner
- 2.12 clearDefenseTargets
- 2.13 commsMessage
- 2.14 damageAssessment
- 2.15 dealEnergyDamage
- 2.16 deployEscorts
- 2.17 dockEscorts
- 2.18 dumpCargo
- 2.19 ejectItem
- 2.20 ejectSpecificItem
- 2.21 enterWormhole
- 2.22 equipmentStatus
- 2.23 exitAI
- 2.24 exitSystem
- 2.25 explode
- 2.26 fireECM
- 2.27 findNearestStation
- 2.28 fireMissile
- 2.29 getSafeCourseToDestination
- 2.30 getMaterials
- 2.31 getShaders
- 2.32 hasEquipmentProviding
- 2.33 hasRole
- 2.34 markTargetForFines
- 2.35 notifyGroupOfWormhole
- 2.36 offerToEscort
- 2.37 perform*
- 2.37.1 performAttack
- 2.37.2 performCollect
- 2.37.3 performEscort
- 2.37.4 performFaceDestination
- 2.37.5 performFlee
- 2.37.6 performFlyToRangeFromDestination
- 2.37.7 performHold
- 2.37.8 performIdle
- 2.37.9 performIntercept
- 2.37.10 performLandOnPlanet
- 2.37.11 performMining
- 2.37.12 performScriptedAI
- 2.37.13 performScriptedAttackAI
- 2.37.14 performStop
- 2.37.15 performTumble
- 2.38 reactToAIMessage
- 2.39 recallDockingInstructions
- 2.40 remove
- 2.41 removeCollisionException
- 2.42 removeDefenseTarget
- 2.43 removeEquipment
- 2.44 requestDockingInstructions
- 2.45 requestHelpFromGroup
- 2.46 restoreSubEntities
- 2.47 selectNewMissile
- 2.48 sendAIMessage
- 2.49 setAI
- 2.50 setBounty
- 2.51 setCargo
- 2.52 setCargoType
- 2.53 setCrew
- 2.54 setEquipmentStatus
- 2.55 setMaterials
- 2.56 setScript
- 2.57 setShaders
- 2.58 spawn
- 2.59 spawnOne
- 2.60 switchAI
- 2.61 threatAssessment
- 2.62 throwSpark
- 2.63 updateEscortFormation
- 3 Static Methods
- 4 See also
Properties
accuracy
This property was added in Oolite test release 1.77.
accuracy : Number (read/write, read-only and irrelevant for player ship)
The accuracy of the ship's AI. Varies between -5 and +10 for ships, or 0 and +10 for missiles. Setting a value outside the allowed range will set the closest value within the allowed range.
For missiles, this affects the missile tracking, with 0 being the default value.
For NPC ships, this affects their combat AI in many ways. Values of +5 or higher enable various special combat AIs for a tough fight.
aftWeapon
aftWeapon : EquipmentType (read-only, read/write in 1.77)
The currently equipped aft weapon, or null
.
See also: forwardWeapon
, portWeapon
, starboardWeapon
AI
AI : String (read-only)
The name of the ship’s current plist-based state machine AI. If the ship is using Javascript-based AI, this will always be "nullAI.plist
"
See also: AIState
, setAI()
, switchAI()
, exitAI()
, AIScript
AIFoundTarget
This property was added in Oolite test release 1.77.
AIFoundTarget : Entity (read/write, read-only for player)
The "found target" of the ship's AI. This is set by various AI state commands, and is often copied to the primary target with the setTargetToFoundTarget
AI command.
AIPrimaryAggressor
This property was added in Oolite test release 1.77.
AIPrimaryAggressor : Entity (read/write, read-only for player)
The "primary aggressor" of the ship's AI. Often the last ship to attack this ship.
AIScript
This property was added in Oolite test release 1.79.
AIScript : String (read-only)
The name of the ship’s current Javascript-based AI. If the ship is using plist-based AI, this will always be "oolite-nullAI.js
"
See also: AIScriptWakeTime
, setAI()
, switchAI()
, exitAI()
, AI
AIScriptWakeTime
This property was added in Oolite test release 1.79.
AIScriptWaketime : Number (read-write)
The next game time at which the ship's Javascript-based AI script will receive an aiAwoken
event.
AIState
AIState : String (read/write, read-only for player)
The ship’s plist AI’s current state.
See also: AI
, reactToAIMessage()
, hasSuspendedAI
alertCondition
alertCondition : Number (read-only integer)
The ship's current alert condition (Docked = 0, Green = 1, Yellow = 2, Red = 3). Non-Station non-Player ships are generally only found at condition Yellow or Red.
See also: station.alertCondition
autoAI
This property was added in Oolite test release 1.79.
autoAI : Boolean (read-only)
The value of the "auto_ai
" shipdata key. If this is true, the ship's provider has given permission for scripts (such as the system populator) to alter the AI of this ship to better fit into scenarios or roles. If this is false, the ship's provider would prefer you not to alter the AI of this ship but to use it as-is.
autoWeapons
This property was added in Oolite test release 1.79.
autoWeapons : Boolean (read-only)
The value of the "auto_weapons
" shipdata key. If this is true, the ship's provider has given permission for scripts (such as the system populator) to alter the properties of this ship to better fit into scenarios or roles. If this is false, the ship's provider would prefer you not to alter the properties of this ship but to use it as-is.
beaconCode
beaconCode : String (read-only in 1.76, read-write from 1.77)
If the ship is a beacon, an identifying string. The first character is used for identification on the Advanced Space Compass. For non-beacons, this property is null
. This can not be changed by script for either the player's ship or the main station.
See also: isBeacon
beaconLabel
This property was added in Oolite test release 1.79.
beaconLabel : String (read/write, read-only for player)
A full label for the beacon. This is useful where the beacon code and the full beacon label do not begin with the same letter.
boundingBox
This property was added in Oolite test release 1.77.
boundingBox : Vector (read-only)
For ships, a vector describing the dimensions of the cuboid box containing the ship aligned to the ship axes, including all non-flasher sub-entities. For sub-entities, the dimensions of the box for the sub-entity alone.
Vector components match the standard model order - x
is width, y
is height, z
is length.
bounty
bounty : Number (read/write integer)
The bounty on the ship.
In 1.77, changes to the bounty are given a reason. If you change this directly, the reason sent to shipBountyChanged will be "scripted". To set a different reason, use setBounty instead.
cargoList
This property was added in Oolite test release 1.79.
cargoList : Array (read-only)
A list of the ship's current cargo, grouped by cargo type. For the player ship, this is equivalent to player.ship.manifest.list
An item looks like this:
{ unit: "t", displayName: "Liquor/Wines", commodity: "liquor_wines", quantity: 3 }
cargoSpaceCapacity
cargoSpaceCapacity : Number (read-only in 1.80, read/write in 1.81, integer)
The ship’s cargo capacity, in tons.
collisionExceptions
This property was added in Oolite test release 1.81.
collisionExceptions : Array (read-only)
A list of ships this ship is currently prevented from colliding with. See addCollisionException and removeCollisionException.
commodity
This property was added in Oolite test release 1.77.
commodity : String (read-only)
The commodity for cargo containers as a lowercase string. Returns null
for non-cargo ships. For scripted cargo that has no specific cargo defined, it returns the general description "goods".
commodityAmount
This property was added in Oolite test release 1.77.
