Difference between revisions of "Oolite JavaScript Reference: Ship scripts"

From Elite Wiki
(Move to Ship scripts)
m (Page moved.)
 
(11 intermediate revisions by 2 users not shown)
Line 1: Line 1:
  +
=Ship scripts=
  +
  +
Ship scripts can be referenced from shipdata.plist to perform behaviours that are executed on the creation or the disappearance of the ship.
  +
  +
==Assigning a script to shipdata.plist==
  +
  +
The shipdata.plist file may be in one of two different formats: OpenStep or XML.
  +
  +
A script is assigned to an OpenStep shipdata.plist file in the following manner:
  +
  +
"my_custom_adder" = {
  +
name = "Freaky Turbo Trader";
  +
model = "custom_adder.dat";
  +
like_ship = "adder";
  +
roles = "trader my_freaky_adder";
  +
script = "myFreakyAdderTrader.js";
  +
};
  +
  +
A script is assigned to an XML shipdata.plist file in the following manner:
  +
  +
<dict>
  +
<key>my_custom_adder</key>
  +
<dict>
  +
<key>name</key>
  +
<string>Freaky Turbo Trader</string>
  +
<key>model</key>
  +
<string>custom_adder.dat</string>
  +
<key>like_ship</key>
  +
<string>adder</string>
  +
<key>roles</key>
  +
<string>trader my_freaky_adder</string>
  +
<key>script</key>
  +
<string>myFreakyAdderTrader.js</string>
  +
</dict>
  +
</dict>
  +
  +
JavaScript scripts takes precedence over all plist actions.
  +
  +
==JavaScript equivalents for shipdata actions==
  +
  +
The following shipdata.plist actions translate into javaScript in the following way:
  +
  +
* [[Shipdata.plist#setup_actions|setup_actions]] - are performed in JavaScript when the script is loaded
  +
* [[Shipdata.plist#launch_actions|launch_actions]] - is handled as the [[Oolite JavaScript Reference: World script event handlers#shipSpawned|shipSpawned]] event
  +
* [[Shipdata.plist#script_actions|script_actions]] - is handled as the [[Oolite JavaScript Reference: World script event handlers#shipDockedWithStation|shipDockedWithStation]] and [[Oolite JavaScript Reference: World script event handlers#shipWasScooped|shipWasScooped]] event
  +
* [[Shipdata.plist#launch_actions|death_actions]] - is handled as the [[Oolite JavaScript Reference: World script event handlers#shipDied|shipDied]] event
  +
  +
Many other [[Oolite JavaScript Reference: World script event handlers|world script events]] can be applied to the ship as well.
  +
  +
==JavaScript example for shipdata.plist scripts==
  +
  +
Here is a sample JavaScript file that demonstrates where the shipdata.plist events occur
  +
  +
this.name = "demo";
  +
this.author = "Paul Wilkins";
  +
this.copyright = "© 2009 Paul Wilkins";
  +
this.description = "Empty script structure for shipdata.plist scripting";
  +
this.version = "0.0";
  +
  +
// setup_actions occur here
  +
  +
// launch_actions
  +
this.shipSpawned = function () {
  +
// Put here your code for when a ship is created
  +
};
  +
  +
// script_actions
  +
this.shipDockedWithStation = function () {
  +
// Put here your code for when a ship docks with a station
  +
};
  +
  +
// script_actions
  +
this.shipWasScooped = function () {
  +
// Put here your code for when a ship is scooped
  +
};
  +
  +
// death_actions
  +
this.shipDied = function () {
  +
// Put here your code for when a ship dies
  +
};
  +
  +
See [[Oolite JavaScript Reference: Script]] for further scripting details.
  +
  +
[[Category:Oolite JavaScript Reference]]

Latest revision as of 22:49, 16 January 2016

Ship scripts

Ship scripts can be referenced from shipdata.plist to perform behaviours that are executed on the creation or the disappearance of the ship.

Assigning a script to shipdata.plist

The shipdata.plist file may be in one of two different formats: OpenStep or XML.

A script is assigned to an OpenStep shipdata.plist file in the following manner:

"my_custom_adder" = {
	name = "Freaky Turbo Trader";
	model = "custom_adder.dat";
	like_ship = "adder";
	roles = "trader my_freaky_adder";
	script = "myFreakyAdderTrader.js";
};

A script is assigned to an XML shipdata.plist file in the following manner:

<dict>
	<key>my_custom_adder</key>
	<dict>
		<key>name</key>
		<string>Freaky Turbo Trader</string>
		<key>model</key>
		<string>custom_adder.dat</string>
		<key>like_ship</key>
		<string>adder</string>
		<key>roles</key>
		<string>trader my_freaky_adder</string>
		<key>script</key>
		<string>myFreakyAdderTrader.js</string>
	</dict>
</dict>

JavaScript scripts takes precedence over all plist actions.

JavaScript equivalents for shipdata actions

The following shipdata.plist actions translate into javaScript in the following way:

Many other world script events can be applied to the ship as well.

JavaScript example for shipdata.plist scripts

Here is a sample JavaScript file that demonstrates where the shipdata.plist events occur

this.name        = "demo"; 
this.author      = "Paul Wilkins";
this.copyright   = "© 2009 Paul Wilkins";
this.description = "Empty script structure for shipdata.plist scripting"; 
this.version     = "0.0";

// setup_actions occur here

// launch_actions
this.shipSpawned = function () {
	// Put here your code for when a ship is created
};

// script_actions
this.shipDockedWithStation = function () {
	// Put here your code for when a ship docks with a station
};

// script_actions
this.shipWasScooped = function () {
	// Put here your code for when a ship is scooped
};

// death_actions
this.shipDied = function () {
	// Put here your code for when a ship dies
};

See Oolite JavaScript Reference: Script for further scripting details.