Difference between revisions of "Oolite JavaScript Reference: Player"

From Elite Wiki
(Properties: Precise versions of reputation properties for 1.79)
(ship)
 
(10 intermediate revisions by 4 users not shown)
Line 39: Line 39:
 
{{oolite-prop-added|1.79}}
 
{{oolite-prop-added|1.79}}
 
'''contractReputationPrecise''' : Number (read-only decimal)
 
'''contractReputationPrecise''' : Number (read-only decimal)
The player’s cargo contract reputation, ranging from -7 to +7. Reputation is based on fulfilled and unfulfilled contracts. Both individually ranging from 0 till 7. Both good and bad value erode away in time towards 0. All individually values below 7 are seen as '''unknown''' reputation. This unknown part is randomised based on the market situation. The "Precise" version includes fractional reputation, used in Oolite 1.79 onwards..
+
The player’s cargo contract reputation, ranging from -7 to +7. Reputation is made up internally of three components - "good", "bad", and "unknown". "good" and "bad" will decay back to "unknown" slowly over time, while "unknown" may in some systems (randomised on entry) be partially treated as "good", to represent imperfect knowledge of the player's reputation. The value reported by these properties is the final value after this randomisation is applied. The "Precise" version includes fractional reputation, used in Oolite 1.79 onwards..
   
 
'''See also:''' <code>[[#decreaseContractReputation|decreaseContractReputation()]]</code>, <code>[[#increaseContractReputation|increaseContractReputation()]]</code>, <code>[[#passengerReputation|passengerReputation]]</code>
 
'''See also:''' <code>[[#decreaseContractReputation|decreaseContractReputation()]]</code>, <code>[[#increaseContractReputation|increaseContractReputation()]]</code>, <code>[[#passengerReputation|passengerReputation]]</code>
 
   
 
=== <code>credits</code> ===
 
=== <code>credits</code> ===
'''credits''' : Number (read/write, integer)
+
'''credits''' : Number (read/write, float)
The amount of money the player has.
+
The amount of money the player has, in credits.
   
 
=== <code>dockingClearanceStatus</code> ===
 
=== <code>dockingClearanceStatus</code> ===
Line 56: Line 55:
 
* <code>"DOCKING_CLEARANCE_STATUS_GRANTED"</code>
 
* <code>"DOCKING_CLEARANCE_STATUS_GRANTED"</code>
 
* <code>"DOCKING_CLEARANCE_STATUS_TIMING_OUT"</code>
 
* <code>"DOCKING_CLEARANCE_STATUS_TIMING_OUT"</code>
  +
  +
=== <code>escapePodRescueTime</code> ===
  +
{{oolite-prop-added|1.89}}
  +
'''escapePodRescueTime''' : Number (read-write decimal)
  +
Number of seconds that will be added to the clock when the player uses an escape pod and is rescued. Default value is 0 (zero), which will utilise the default time calculation that can add up to eight days to the clock.
  +
Negative numbers will be ignored (and default calculation will apply).
   
 
=== <code>legalStatus</code> ===
 
=== <code>legalStatus</code> ===
Line 70: Line 75:
 
{{oolite-prop-added|1.79}}
 
{{oolite-prop-added|1.79}}
 
'''parcelReputationPrecise''' : Number (read-only decimal)
 
'''parcelReputationPrecise''' : Number (read-only decimal)
The player’s parcel contract reputation, ranging from -7 to +7. Reputation is based on fulfilled and unfulfilled contracts. Both individually ranging from 0 till 7. Both good and bad value erode away in time towards 0. All individually values below 7 are seen as '''unknown''' reputation. This unknown part is randomised based on the market situation. The "Precise" version includes fractional reputation, used in Oolite 1.79 onwards.
+
The player’s parcel contract reputation, ranging from -7 to +7. Reputation is made up internally of three components - "good", "bad", and "unknown". "good" and "bad" will decay back to "unknown" slowly over time, while "unknown" may in some systems (randomised on entry) be partially treated as "good", to represent imperfect knowledge of the player's reputation. The value reported by these properties is the final value after this randomisation is applied. The "Precise" version includes fractional reputation, used in Oolite 1.79 onwards.
   