commodityAmount : Number (read-only)
The amount of commodity in a cargo container. (not the number of containers in a ship)
contracts
contracts : Array (read-only NSDictionary)
The ship’s contracts. (For now only available for the player). Each contract contains the entries: commodity: string, quantity: integer, description: string, start: integer, destination: integer, startName: string, destinationName: string, eta: integer, etaDescription: string, fee: Integer, premium: Integer
For example, the information of the first contract can be obtained by:
player.ship.contracts[0].commodity player.ship.contracts[0].quantity player.ship.contracts[0].description player.ship.contracts[0].start player.ship.contracts[0].destination player.ship.contracts[0].startName player.ship.contracts[0].destinationName player.ship.contracts[0].eta // Estimated Time of Arrival. player.ship.contracts[0].etaDescription player.ship.contracts[0].fee // The profit of the contract, paid out on successful delivery. player.ship.contracts[0].premium // The sum paid to obtain the goods and paid back on successful delivery.
start and destination contain system ID numbers for planets in the current galaxy chart, eta is in clock seconds, fee is the amount that the player will receive when delivering this contract, and premium was the amount the player had to pay to secure this contract.
cloakAutomatic
cloakAutomatic : Boolean (read/write)
If true
(the default), the ship will automatically engage its cloak while attacking. Otherwise, it must be managed by a script. The corresponding shipdata.plist key is cloak_automatic
.
crew
This property was added in Oolite test release 1.79.
crew : Array (read-only)
An array containing the ship's crew. Each crew member is represented as a dictionary:
{ "description":"a small yellow horned humanoid from Malama", "name":"Masten Onlo", "homeSystem":49, "insuranceCredits":500, "species":"small yellow horned humanoid", "legalStatus":0 }
Note that in current Oolite versions ships only have a single crew member defined.
See also: setCrew()
cruiseSpeed
cruiseSpeed : Number (read-only nonnegative)
The ship’s “normal” desiredSpeed
, used in normal flight. Normally this is 80 % of maxSpeed
, but it may be lowered when accepting a slow escort.
currentWeapon
This property was added in Oolite test release 1.77.
currentWeapon : EquipmentType (read/write)
A shortcut property to whichever of aftWeapon
, forwardWeapon
, portWeapon
or starboardWeapon
represents the ship's currently active laser mount.
dataKey
This property was added in Oolite test release 1.77.
dataKey : String (read-only)
The ship data key used to define this ship (e.g. adder-player
or coriolis-station
)
defenseTargets
This property was added in Oolite test release 1.77.
defenseTargets : Array (read-only)
The array of defense targets that the ship has. If the ship has point defense weapons (turrets, thargoid lasers) it may fire them at these targets if it cannot hit its primary target.
See also: addDefenseTarget
, clearDefenseTargets
desiredRange
This property was added in Oolite test release 1.77.
desiredRange : Number (read/write nonnegative, read-only for player)
The range the AI uses in various AI routines to set a distance between the ship and another object - for example, the radius of a sphere around a destination point, or the distance to flee from a hostile ship.
desiredSpeed
desiredSpeed : Number (read/write nonnegative, read-only for player)
The speed the AI will attempt to maintain. The AI core and AI script may change this from time to time. The corresponding AI method is setSpeedFactorTo:
; a speed factor of 1.0 corresponds to a desiredSpeed
equal to maxSpeed
.
See also: cruiseSpeed
destination
This property was added in Oolite test release 1.77.
destination : Vector (read/write, read-only for player)
The destination coordinates for the AI, used in behaviours such as performFlyToRangeFromDestination
.
destinationSystem
This property was added in Oolite test release 1.79.
destinationSystem : Number (read/write)
The destination system ID of the ship, used by the AI for certain decisions. This defaults to the current system when a ship is spawned.
displayName
displayName : String (read/write, read-only for player)
The name of the ship as seen by the player. By default in 1.78 or earlier it is the same as name
. In 1.79 or later it is a combination of shipClassName and shipUniqueName
dockedStation
dockedStation : Station
The Station the ship is currently docked to.
dockingInstructions
This property was added in Oolite test release 1.79.
dockingInstructions : Object (read-only)
If the ship is currently attempting to dock with a station, this describes the next step on its docking procedure
{ station: [Station "Coriolis Station" "Coriolis Station" position: (-31043.6, -94232.3, 619036) scanClass: CLASS_STATION status: STATUS_ACTIVE], match_rotation: 0, ai_message: "APPROACH_COORDINATES", speed: 512, destination: { x: -28033.37401563089, y: -92813.76688970842, z: 622226.0625336492 }, range: 96 }
See also: requestDockingInstructions
, recallDockingInstructions
energyRechargeRate
This property was added in Oolite test release 1.79.
energyRechargeRate : Number (read-only, read/write from 1.81)
The rate at which energy is replenished in every second. The corresponding shipdata.plist key is energy_recharge_rate
.
Note for the player ship that this includes the boost from an extra or naval energy unit, and NPC (but not player) ships with military shield boosters also have an increase to this in lieu of actual shields.
entityPersonality
entityPersonality : Number (read-only integer, read/write in 1.81 onwards)
A random number in the range 0..32767 which is generated when the ship is created. Equivalent to the entityPersonalityInt
uniform binding.
Altering this value is possible in 1.81 onwards, but requires a re-bind of the materials and shaders, and so is a relatively slow process.
equipment
equipment : Array of EquipmentInfo (read-only)
The equipment a ship is carrying.
escortGroup
escortGroup : ShipGroup
The ship’s deployed escorts.
See also: maxEscorts
escorts
escorts : Array (read-only array of Entitys)
The ship’s deployed escorts.
exhaustEmissiveColor
This property was added in Oolite test release 1.79.
exhaustEmissiveColor : Color (read/write)
The baseline colour of the ship's exhaust. Damage to the ship, and use of injectors and torus drive, apply a fixed transformation to this colour, so not all colours are effective as exhaust colours.
exhausts
This property was added in Oolite test release 1.79.
exhausts : Array (read-only)
An array of the ship's ExhaustPlume subentities.
extraCargo
This property was added in Oolite test release 1.79.
extraCargo : Number (read-only integer)
The amount the cargo capacity increases when an extra cargobay is installed. The corresponding shipdata.plist key is extra_cargo
.
flashers
This property was added in Oolite test release 1.79.
flashers : Array (read-only)
An array of the ship's Flasher subentities.
forwardWeapon
forwardWeapon : EquipmentType (read-only, read/write in 1.77)
The currently equipped forward weapon, or null
.
See also: aftWeapon
, portWeapon
, starboardWeapon
fuel
fuel : Number (read/write)
The ship’s current fuel capacity, in LY. The game will limit this to the range 0..7, and round it off to the nearest tenth.
See also: PlayerShip.fuelLeakRate
fuelChargeRate
fuelChargeRate : Number (read-only)
The cost, relative to the cost for a new Cobra III, of a unit of fuel. When buying fuel for a ship, the price in equipment.plist will be multiplied by this number.
group
group : ShipGroup
Contains ship’s belonging to each other. Added pirate groups are an example or a station with its launched defenders.
A group is an individual object that can be linked to several ships belonging to the same group. When a ship dies and the group object has still owners, the group stays active as object. The group is only removed from memory after the last ship that had this group as property is removed.
Adding a group to a ship does not automatic puts that ship in the group. For that to happen you need also use the addShip() command.
e.g.
this.ship.group = new ShipGroup(); this.ship.group.addShip(this.ship);
hasHostileTarget
hasHostileTarget : Boolean (read-only)
true
if the ship’s AI is trying to kill something, false
otherwise. Always false
for the player.
hasHyperspaceMotor
hasHyperspaceMotor : Boolean (read-only)
True if the ship can make witchspace jumps. The corresponding shipdata.plist entry is hyperspace_motor
.
hasSuspendedAI
hasSuspendedAI : Boolean (read-only)
true
if the ship has suspended AIs, false
otherwise.
heatInsulation
heatInsulation : Number (read/write)
The ship’s heat insulation factor. 1.0 is normal, higher values mean more resistance to heat.
