Difference between revisions of "Oolite JavaScript Reference: Ship"
(Added target, escorts, temperature, heatInsulation, deployEscorts(), dockEcorts().) |
m (→<code>target</code>) |
||
Line 42: | Line 42: | ||
=== <code>target</code> === |
=== <code>target</code> === |
||
− | target [read/write |
+ | target [read/write Oolite/Development/Scripting/Class/Ship|Ship] |
− | The ship’s primary target, i.e. the entity it will attempt to shoot at. |
+ | 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. |
=== <code>escorts</code> === |
=== <code>escorts</code> === |
Revision as of 10:42, 4 August 2007
Prototype: Entity
Subtypes: Station
, Player
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 Player
are types of ship. Note that these more specific types have additional properties and methods.
Contents
Properties
shipDescription
shipDescription [read-only string]
The name of the ship type (name
key in shipdata.plist).
roles
roles [read-only array]
The roles of the ship. Probabilities are not included.
AI
AI [read-only string]
The name of the ship’s current AI. (See also: AIState
, setAI()
, switchAI()
, exitAI()
)
AIState
AIState [read/write string, read-only for player]
The ship’s AI’s current state. (See also: AI
, reactToAIMessage()
, hasSuspendedAI
)
fuel
fuel [read/write double]
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: Player.fuelLeakRate
)
bounty
bounty [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.
subEntities
subEntities [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.
hasSuspendedAI
hasSuspendedAI [read-only boolean]
true
if the ship has suspended AIs, false
otherwise.
target
target [read/write Oolite/Development/Scripting/Class/Ship|Ship]
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.
escorts
target [read-only array of Entitys]
The ship’s deployed targets.
temperature
temperature [read/write double]
The ship’s temperature, normalized such that a temperature of 1.0 is the level at which a ship starts taking heat damage.
heatInsulation
heatInsulation [read/write double]
The ship’s heat insulation factor. 1.0 is normal, higher values mean more resistance to heat.
Methods
setAI
void setAI(AIName)
Set the current AI, leaving the old one suspended. Equivalent to the setAITo:
AI method. May not be used on player. (See also: AI
, switchAI()
, exitAI()
)
switchAI
void switchAI(AIName)
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()
)
exitAI
void 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
)
reactToAIMessage
void reactToAIMessage(AIState)
Immediately execute the ship’s AI in the specified state.
deployEscorts
void deployEscorts()
Launch the ship’s escorts, if any.
dockEscorts
void dockEscorts()
Dock the ship’s deployed escorts, if any.