 
'''See also:''' <code>[[#decreaseParcelReputation|decreaseParcelReputation()]]</code>, <code>[[#increaseParcelReputation|increaseParcelReputation()]]</code>
 
'''See also:''' <code>[[#decreaseParcelReputation|decreaseParcelReputation()]]</code>, <code>[[#increaseParcelReputation|increaseParcelReputation()]]</code>
Line 78: Line 83:
 
{{oolite-prop-added|1.79}}
 
{{oolite-prop-added|1.79}}
 
'''passengerReputationPrecise''' : Number (read-only decimal)
 
'''passengerReputationPrecise''' : Number (read-only decimal)
The player’s passenger contract reputation, ranging from -7 to +7. Reputation is based on fulfilled and unfulfilled contracts. Both individually ranging from 0 till 7. Both good and bad value erode away in time towards 0. All individually values below 7 are seen as '''unknown''' reputation. This unknown part is randomised based on the market situation. The "Precise" version includes fractional reputation, used in Oolite 1.79 onwards.
+
The player’s passenger contract reputation, ranging from -7 to +7. Reputation is made up internally of three components - "good", "bad", and "unknown". "good" and "bad" will decay back to "unknown" slowly over time, while "unknown" may in some systems (randomised on entry) be partially treated as "good", to represent imperfect knowledge of the player's reputation. The value reported by these properties is the final value after this randomisation is applied. The "Precise" version includes fractional reputation, used in Oolite 1.79 onwards.
   
 
'''See also:''' <code>[[#contractReputation|contractReputation()]]</code>, <code>[[#decreasePassengerReputation|decreasePassengerReputation()]]</code>, <code>[[#increasePassengerReputation|increasePassengerReputation()]]</code>
 
'''See also:''' <code>[[#contractReputation|contractReputation()]]</code>, <code>[[#decreasePassengerReputation|decreasePassengerReputation()]]</code>, <code>[[#increasePassengerReputation|increasePassengerReputation()]]</code>
Line 96: Line 101:
 
'''score''' : Number (read/write, integer)
 
'''score''' : Number (read/write, integer)
 
The player’s score; nominally the number of kills the player has made, although some missions award additional points.
 
The player’s score; nominally the number of kills the player has made, although some missions award additional points.
  +
  +
=== <code>ship</code> ===
  +
'''ship''' : [[Oolite_JavaScript_Reference:_Ship | Ship]]
  +
The player’s ship
   
 
=== <code>trumbleCount</code> ===
 
=== <code>trumbleCount</code> ===
Line 133: Line 142:
   
 
'''See also:''' <code>[[#passengerReputation|passengerReputation]]</code>, <code>[[#increasePassengerReputation|increasePassengerReputation()]]</code>
 
'''See also:''' <code>[[#passengerReputation|passengerReputation]]</code>, <code>[[#increasePassengerReputation|increasePassengerReputation()]]</code>
  +
  +
=== <code>endScenario</code> ===
  +
{{oolite-method-added|1.79}}
  +
function '''endScenario'''(key : String)
  +
End the current game immediately and return to the start game screen. Returns true if it succeeds (though this will shortly be irrelevant), and false if it fails, which it will do if the key passed in is not the same as the [[scenarios.plist|scenario key]] in the current game scenario. If the current game scenario has no scenario key, this method will always fail.
  +
  +
There is no way to find out what, if any, the current scenario key is. If you are calling this function, you should be doing so in a context where you already know what it is.
   
 
=== <code>increaseContractReputation</code> ===
 
=== <code>increaseContractReputation</code> ===
Line 155: Line 171:
 
=== <code>setEscapePodDestination</code> ===
 
=== <code>setEscapePodDestination</code> ===
 
function '''setEscapePodDestination'''(destination)
 
function '''setEscapePodDestination'''(destination)
This method can only be called after the player has launched an escape pod – for example, from the <code>escapePodSequenceOver()</code> event handler. It determines where the player will end up. <code>destination</code> may be any carrier/station entity, or the string <code>"NEARBY_SYSTEM"</code>, or <code>null</code>. If it is <code>"NEARBY_SYSTEM"</code>, the player will end up at the main station in a random nearby system. If it is <code>null</code>, the player will die of life support failure. (<code>null</code> is the default in interstellar space.)
+
This method can only be called after the player has launched an escape pod – for example, from the [[Oolite_JavaScript_Reference:_World_script_event_handlers#escapePodSequenceOver|<code>escapePodSequenceOver()</code>]] event handler. It determines where the player will end up. <code>destination</code> may be any carrier/station entity, or the string <code>"NEARBY_SYSTEM"</code>, or <code>null</code>. If it is <code>"NEARBY_SYSTEM"</code>, the player will end up at the main station in a random nearby system. If it is <code>null</code>, the player will die of life support failure. (<code>null</code> is the default in interstellar space.)
   