Note that in 1.80 and earlier writes to this property had no effect on the player ship.
homeSystem
This property was added in Oolite test release 1.79.
homeSystem : Number (read/write)
The home system ID of the ship, used by the AI for certain decisions. This defaults to the current system when a ship is spawned.
hyperspaceSpinTime
This property was added in Oolite test release 1.81.
hyperspaceSpinTime : Number (read/write)
The length of the ship's hyperspace countdown.
Setting this to a negative value disables the drive entirely.
Note that most NPC ship jumps use ship.exitSystem()
to make the jump, which does not have a delay. Provided this value is zero or positive, the ship will jump instantly if ship.exitSystem()
is called. The AI must use this property elsewhere if a delay before jumping is required.
injectorBurnRate
This property was added in Oolite test release 1.81.
injectorBurnRate : Number (read/write)
The rate at which the ship's injectors burn fuel in deci-LY per second. The default is 0.25.
injectorSpeedFactor
This property was added in Oolite test release 1.81.
injectorSpeedFactor : Number (read/write)
The multiplier to maximum speed granted to this ship when it is using injectors. The default is 7, and values must be between 1.0 and 32.0 (the torus drive's speed)
isBeacon
isBeacon : Boolean (read-only)
true
if the ship is a beacon (i.e., can show up on the Advanced Space Compass with a character indicating its identity), false
otherwise.
See also: beaconCode
isBoulder
isBoulder : Boolean (read/write)
true
if the ship is a boulder (i.e., has the role "boulder in its roleset)
isCargo
isCargo : Boolean (read-only)
true
if the ship is cargo (i.e., has scan_class CLASS_CARGO and contains at least one unit)
isCloaked
isCloaked : Boolean (read/write)
true
if the ship has a cloaking device which is currently active false
otherwise. If the ship has a cloaking device and sufficient energy to use it (energy > 0.75 * maxEnergy
), you can activate it by setting isCloaked
to true
.
isDerelict
isDerelict : Boolean (read-only)
true
if the ship is a derelict (i.e., the pilot has ejected from the ship, or the ship was created with the ship-key: "is_hulk")
isFleeing
This property was added in Oolite test release 1.79.
isFleeing : Boolean (read-only)
true
if the ship is currently fleeing combat. This may be queried for the player ship too, though the value is somewhat of a guess in that case as it's impossible to say for certain what the player is intending by their actions.
isFrangible
isFrangible : Boolean (read-only)
true
if the ship is frangible (i.e., its subentities can be destroyed separately from the main ship), false
otherwise.
See also: subEntities
, restoreSubEntities()
isJamming
isJamming : Boolean (read-only)
true
if the ship has a military scanner jammer which is currently active false
otherwise.
isMinable
This property was added in Oolite test release 1.79.
isMinable : Boolean (read-only)
true
if the ship will break up usefully when hit by a mining laser, false
otherwise. By default this is true for anything with "asteroid" or "boulder" in its role list - if you need to add anything which miners shouldn't be shooting at to those roles, give it "no_boulders" = yes;
in its shipdata.plist.
isMine
isMine : Boolean (read-only)
true
if the ship is a mine, false
otherwise.
isMissile
isMissile : Boolean (read-only)
true
if the ship is a missile, false
otherwise.
isPiloted
isPiloted : Boolean (read-only)
true
if the ship has a pilot on board, false
otherwise. Generally have ships, station and escape pods pilots and have cargo, rocks, missiles or buoys no pilots.
isPirate
isPirate : Boolean (read-only)
true
if the ship is a pirate vessel, false
otherwise. Currently equivalent to primaryRole == "pirate"
.
isPirateVictim
isPirateVictim : Boolean (read-only)
true
if the ship’s primary role is listed in pirate-victim-roles.plist, false
otherwise. This is the same test used by the pirate AI to select victims.
isPolice
isPolice : Boolean (read-only)
true
if the ship is a police vessel, false
otherwise. Currently equivalent to scanClass == "CLASS_POLICE"
.
isRock
isRock : Boolean (read-only)
true
if the ship is a rock (i.e., has scan_class: CLASS_ROCK)
isThargoid
isThargoid : Boolean (read-only)
true
if the ship is a Thargoid vessel, false
otherwise. Currently equivalent to scanClass == "CLASS_THARGOID"
.
isTrader
isTrader : Boolean (read-only)
true
if the ship is a merchant vessel, false
otherwise. Currently equivalent to primaryRole == "trader" || isPlayer
. Note: isPirateVictim
may be a better choice in many cases.
isTurret
This property was added in Oolite test release 1.79.
isTurret : Boolean (read-only)
true
if the ship is a plasma turret sub-entity, false
otherwise.
isWeapon
isWeapon : Boolean (read-only)
true
if the ship is a weapon, false
otherwise. Currently equivalent to isMissile || isMine
, but new categories of weapon could be added in future.
laserHeatLevel
*
This property was added in Oolite test release 1.77.
laserHeatLevel : Number (read-only, 0 to 1)
The temperature of the ship's currently active weapon. Thermal cut-out is active above 0.85. For non-player ships, if their forward weapon is empty, then the temperature of the forward weapon may be the temperature of a subentity forward weapon.
laserHeatLevelAft : Number (read-only, 0 to 1) laserHeatLevelForward : Number (read-only, 0 to 1) laserHeatLevelPort : Number (read-only, 0 to 1) laserHeatLevelStarboard : Number (read-only, 0 to 1)
The temperature of specific laser mounts can also be queried.
lightsActive
lightsActive : Boolean (read-write)
Setting this property to true
turns on all the entity’s flashers, and setting it to false
turns them off. Setting it sets the lightsActive
property for all subentities, but subentities’ setting can also be manipulated separately. In addition to affecting flashers, the value can be used by shaders.
Note: lightsActive
is always true
when a ship is spawned, although individual flashers may be off because they have initially_on
set to false in their shipdata.plist declarations.
markedForFines
This property was added in Oolite test release 1.79.
markedForFines : Boolean (read-only)
True
if the ship has been marked for fines the next time it docks at this system's main station.
See also : markTargetForFines()
maxEscorts
This property was added in Oolite test release 1.77.
maxEscorts : Number (read/write)
The maximum number of escorts this ship can have. This cannot be set lower than the number of escorts it currently has, or higher than the value of the MAX_ESCORTS constant (currently 16). There may be other reasons why a ship can have fewer escorts than the value of maxEscorts
(for instance, ships which are escorts cannot have their own escorts)
See also: escortGroup
maxPitch
This property was added in Oolite test release 1.77.
maxPitch : Number (read-only, read/write from 1.81)
The maximum pitch rate of the ship, in radians per second.
See also: pitch
maxRoll
This property was added in Oolite test release 1.77.
maxRoll : Number (read-only, read/write from 1.81)
The maximum roll rate of the ship, in radians per second.
See also: roll
maxSpeed
maxSpeed : Number (read-only, read/write from 1.81)
The ship’s maximum speed under normal power. Note that speed
may exceed this when witch fuel injectors or hyperspeed are in use.
See also: speed
maxThrust
maxThrust : Number (read-only, read/write from 1.81)
The ship’s maximum thrust
. This value is the one defined as thrust
in shipdata.plist.
maxYaw
This property was added in Oolite test release 1.77.
maxYaw : Number (read-only, read/write from 1.81)
The maximum yaw rate of the ship, in radians per second.
See also: yaw
missileCapacity
missileCapacity : Number (read-only integer)
The maximum number of missiles the ship can carry.
missileLoadTime
missileLoadTime : Number (read-write nonnegative)
The minimum amount of time between two missiles. The corresponding shipdata.plist key is missile_load_time
.
missiles
missiles : Array (read-only array of EquipmentInfo)
The ship’s loaded missiles.
name
name : String (read/write, read-only for player)
The name of the ship type (name
key in shipdata.plist).
Note: while name
can be changed, this is discouraged (and will probably not be supported in Oolite 2.0). Use displayName
instead.
parcelCount
This property was added in Oolite test release 1.77.
parcelCount : Number (read-only integer)
The ship’s current number of parcels.
parcels
This property was added in Oolite test release 1.77.
parcels : Array (read-only NSDictionary)
The ship’s parcels. (For now only available for the player). Each parcel list contains the entries: name: String, start: integer, destination: integer, startName: string, destinationName: string, eta: integer, etaDescription: string, fee: Integer, premium: Integer
For example, the information of the first contract can be obtained by:
player.ship.parcels[0].name player.ship.parcels[0].start player.ship.parcels[0].destination player.ship.parcels[0].startName player.ship.parcels[0].destinationName player.ship.parcels[0].eta player.ship.parcels[0].etaDescription player.ship.parcels[0].fee // The final fee, paid out on successful delivery.
start and destination contain system ID numbers for planets in the current galaxy chart, eta is in clock seconds, fee is the amount that the player will receive when delivering this parcel.
passengerCapacity
passengerCapacity : Number (read-only integer)
The ship’s maximum passenger capacity.
passengerCount
passengerCount : Number (read-only integer)
The ship’s current number of passengers.
passengers
passengers : Array (read-only NSDictionary)
The ship’s passengers. (For now only available for the player). Each passengers list contains the entries: name: String, start: integer, destination: integer, startName: string, destinationName: string, eta: integer, etaDescription: string, fee: Integer, premium: Integer
For example, the information of the first contract can be obtained by:
player.ship.passengers[0].name player.ship.passengers[0].start player.ship.passengers[0].destination player.ship.passengers[0].startName player.ship.passengers[0].destinationName player.ship.passengers[0].eta player.ship.passengers[0].etaDescription player.ship.passengers[0].fee // The final fee, paid out on successful delivery. player.ship.passengers[0].premium // The advance fee, already paid on acceptance of the contract.
start and destination contain system ID numbers for planets in the current galaxy chart, eta is in clock seconds, fee is the amount that the player will receive when delivering this passenger, and premium shows the amount the player received when the passenger boarded the ship.
pitch
This property was added in Oolite test release 1.77.
pitch : Number (read-only)
The rate of pitch of the ship in radians/second (positive for dive, negative for climb)
portWeapon
portWeapon : EquipmentType (read-only, read/write in 1.77)
The currently equipped port weapon, or null
. This is always null
for non-player ships in 1.76.
See also: aftWeapon
, forwardWeapon
, starboardWeapon
potentialCollider
potentialCollider : Entity (read-only)
The entity the ship is currently trying not to crash into, if any.
primaryRole
primaryRole : String (read/write, read-only for player)
The main role of the ship; the role for which it was created. For instance, if a ship’s shipdata.plist entry specifies the roles “pirate trader(0.5) escort”, and a ship of that type is spawned to be a trader, its primaryRole
is "trader"
, its roles
is ["escort", "pirate", "trader"]
and its roleWeights
is { "escort":1, "pirate":1, "trader":0.5}
.
See also: roles
, roleWeights
reportAIMessages
reportAIMessages : Boolean (read/write)
Debugging facility: set to true
to dump information about AI activity to the log.
roleWeights
roleWeights : Object (read-only)
The probabilities for each role in roles
.
Example:
this.pirateProb = ship.roleWeights["pirate"]
See also: primaryRole
, roles
roles
roles : Array (read-only array of Strings)
The roles of the ship. This consists of the roles specified in the ship’s shipdata.plist entry, as well as the primaryRole
if it is not among those.
See also: primaryRole
, roleWeights
, hasRole()
roll
This property was added in Oolite test release 1.77.
roll : Number (read-only, read/write for stations)
The rate of roll of the ship in radians/second (positive for anti-clockwise, negative for clockwise)
For stations, this can be set to any value between -2 and +2 to adjust their roll rate. The default is 0.4, or the value specified by the station_roll
key in shipdata.plist.
savedCoordinates
savedCoordinates : Vector (read-write)
The savedCoordinates of the ship in system co-ordinates. The savedCoordinates vector is only used by AI scripting to store a coordinate that can be used by other AI commands like setDestinationFromCoordinates
. It are the same coordinates that are set by the AI command: "setCoordinates: X Y Z"
scanDescription
This property was added in Oolite test release 1.81.
scanDescription : String (read/write)
The description of the ship in the "legal status" text shown by the Scanner Targeting Enhancement. If this is null then the default text for the ship's scan class and bounty level will be shown.
scannerDisplayColor1
scannerDisplayColor1 : Colour specifier (read/write)
The first of two colours used by the ship’s scanner “lollipop”. When read, this will always be an array of four numbers in the range 0..1 (representing red, green, blue and alpha components). Any colour specifier format may be assigned to it. Assigning null
will restore the value from shipdata.plist, or the default value for the ship’s scan class.
See also: scannerDisplayColor2
, scannerHostileDisplayColor1
scannerDisplayColor2
scannerDisplayColor2 : Colour specifier (read/write)
The second scanner colour. If both scannerDisplayColor1
and scannerDisplayColor2
are specified, the scanner lollipop will alternate between the two colours.
See also: scannerDisplayColor1
, scannerHostileDisplayColor2
scannerHostileDisplayColor1
This property was added in Oolite test release 1.81.
scannerHostileDisplayColor1 : Colour specifier (read/write)
The first of two colours used by the ship’s scanner “lollipop” when the ship is specifically targeting the player with hostile intent. When read, this will always be an array of four numbers in the range 0..1 (representing red, green, blue and alpha components). Any colour specifier format may be assigned to it. Assigning null
will restore the value from shipdata.plist, or the default value for the ship’s scan class.
If hostile colours are set but normal colours aren't, then the normal colours will default to those for the ship's scan class. If normal colours are set but hostile colours aren't, the scanner blip will not change colour when the ship is hostile.
See also: scannerHostileDisplayColor2
, scannerDisplayColor1
scannerHostileDisplayColor2
This property was added in Oolite test release 1.81.
scannerHostileDisplayColor2 : Colour specifier (read/write)
The second scanner colour when the ship is specifically targeting the player with hostile intent.. If both scannerHostileDisplayColor1
and scannerHostileDisplayColor2
are specified, the scanner lollipop will alternate between the two colours.
See also: scannerHostileDisplayColor1
, scannerDisplayColor2
scannerRange
scannerRange : Number (read-only)
The range of the ship’s scanner.
script
script : Script (read-only)
The ship’s script.
scriptedMisjump
scriptedMisjump : Boolean (read/write)
When true
, the next hyperspace jump will be a misjump. The scriptedMisjump
flag will remain true
during the shipWillExitWitchspace()
event handler, and will be set to false
after the shipExitedWitchspace()
event.
scriptedMisjumpRange
This property was added in Oolite test release 1.77.
scriptedMisjumpRange : Number (read/write)
If this ship misjumps, this number will be consulted to determine the length of the resulting misjump relative to the normal jump range. Setting this does not in itself force a misjump - this must occur through the usual mechanisms. Values must be greater than 0.0 and less than 1.0, and the default is 0.5 for a traditional half-way misjump. This will be reset to 0.5 at the same time as scriptedMisjump
is reset to false
.
scriptInfo
scriptInfo : Object (read-only)
The contents of the script_info
key in the ship’s shipdata.plist entry, if any. This may be any property list object, but the recommended approach is to use a dictionary whose keys have a unique prefix (such as you should be using for file names, ship names etc.). A property list dictionary is converted to a JavaScript object with properties corresponding to the dictionary’s keys. All other property list types used with Oolite have directly corresponding JavaScript types.