 
=== <code>setPlayerRole</code> ===
 
=== <code>setPlayerRole</code> ===
Line 167: Line 183:
 
{{Oolite-method-added|1.77}}
 
{{Oolite-method-added|1.77}}
 
function '''replaceShip'''(dataKey [, personality])
 
function '''replaceShip'''(dataKey [, personality])
This method can only be called while the player is docked at a station. It discards the player's current ship (including all cargo, passenger contracts, and equipment), and replaces it with the ship defined by the shipyard.plist entry <code>dataKey</code> (obviously the key must also be defined in shipyard.plist as a valid player ship). The new ship will have all standard equipment for a ship of that type, and any equipment from the previous ship which was [[Oolite_JavaScript_Reference:_EquipmentInfo#isPortableBetweenShips|isPortableBetweenShips]]. While this may not necessarily be a ship purchase, the [[Oolite_JavaScript_Reference:_world_script_event_handlers#playerBoughtNewShip|playerBoughtNewShip]] will fire to notify other scripts of the change.
+
This method can only be called while the player is docked at a station. It discards the player's current ship (including all cargo, passenger contracts, and equipment), and replaces it with the ship defined by the shipyard.plist entry <code>dataKey</code> (obviously the key must also be defined in shipyard.plist as a valid player ship). The new ship will have all standard equipment for a ship of that type, and any equipment from the previous ship which was [[Oolite JavaScript Reference: EquipmentInfo#isPortableBetweenShips|isPortableBetweenShips]]. While this may not necessarily be a ship purchase, the [[Oolite JavaScript Reference: World script event handlers#playerBoughtNewShip|playerBoughtNewShip]] will fire to notify other scripts of the change, although this event is being deprecated in favour of [[Oolite JavaScript Reference: World script event handlers#playerReplacedShip|playerReplacedShip]], which was added in Oolite Test Release 1.89.
   
 
If the dataKey was not defined in both shipdata.plist and shipyard.plist, or the player is in flight, this method does nothing.
 
If the dataKey was not defined in both shipdata.plist and shipyard.plist, or the player is in flight, this method does nothing.

Latest revision as of 21:19, 11 July 2021

Prototype: Object
Subtypes: none

The Player class is represents the player. There is always exactly one Player object in existence, which can be accessed through the player global property.

Properties

alertAltitude

alertAltitude : Boolean (read-only)

Whether the player is dangerously close to a planet. (closer than 4000 meter to the surface)

alertCondition

alertCondition : Number (read-only, integer)

Returns the current alert condition. 0 = Docked, 1 = Green, 2 = Yellow, 3 = Red.

alertEnergy

alertEnergy : Boolean (read-only)

Whether the player’s energy level is depleted (i.e., energy is less than maxEnergy).

alertHostiles

alertHostiles : Boolean (read-only)

Whether there are hostile ships within scanner range.

alertMassLocked

alertMassLocked : Boolean (read-only)

Whether the player is mass locked.

alertTemperature

alertTemperature : Boolean (read-only)

Whether the cabin temperature is dangerously high.

bounty

bounty : Number (read/write integer)

The bounty on the player, which determines legal status. It is halved at each witchspace jump.

See also: legalStatus

contractReputation

contractReputation : Number (read-only integer)

This property was added in Oolite test release 1.79.

contractReputationPrecise : Number (read-only decimal)

The player’s cargo contract reputation, ranging from -7 to +7. Reputation is made up internally of three components - "good", "bad", and "unknown". "good" and "bad" will decay back to "unknown" slowly over time, while "unknown" may in some systems (randomised on entry) be partially treated as "good", to represent imperfect knowledge of the player's reputation. The value reported by these properties is the final value after this randomisation is applied. The "Precise" version includes fractional reputation, used in Oolite 1.79 onwards..