When using numeric values in the scriptInfo, the JS engine is not able to detect the type reliably on all systems, so you always must explicitly convert its content to a number by using parseInt(scriptInfo.myKey) or parseFloat(scriptInfo.myKey).
shipClassName
This property was added in Oolite test release 1.79.
shipClassName : String (read/write)
The name of the ship class (e.g. "Python")
shipUniqueName
This property was added in Oolite test release 1.79.
shipUniqueName : String (read/write)
The name of this specific ship (e.g. "Sunrise of Lave")
speed
speed : Number (read-only)
The ship’s current speed.
See also: maxSpeed
starboardWeapon
starboardWeapon : EquipmentType (read-only, read/write in 1.77)
The currently equipped forward weapon, or null
. This is always null
for non-player ships in 1.76.
See also: aftWeapon
, forwardWeapon
, portWeapon
subEntities
subEntities : Array (read-only array of Ships)
The ships subentities, or null
if it has none. Special subentities such as flashers and exhaust plumes are not included.
See also: isFrangible
, restoreSubEntities()
subEntityCapacity
subEntityCapacity : Number (read-only integer)
The original number of subentities on the ship.
See also: subEntities
, restoreSubEntities()
subEntityRotation
This property was added in Oolite test release 1.81.
subEntityRotation : Quaternion (read/write)
The subentity rotational velocity, expressed as a quaternion. This much rotation will be applied per second. Exact 180 degree rotations should not be specified, as it is not possible to determine what route to use to make that rotation. This property is ignored when set on non-subentities.
sunGlareFilter
This property was added in Oolite test release 1.79.
sunGlareFilter : Number (read/write)
The strength of the sun glare filter on this ship. It must be in the range 0 to 1 (0 is no filter).
target
target : Ship (read-write)
The ship’s primary target, i.e. the entity it will attempt to shoot at. This value is automatically co-ordinated between a ship and its subentities.
temperature
temperature : Number (read/write)
The ship’s temperature, normalized such that a temperature of 1.0 is the level at which a ship starts taking heat damage.
thrust
thrust : Number (read/write for NPCs, read-only for player before 1.81)
The ship’s thrust, ranging from 0 to maxThrust
. This value determines how fast the ship accelerates or decelerates, specified in m/s².
See also: thrustVector
thrustVector
thrustVector : Vector3D (read-only)
The inertialess velocity generated by the engines.
trackCloseContacts
trackCloseContacts : Boolean (read/write)
If true, AI events are generated for near collisions.
vectorForward
vectorForward : Vector3D (read-only)
The vector pointing forwards from the ship (in world space for ships, relative to the parent for subentities). Equivalent to ship.orientation.vectorForward
.
vectorRight
vectorRight : Vector3D (read-only)
The vector pointing right from the ship (in world space for ships, relative to the parent for subentities). Equivalent to ship.orientation.vectorRight
.
vectorUp
vectorUp : Vector3D (read-only)
The vector pointing up from the ship (in world space for ships, relative to the parent for subentities). Equivalent to ship.orientation.vectorUp
.
velocity
velocity : Vector3D (read/write)
The ship’s velocity.
Note: A ship’s velocity consists of two components, inertial velocity and inertialess thrust. Generally, inertial velocity is zero (so velocity
is equal to thrustVector
), but inertial impulses may be applied if a ship collides or is caught in an explosion. If inertial velocity is non-zero, the ship’s engines will work to counteract it. Changing the ship’s velocity will always apply inertial velocity, so for ships with non-zero maxThrust
the effect will be temporary.
See also: thrustVector
weaponFacings
This property was added in Oolite test release 1.77.
weaponFacings : Number (read-only, integer in range 0-15)
The weapon facings available for the ship. The format is the same as the equivalent property in shipyard.plist or shipdata.plist - a bitmask with the following bits:
1 - fore
2 - aft
4 - port
8 - starboard
weaponPosition*
This property was added in Oolite test release 1.77.
weaponPositionAft : Vector (read-only) weaponPositionForward : Vector (read-only) weaponPositionPort : Vector (read-only) weaponPositionStarboard : Vector (read-only)
This property was added in Oolite test release 1.83.
weaponPositionAft : Array of Vectors (read-only) weaponPositionForward : Array of Vectors (read-only) weaponPositionPort : Array of Vectors (read-only) weaponPositionStarboard : Array of Vectors (read-only)
The position relative to the ship at which the appropriate laser beam will start. These properties do not imply that the ship has or can have any such weapon.
In 1.83 this property changed syntax to become an array of vectors, as ships can now have multiple mounts per facing.
weaponRange
weaponRange : Number (read-only)
The maximum range of the ship’s primary weapon. For the player it is the range of the weapon that fired as last, even when the view direction changed.
Range values are: WEAPON_PLASMA_CANNON: 5000, WEAPON_PULSE_LASER: 12500, WEAPON_BEAM_LASER: 15000, WEAPON_MINING_LASER: 12500, WEAPON_THARGOID_LASER: 17500, WEAPON_MILITARY_LASER: 30000, WEAPON_NONE: 32000.
(Turrets are secondary weapons with a maximum range of 6000)
withinStationAegis
withinStationAegis : Boolean (read-only)
true
if the ship is within the aegis of the system’s main station (i.e., no more than 51 200 game metres from the station, or twice scanner range).
yaw
This property was added in Oolite test release 1.77.
yaw : Number (read-only)
The rate of yaw of the ship in radians/second (positive for right, negative for left)
Methods
abandonShip
function abandonShip() : Boolean
Returns true
when the ship has an escapepod. It will launch all escapeposd on board leaving the ship behind as a empty hulk. (scanClass = CLASS_CARGO). This command does nothing when no escape-pod is present.
Pressence of an escapepod can be tested with: equipmentStatus("EQ_ESCAPE_POD") == "EQUIPMENT_OK"
addCollisionException
This method was added in Oolite test release 1.81.
function addCollisionException(exception : Ship)
Prevented this ship and the selected ship from colliding. See collisionExceptions and removeCollisionException.
Prevention from collision will specifically prevent the following:
- the ships colliding with each other and suffering collision damage and/or momentum change
- the ships receiving collision warning events if they come close to each other
- if one of the ships is a station, the other ship will not be able to dock with it even if it enters a dock
This has no useful effect when applied to a subentity.
Adding a collision exception which already exists has no effect but will not cause an error.
addDefenseTarget
This method was added in Oolite test release 1.77.
function addDefenseTarget(target : Ship)
Adds the target ship to this ship's list of point defense targets, if it isn't already.
adjustCargo
This method was added in Oolite test release 1.81.
function adjustCargo(commodity : String, amount : Number) : Boolean
Adjust the quantity of the specified commodity carried by the ship. Amount may be negative to remove cargo. The method will return false if the operation would fail due to insufficient free space or carried cargo, and will not make a partial adjustment in this case.
awardEquipment
function awardEquipment(equipmentType : equipmentInfoExpression) : Boolean
Adds the given piece of equipment to the ship, if possible, returning true
if successful and false
otherwise.
Example:
ship.awardEquipment("EQ_ECM");
See also: canAwardEquipment()
, removeEquipment()
canAwardEquipment
function canAwardEquipment(equipmentType : equipmentInfoExpression) : Boolean
Tests whether it is possible to add a given equipment type. This command takes the conditions for offering inside equipment.plist into account. Returns true
if awardEquipment()
is expected to succeed, false
otherwise.
See also: awardEquipment()
becomeCascadeExplosion
This method was added in Oolite test release 1.79.
function becomeCascadeExplosion()
This method causes the ship to explode as if it were hit by a quirium cascade.
broadcastCascadeImminent
This method was added in Oolite test release 1.79.
function broadcastCascadeImminent()
This method causes the ship to broadcast a message to the AIs of all nearby ships warning them of an imminent cascade explosion. It is polite to call this a few seconds before calling becomeCascadeExplosion
broadcastDistressMessage
This method was added in Oolite test release 1.79.
function broadcastDistressMessage()
This method causes the ship to broadcast a distress message to the AIs of all nearby ships (received also by the player as a comms message). Ships receiving a distress message will often intervene in the fight, depending on their own AI and the roles of the ships already involved.
checkCourseToDestination
This method was added in Oolite test release 1.79.
function checkCourseToDestination()
Checks the line between the ship's current position and its destination, and returns either null or an Entity (usually a planet, sun or other ship) that this ship would risk collision with if it travelled along that course.
See also: getSafeCourseToDestination()
checkScanner
This method was added in Oolite test release 1.79.
function checkScanner([poweredOnly : Boolean]) : Array
Runs a fast scanner check and returns the results. At most 32 objects within scanner range will be returned. If the poweredOnly
parameter is present and set to true, then only powered objects will be returned (i.e. ships with a scan class other than CLASS_CARGO or CLASS_ROCK).
This method is usually considerably quicker than system.filteredEntities() and similar methods, with little loss of accuracy, though it is still advisable to cache the result for a while before re-scanning.
clearDefenseTargets
This method was added in Oolite test release 1.77.
function clearDefenseTargets()
Clears the ship's list of point defense targets.
commsMessage
function commsMessage(message : String [,target : Ship])
Make the ship broadcast the specified message. Works on buoys and subentities as well as normal ships and stations. Messages are send to a maximum of 16 ships in range and always to the player when in range. When the optional target is used, the message goes only to that ship.
damageAssessment
This method was added in Oolite test release 1.79.
function damageAssessment() : Number
Returns a number indicating the amount of damage or supply usage by this ship. Zero means that the ship is in excellent fighting condition, while higher numbers indicate increasing amounts of damage or supply shortages.
dealEnergyDamage
This method was added in Oolite test release 1.77.
function dealEnergyDamage(damage : Number, idealRange : Number [, velocityBias : Number])
Deals damage to all ships within a sphere centred on this ship. If this ship has an owner (e.g. it is a missile or a subentity) the damage will be credited to its owner. Damage is dealt according to the following formula:
- Further away than MAX_SCANNER_RANGE (25.6km): deal no damage
- At or closer than
idealRange
: dealdamage
plus (or minus, for receding objects)velocityBias
damage for every 0.001LM of relative closing speed, up to a maximum of 1.0LM - Between
idealRange
and a derived maximum range: calculate the damage that would have been done atidealRange
, and then divide it by the square of the ratio ofidealRange
and the real range (i.e inverse-square). The derived maximum range is the distance where a target with no relative closing speed would take 1 point of damage.
As an example, the standard Oolite missile uses dealEnergyDamage(170, 32.5, 0.25)
, has a maximum speed of 0.75LM, and its AI tries to detonate it 25m from its target. Some worked examples (for comparision, one energy bank can absorb 64 points of damage, and a standard shield generator can absorb 128 points of damage):
- The missile is fired at a stationary asteroid. It detonates at 25m, within the ideal range, and the relative closing speed is 0.75LM. The asteroid takes 170 + (0.25 * 750) = 357.5 points of damage
- The missile is fired at a Cobra Mk III, which tries to flee from and evade the missile at its top speed of 0.35LM. The missile detonates at 25m, and the evasive manoeuvres mean that it is not heading directly at the Cobra when it detonates. The relative closing speed is 0.38LM. The Cobra takes 170 + (0.25 * 380) = 265 points of damage.
- An Anaconda freighter travelling at 0.2LM fires a missile at a distant Fer-de-lance. After the missile has travelled 150m away from the Anaconda, it is hit by an ECM pulse from the FDL, and detonates. The relative velocity is -0.55LM (the missile is travelling away from the Anaconda), so the damage at the ideal range would be 170 - (0.25 * 550) = 32.5. The damage is then divided by (150 / 32.5)2, so the Anaconda takes about 1.5 points of damage.
- A missile fired at something else detonates 500m away from a Sidewinder. The inverse-square rule divides the damage by (500 / 32.5)2, so the base damage at this range (ignoring velocityBias) is only 0.7. The Sidewinder is therefore safely outside the blast radius, and is not considered for damage.
deployEscorts
function deployEscorts()
Cause a random number (at least 1 if possible) of the ship's escorts which are not already attacking a target to attack this ship's primary target, unless this function has already been called for the current target without meanwhile being called for a different target.
dockEscorts
function dockEscorts()
Dock the ship’s deployed escorts, if any.
dumpCargo
function dumpCargo([amount : Number, commodity: String]) : Ship
Ejects one item of cargo from the ship, and returns the cargo item. Returns null
if the ship has no cargo, anything has been ejected in the last 0.5 seconds, or if sent to the player while docked.
In 1.79 or later, multiple items may be scheduled for dumping by passing the number as a parameter.
In 1.81 or later, a preferred commodity may be specified (if this is not present, a random item will be dumped as usual). This preference only applies to the first item dropped, not subsequent ones.
See also: dumpCargo
, ejectSpecificItem
ejectItem
function ejectItem(role : String) : Ship
Spawns a ship of role role
immediately behind the ship, with a slight backwards velocity. (Note: an equal and opposite reaction is applied to the parent ship, so doing this with large ships is rarely useful. player.ejectItem("station")
may seem funny, but don’t come running to me if you have someone’s eye out.) Returns the generated ship, or null
if no ship is generated. The scanClass of the ejected item will always be CLASS_CARGO.
See also: dumpCargo
, ejectSpecificItem
ejectSpecificItem
function ejectSpecificItem(itemKey : String) : Ship
Spawns a ship with the shipdata.plist key itemKey
immediately behind the ship, with a slight backwards velocity. The scanClass of the ejected item will always be CLASS_CARGO.
See also: dumpCargo
, ejectItem
enterWormhole
This method was added in Oolite test release 1.79.
function enterWormhole([wormhole : Wormhole])
If the player has entered witchspace, but before the old system is removed from memory, this method may be used to add this ship to the contents of the specified outbound wormhole. If no parameter is given, add them to the player's wormhole.
If the player is not entering witchspace, this method does nothing: the ship must fly to the wormhole in the normal way to enter it.
equipmentStatus
function equipmentStatus(equipmentType : equipmentInfoExpression [, multiple : Boolean]) : String or Object
Tests whether the specified type of equipment is installed, and whether it is functioning. Returns one of the following strings: "EQUIPMENT_OK"
, "EQUIPMENT_DAMAGED"
, "EQUIPMENT_UNAVAILABLE"
or "EQUIPMENT_UNKNOWN"
.
In 1.81 and later, if the optional multiple
parameter is set to true, it will instead return an object in this format:
{ "EQUIPMENT_OK": 3. "EQUIPMENT_DAMAGED": 2 }
to allow equipments which allow fitting multiple to be queried. If multiple equipments can be fitted, not setting the 'multiple' parameter will return the 'best' state of all items of that type.
See also: setEquipmentStatus()
exitAI
function exitAI()
Exit the current AI, restoring the previous one. Equivalent to the exitAI:
AI method. May not be used on player. Will generate a warning if there are no suspended AI states.
See also: AI
, setAI()
, hasSuspendedAI
exitSystem
function exitSystem([targetSystem : Number]) : Boolean
Cause the ship to jump out of the system, if possible. If targetSystem
is specified, it will attempt to jump to the specified system, otherwise a random system within range is chosen.
This method can fail for various reasons, in which case it returns false
. It always fails for the player ship.
explode
function explode()
Causes the ship to explode. Works on all ships, including the main station and the player except when docked.