See also: decreaseContractReputation(), increaseContractReputation(), passengerReputation

credits

credits : Number (read/write, float)

The amount of money the player has, in credits.

dockingClearanceStatus

dockingClearanceStatus : String (read-only)

A string indicating whether the player has docking clearance. (Clarify: for which station? -Ahruman 20:34, 3 November 2008 (UTC)) Possible values are:

  • "DOCKING_CLEARANCE_STATUS_NONE"
  • "DOCKING_CLEARANCE_STATUS_REQUESTED"
  • "DOCKING_CLEARANCE_STATUS_NOT_REQUIRED"
  • "DOCKING_CLEARANCE_STATUS_GRANTED"
  • "DOCKING_CLEARANCE_STATUS_TIMING_OUT"

escapePodRescueTime

This property was added in Oolite test release 1.89.

escapePodRescueTime : Number (read-write decimal)

Number of seconds that will be added to the clock when the player uses an escape pod and is rescued. Default value is 0 (zero), which will utilise the default time calculation that can add up to eight days to the clock. Negative numbers will be ignored (and default calculation will apply).

legalStatus

legalStatus : String (read-only)

A string describing the player’s legal status for display purposes, based on bounty. In English, this is one of "Clean" (bounty = 0), "Offender" (0 < bounty ≤ 50) or "Fugitive", but note that it can be localized.

name

name : String (read-only, read/write from 1.79)

The name of the player’s character (e.g., “Jameson”). Prior to 1.79 this was also used as the filename for the savegame, and so was not writable.

parcelReputation

This property was added in Oolite test release 1.77.

parcelReputation : Number (read-only integer)

This property was added in Oolite test release 1.79.

parcelReputationPrecise : Number (read-only decimal)

The player’s parcel contract reputation, ranging from -7 to +7. Reputation is made up internally of three components - "good", "bad", and "unknown". "good" and "bad" will decay back to "unknown" slowly over time, while "unknown" may in some systems (randomised on entry) be partially treated as "good", to represent imperfect knowledge of the player's reputation. The value reported by these properties is the final value after this randomisation is applied. The "Precise" version includes fractional reputation, used in Oolite 1.79 onwards.

See also: decreaseParcelReputation(), increaseParcelReputation()

passengerReputation

passengerReputation : Number (read-only integer)

This property was added in Oolite test release 1.79.

passengerReputationPrecise : Number (read-only decimal)

The player’s passenger contract reputation, ranging from -7 to +7. Reputation is made up internally of three components - "good", "bad", and "unknown". "good" and "bad" will decay back to "unknown" slowly over time, while "unknown" may in some systems (randomised on entry) be partially treated as "good", to represent imperfect knowledge of the player's reputation. The value reported by these properties is the final value after this randomisation is applied. The "Precise" version includes fractional reputation, used in Oolite 1.79 onwards.

See also: contractReputation(), decreasePassengerReputation(), increasePassengerReputation()

rank

rank : String (read-only)

A string describing the player’s rank for display purposes, based on score, such as "Mostly Harmless" or "Dangerous". Note that it can be localized.

roleWeights

This property was added in Oolite test release 1.79.

roleWeights : Array (read-only)

An array of the player's current role as perceived by the game. Generally NPCs will pick a random entry from this list and treat the player as if they were an NPC of that role. The 'player-unknown' role is the default role. The size of the list depends on the player's current Elite ranking.

See also: setPlayerRole()

score

score : Number (read/write, integer)

The player’s score; nominally the number of kills the player has made, although some missions award additional points.

ship

ship :  Ship

The player’s ship

trumbleCount

trumbleCount : Number (read-only nonnegative integer)

The number of trumbles the player is currently blessed with.