See also: remove()
fireECM
function fireECM()
activates an ecm burst, identical as the AI command.
findNearestStation
function findNearestStation()
Returns the nearest Station entity to this ship. This is quicker than manually searching system.stations
and much quicker than using system.filteredEntities()
.
fireMissile
function fireMissile([missile]) : Ship
fireMissile() will try to fire the first available missile and will return the missile fired, or null
if no missiles can be fired at this time. It can take the optional missile identifier parameter, to allow for a specific missile to be fired. Missiles cannot be fired if the ship hasn’t got a valid target, or if the previous missile was launched less than missile_load_time
seconds before. If a missile type was specified, and not found on the ship, no missile will be fired.
getSafeCourseToDestination
This method was added in Oolite test release 1.79.
function getSafeCourseToDestination()
Returns some coordinates which can be flown to as an intermediate destination to allow travel between the ship's current position and its destination without colliding with any objects on the way. Use this if checkCourseToDestination
returns an object you are unable or unwilling to destroy to calculate a new route.
See also: checkCourseToDestination()
getMaterials
This method was added in Oolite test release 1.77.
function getMaterials() : Object
getMaterials() returns the ship's current materials dictionary, or if none present an empty dictionary.
See also: setMaterials()
, getShaders()
getShaders
This method was added in Oolite test release 1.77.
function getShaders() : Object
getShaders() returns the ship's current shaders dictionary, or if none present an empty dictionary.
See also: setShaders()
, getMaterials()
hasEquipmentProviding
This method was added in Oolite test release 1.81.
function hasEquipmentProviding(key : String)
This method returns true
if the ship has any equipment providing the key
equipment type, and false
otherwise.
hasRole
function hasRole(role : String)
Returns true
if the ship has role
among its roles, false
otherwise.
See also: roles
markTargetForFines
This method was added in Oolite test release 1.79.
function markTargetForFines()
If this ship is eligible to give out fines and the primary target has a bounty, mark the current primary target for fines, which will need to be paid when the ship docks. If used on a ship other than the player, of course, the fines are not particularly meaningful.
notifyGroupOfWormhole
This method was added in Oolite test release 1.79.
function notifyGroupOfWormhole()
Tells the ship's group about a wormhole (usually the one this ship has just entered). Causes a wormholeSuggested
event to occur in the scripts of other group members.
offerToEscort
This method was added in Oolite test release 1.79.
function offerToEscort(mother : Ship)
Offer to escort the specified ship. The ship making the offer must have the same scan class as the mothership and must have one of the designated escort roles. After the mothership has made a decision this ship will receive either an escortAccepted
or escortRejected
ship script event.
perform*
Each of these functions switches the frame-by-frame behaviour of the ship to a different mode. It may not necessarily remain in that mode, however - for example, those modes which require a target will usually fall back to idle mode if the target is lost.
performAttack
This method was added in Oolite test release 1.79.
function performAttack()
Attack the current target with available weapons.
performCollect
This method was added in Oolite test release 1.79.
function performCollect()
Attempt to scoop up the current target. If the current target is not scoopable, it will be lost.
performEscort
This method was added in Oolite test release 1.79.
function performEscort()
Escort the group leader. If this ship is not an escort of the group leader, it will not receive escort position updates from that ship.
performFaceDestination
This method was added in Oolite test release 1.79.
function performFaceDestination()
Come to a stop, and turn to face the current destination coordinates.
performFlee
This method was added in Oolite test release 1.79.
function performFlee()
Flee from the current target, using injectors if possible, until it is out of scanner range.
performFlyToRangeFromDestination
This method was added in Oolite test release 1.79.
function performFlyToRangeFromDestination()
Fly to the current destination coordinates, stopping when the distance between the ship and those coordinates is the desiredRange. If the ship is already closer to the destination coordinates than the desired range, it will move away from the coordinates.
performHold
This method was added in Oolite test release 1.79.
function performHold()
Come to a stop, and continually turn to face the current target
performIdle
This method was added in Oolite test release 1.79.
function performIdle()
Cancel any current turns to return to level flight, then move forward at current speed.
performIntercept
This method was added in Oolite test release 1.79.
function performIntercept()
Fly to intercept (i.e. ram) the current target.
performLandOnPlanet
This method was added in Oolite test release 1.79.
function performLandOnPlanet()
Land on rather than crash into the planet. This is a slow flight, so it is recommended to get close to the planet surface before activating this behaviour.
performMining
This method was added in Oolite test release 1.79.
function performMining()
Attack the current target with a mining laser. This does not count as hostile behaviour, so cannot be used except on rocks.
performScriptedAI
This method was added in Oolite test release 1.79.
function performScriptedAI()
Request flight instructions from a scripted AI callback each frame.
performScriptedAttackAI
This method was added in Oolite test release 1.79.
function performScriptedAttackAI()
Request flight instructions, including weapons fire, from a scripted AI callback each frame.
performStop
This method was added in Oolite test release 1.79.
function performStop()
Come to a complete halt
performTumble
This method was added in Oolite test release 1.79.
function performTumble()
Come to a complete halt and rotate randomly.
reactToAIMessage
function reactToAIMessage(message : String)
Immediately perform the specified handler in the ship’s current AI state.
See also: sendAIMessage()
recallDockingInstructions
This method was added in Oolite test release 1.79.
function recallDockingInstructions() : Object
Returns the current docking instructions as an object, and sets the destination, desired range and desired speed to match the instructions. Use this if the ship may have been interrupted while docking to ensure its flight parameters are set correctly.
See also: dockingInstructions
, requestDockingInstructions
remove
function remove([suppressDeathEvent : Boolean])
Immediately removes the ship from the universe. Works on all ships except the player, including the main station.
It generates a this.shipRemoved(suppressDeathEvent) event. By default it will also trigger a this.shipDied() event, unless suppressDeathEvent
is true.
See also: explode()
removeCollisionException
This method was added in Oolite test release 1.81.
function removeCollisionException(exception : Ship)
Allow this ship and the selected ship to collide again. See collisionExceptions and addCollisionException.
Removing a collision exception which does not exist has no effect but will not cause an error.
removeDefenseTarget
This method was added in Oolite test release 1.79.
function removeDefenseTarget(target : Ship)
Ensures that the target ship is not on this ship's list of point defense targets.
removeEquipment
function removeEquipment(equipmentType : equipmentInfoExpression)
Removes the given piece of equipment from the ship. This function can also be used to remove missiles (and mines). If more than one missile of the same type is found on board, only one of them will be removed.
Note that in Oolite prior to 1.76.1 there was a bug which could sometimes cause the game to crash if this function was used on pylon-mounted equipment. Therefore, if you do this in your OXP, you should set (at least) 1.76.1 as the version in requires.plist
Example:
ship.removeEquipment("EQ_ECM");
requestDockingInstructions
This method was added in Oolite test release 1.79.
function requestDockingInstructions() : Object
Requests the next docking instructions from the station, and returns them as an object, setting the destination, desired range and desired speed to match the instructions. Use this to get the next step in the docking sequence after completing the previous one.
See also: dockingInstructions
, recallDockingInstructions
requestHelpFromGroup
This method was added in Oolite test release 1.79.
function requestHelpFromGroup()
This function sends the helpRequestReceived
event to the other ships in this ship's group and escort group, sending the name of this ship's current target as the aggressor.
restoreSubEntities
function restoreSubEntities() : Boolean
Recreate all destroyed or removed subentities of the ship. Returns true
if any subentities were added. Whether or not any subentities were added, this will also reset all subentities to their original configuration of position, orientation and other properties.
See also: subEntities
, isFrangible
selectNewMissile
function selectNewMissile() : equipmentKey
selectNewMissile() will automatically select a missile for a specific ship. It uses the missile_role shipdata.plist key to find out which missiles to select. As with the system populator, there's a small chance that missiles other than the missile_role specified in shipdata will be selected. e.g.
this.ship.awardEquipment(this.ship.selectNewMissile())
will automatically add the 'right type' of missile to a ship, i.e. one that its captain would normally choose.
sendAIMessage
function sendAIMessage(message : String)
Add a message to the ship’s AI deferred message queue. Messages in the queue are handled immediately after the next periodic UPDATE
message. Identical messages are coalesced.
See also: reactToAIMessage()
setAI
function setAI(AIName : String)
Set the current AI, leaving the old one suspended. Equivalent to the setAITo:
AI method. May not be used on player. From 1.79 onwards AI files may either be plist-based (with a .plist extension) or Javascript-based (with a .js extension).
See also: AI
, switchAI()
, exitAI()
setBounty
This method was added in Oolite test release 1.77.
function setBounty(bounty : Number, reason : String)
Sets the ship's bounty to the new value. reason
will be sent to shipBountyChanged().
See also: bounty
setCargo
function setCargo(commodity : String [, count : Number]) : Boolean
Attempts to create count
weight units of the commodity commodity
for a cargo barrel. (Can not be used to set cargo for ships) When more units are defined than 1 ton, the count is reduced to one ton. It returns false when the selected commodity is unknown. If count
is not specified, one will be assumed.
setCargoType
This method was added in Oolite test release 1.79.
function setCargoType(commodityType : String) : Boolean
Attempts to set the ship's cargo hold to contain cargo of the specified type, discarding any cargo already present. This should generally only be used immediately after a ship is spawned. Valid cargo types are:
- SCARCE_GOODS: goods which are likely to be rare in the current system, usually legal.
- PLENTIFUL_GOODS: goods which are likely to be plentiful in the current system, usually legal.
- MEDICAL_GOODS: narcotics (used for the Moray Medical Boat)
- ILLEGAL_GOODS: various goods likely to be rare in the current system, with a strong bias towards contraband
- PIRATE_GOODS: as ILLEGAL_GOODS, but the total amount carried will be lower
This will return false if an unrecognised commodity type is used, and will throw an exception if used on a cargo pod rather than a cargo carrier. Using it on a ship like an Asp without a cargo hold is valid but pointless.
setCrew
This method was added in Oolite test release 1.79.
function setCrew(Object) : Boolean
Sets the ship's crew to one represented by the given object (or sets the ship to uncrewed if null is given as a parameter). Returns true if this succeeds, false otherwise (if the ship is always unpiloted). The object has the same keys as characters.plist, all of which are optional and will be replaced with default values if unset. They are applied in the following order:
- origin system
- random seed
- role
- the rest
You can therefore set a random seed or role to get particular behaviour, and use the other keys to override it.
At the moment this function only sets the first crew member (the pilot of the ship) in crew[0] .
setEquipmentStatus
function setEquipmentStatus(equipmentType : equipmentInfoExpression, statusKey : String)
Changes the status of the given piece of equipment from the ship. The two only valid status keys are "EQUIPMENT_OK"
, "EQUIPMENT_DAMAGED"
.
Note: by design, this method will throw an exception if called with an equipment type that does not exist. To test whether an equipment type exists, use EquipmentInfo.infoForKey()
, which will return null
for undefined equipment.
See also: equipmentStatus()
setMaterials
function setMaterials(materialDictionary : Object [, shaderDictionary : Object]) : Boolean
Set the materials of the ship’s model. This works exactly like the materials
dictionary in shipdata.plist. The optional shaderDictionary
argument overrides materialDictionary
if shaders are active.
Example:
this.ship.setMaterials({"my_ship_diffuse.png": { diffuse_map: "my_ship_damaged_diffuse.png" }});
See also: setShaders()
, getMaterials()
setScript
function setScript(scriptName : String)
Set, or completely replace, the javascript code associated to a ship entity.
setShaders
function setShaders(shaderDictionary : Object) : Boolean
Set the shader materials of the ship’s model. Equivalent to setMaterials()
with the materialDictionary
value set to the ship’s current material dictionary.
See also: setMaterials()
, getShaders()
spawn
function spawn(role : String [, count : Number]) : Array
Attempts to create count
(maximum: 64) ships of role role
close to the ship – specifically, inside the ship’s collision radius. (Since creating ships may fail, the number created may be less than count
). The created ships are returned in an array. If count
is not specified, one will be assumed.
spawn()
is intended for cases when a ship splits into multiple parts or drops parts. In particular, it has the following special behaviour:
- The spawned ships inherit most of the temperature of the parent.
- If the parent is a missile and a child has the
is_submunition
property, the child will be considered a missile, its target will be set to that of the parent and the child’s owner will be set to the parent. spawn()
does not set up escorts for the new ships, or generate witchspace effects, or do any special AI handling.
spawnOne
function spawnOne(role : String) : Ship
Convenience method which calls spawn(role)
and returns the first element of the resulting array, or null
if spawn()
fails.
switchAI
function switchAI(AIName : String)
Set the current AI, exiting the old one. Equivalent to the switchAITo:
AI method. May not be used on player.
See also: AI
, setAI()
, exitAI()
threatAssessment
This method was added in Oolite test release 1.79.
function threatAssessment(full : Boolean) : Number
Returns a number indicating the relative strength of the ship. If the 'full' parameter is true, additional information will be considered as part of the assessment which would generally only be known by ships which know this ship or have seen it in combat. Otherwise, only data which could reasonably be expected to be common knowledge based on the class of the ship will be included.
For example, which weapon facings are available is part of the basic assessment, but what forward laser the ship has is part of the full assessment.
throwSpark
This method was added in Oolite test release 1.79.
function throwSpark()
Sets the ship to throw a spark as if it was seriously damaged. If this ship is already scheduled to throw a spark, this does nothing.
updateEscortFormation
function updateEscortFormation()
Request that the game updates the target positions for the ship’s escorts by calling the ship’s script’s coordinatesForEscortPosition()
method.
Static Methods
keys
This method was added in Oolite test release 1.79.
function keys() : Array
Returns all dataKeys of ships defined in all shipdata.plist including installed OXPs.
var dataKeysArray = Ship.keys();
keysForRole
This method was added in Oolite test release 1.79.
function keysForRole(role : String) : Array
Returns all dataKeys of ships defined in all shipdata.plist which contains the given role.
var role = "trader"; var roleKeys = Ship.keysForRole( role ); log("keysForRole", role + ": " + roleKeys );
roleIsInCategory
This method was added in Oolite test release 1.79.
function roles(role : String, category : String) : Boolean
Returns whether the role given is in a particular category as defined in role-categories.plist
Ship.roleIsInCategory("trader","oolite-pirate-victims"); // true
roles
This method was added in Oolite test release 1.79.
function roles() : Array
Returns all roles of ships defined in all shipdata.plist including installed OXPs.
var roles = Ship.roles(); for( var i = 0; i < roles.length; i++ ) { var roleKeys = Ship.keysForRole( roles[i] ); log("roles", i + ". "+roles[i] + ": " + roleKeys ); }
shipDataForKey
This method was added in Oolite test release 1.79.
function shipDataForKey(datakey : String) : Object
Returns an object containing a representation of the raw shipdata.plist entry for a given data key, or null if the data key does not exist. Keys not defined in the shipdata.plist entry will not be defined in the object - they won't get their default values.
Using the ship object properties is generally a better way to get this information, but this is useful if you want to find out what a ship might be like if you did add it.
var shipdata = Ship.shipDataForKey("cobra3-trader"); log("test",shipdata["name"]); // "Cobra Mark III" log("test",shipdata["ship_class_name"]); // undefined log("test",shipdata["ship_unique_name"]); // undefined log("test",shipdata["display_name"]); // undefined