Methods

addMessageToArrivalReport

function addMessageToArrivalReport(message : String)

Adds a message to the arrival report shown immediately after docking. Oolite puts its own stuff on the list immediately after shipWillDockWithStation() so this is a good moment to add the messages when you know what station will be docked. shipDockedWithStation() may also be used. Messages added will be on the list above Oolite's own arrival messages if added during shipWillDockWithStation() or while in flight, and below Oolite's own arrival messages if added during shipDockedWithStation().

commsMessage

function commsMessage(message : String [, duration: Number])

Writes the specified message in the player’s communications log, as well as displaying it as a console message. The optional duration parameter determines how long the message should be displayed on the console before fading out. It is clamped to the range [1, 10]. If no duration is specified, 4.5 seconds will be used. Example: player.commsMessage("Hello, cruel universe.", 6)
NB. This commsMessage() is a property of "player". "player.ship" has also a commsMessage() property, but that belongs to ship and has a different second parameter. (see Oolite JavaScript Reference: Ship)

consoleMessage

function consoleMessage(message : String [, duration: Number])

Displays the specified message as a console message, that is, as a message on the HUD. The optional duration parameter determines how long the message should be displayed before fading out. It is clamped to the range [1, 10]. If no duration is specified, 3 seconds will be used.

decreaseContractReputation

function decreaseContractReputation()

Give the player a negative reputation point for cargo contracts. Decreases the underlying value for contractReputation by 1 until a minimum of -7. Depending on the randomised part of the value can the visible value stay the same in one system.

See also: contractReputation, increaseContractReputation()

decreaseParcelReputation

This method was added in Oolite test release 1.77.

function decreaseParcelReputation()

Give the player a negative reputation point for parcel contracts. Decreases the underlying value for parcelReputation by 1 until a minimum of -7. Depending on the randomised part of the value can the visible value stay the same in one system.

See also: parcelReputation, increaseParcelReputation()

decreasePassengerReputation

function decreasePassengerReputation()

Give the player a negative reputation point for passenger contracts. Decreases the underlying value for passengerReputation by 1 until a minimum of -7. Depending on the randomised part of the value can the visible value stay the same in one system.

See also: passengerReputation, increasePassengerReputation()

endScenario

This method was added in Oolite test release 1.79.

function endScenario(key : String)

End the current game immediately and return to the start game screen. Returns true if it succeeds (though this will shortly be irrelevant), and false if it fails, which it will do if the key passed in is not the same as the scenario key in the current game scenario. If the current game scenario has no scenario key, this method will always fail.

There is no way to find out what, if any, the current scenario key is. If you are calling this function, you should be doing so in a context where you already know what it is.

increaseContractReputation

function increaseContractReputation()

Give the player a positive reputation point for cargo contracts. Increases the underlying value for contractReputation by 1 until a maximum of 7

See also: contractReputation, decreaseContractReputation()

increaseParcelReputation

This method was added in Oolite test release 1.77.

function increaseParcelReputation()

Give the player a positive reputation point for parcel contracts. Increases the underlying value for parcelReputation by 1 until a maximum of 7

See also: parcelReputation, decreaseParcelReputation()

increasePassengerReputation

function increasePassengerReputation()

Give the player a positive reputation point for passenger contracts. Increases the underlying value for passengerReputation by 1 until a maximum of 7

See also: passengerReputation, decreasePassengerReputation()

setEscapePodDestination

function setEscapePodDestination(destination)

This method can only be called after the player has launched an escape pod – for example, from the escapePodSequenceOver() event handler. It determines where the player will end up. destination may be any carrier/station entity, or the string "NEARBY_SYSTEM", or null. If it is "NEARBY_SYSTEM", the player will end up at the main station in a random nearby system. If it is null, the player will die of life support failure. (null is the default in interstellar space.)

setPlayerRole

This method was added in Oolite test release 1.79.

function setPlayerRole(role [,index])

Sets one of the player's perceived role entries to the specified role. If index is not specified, a random entry will be chosen.

See also: roleWeights

replaceShip

This method was added in Oolite test release 1.77.

function replaceShip(dataKey [, personality])

This method can only be called while the player is docked at a station. It discards the player's current ship (including all cargo, passenger contracts, and equipment), and replaces it with the ship defined by the shipyard.plist entry dataKey (obviously the key must also be defined in shipyard.plist as a valid player ship). The new ship will have all standard equipment for a ship of that type, and any equipment from the previous ship which was isPortableBetweenShips. While this may not necessarily be a ship purchase, the playerBoughtNewShip will fire to notify other scripts of the change, although this event is being deprecated in favour of playerReplacedShip, which was added in Oolite Test Release 1.89.

If the dataKey was not defined in both shipdata.plist and shipyard.plist, or the player is in flight, this method does nothing.

personality is optional, and can be between 0 and 32767. The new ship is given that specific entityPersonality, which for some ships may affect its appearance with shaders.