Difference between revisions of "Oolite JavaScript Reference: System"
(New page: <small>'''Prototype:''' <code>Object</code></small><br /> <small>'''Subtypes:''' none {{Oolite-future-scripting}} The '''<code>System</code>''' class represents the current system. There...) |
m (Generalized legacy_addShipsAt/legacy_addShipsAtPrecisely/legacy_addShipsWithinRadius to take vectorExpressions.) |
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void legacy_addShips(role, number) |
void legacy_addShips(role, number) |
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void legacy_addSystemShips(role, number, position) |
void legacy_addSystemShips(role, number, position) |
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− | void legacy_addShipsAt(role, number, coordscheme, |
+ | void legacy_addShipsAt(role, number, coordscheme, [[Oolite JavaScript Reference: Vector#Vector Expressions|vectorExpression]]) |
− | void legacy_addShipsAtPrecisely(role, number, coordscheme, |
+ | void legacy_addShipsAtPrecisely(role, number, coordscheme, [[Oolite JavaScript Reference: Vector#Vector Expressions|vectorExpression]]) |
− | void legacy_addShipsWithinRadius(role, number, coordScheme, |
+ | void legacy_addShipsWithinRadius(role, number, coordScheme, [[Oolite JavaScript Reference: Vector#Vector Expressions|vectorExpression]], radius) |
void legacy_spawn(role, number) |
void legacy_spawn(role, number) |
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void legacy_spawnShip(shipDataKey) |
void legacy_spawnShip(shipDataKey) |
Revision as of 15:47, 4 August 2007
Prototype: Object
Subtypes: none
The System
class represents the current system. There is always one System
object, available through the global propery system
.
Attempts to change system properties are ignored in interstellar space (i.e., the place you end up in after a witchspace malfunction).
Contents
Properties
description
description [read/write string]
The description of the current system, as seen on the planet info screen.
economy
economy [read/write int]
The type of economy in the current system, ranging from 0 (Rich Industrial) to 7 (Poor Agricultural). (See also: economyDescription
)
economyDescription
economyDescription [read-only string]
A description of the economy type, for example, “Mostly Industrial”. (See also: economy
)
ID
ID [read-only integer]
A number identifying the system. 0 to 255, or -1 for interstellar space. Equivalent to planet_number
in plist scripts.
inhabitantsDescription
inhabitantsDescription [read/write string]
The description of the inhabitants of the current system, such as “Slimy Blue Frogs”.
isInterstellarSpace
isInterstellarSpace [read-only boolean]
true
if the current system is in interstellar space, false
otherwise.
goingNova
goingNova [read-only boolean]
true
if the system’s sun is in the process of going nova, false
otherwise. (To do: this should be a propery of the sun.) (See also: goneNova
, setSunNova()
)
goneNova
goneNova [read-only boolean]
true
if the system’s sun hase gone nova, false
otherwise. (To do: this should be a propery of the sun.) (See also: goingNova
, setSunNova()
)
government
government [read/write int]
The type of government in the current system, ranging from 0 (Anarchy) to 7 (Corporate State). (See also: governmentDescription
)
governmentDescription
governmentDescription [read-only string]
A description of the government type, for example, “Democracy”. (See also: government
)
inhabitantsDescription
inhabitantsDescription [read/write string]
The description of the inhabitants of the current system, such as “Slimy Blue Frogs”.
population
population [read/write int]
The population of the current system.
productivity
productivity [read/write int]
The productivity of the current system.
techLevel
techLevel [read/write int]
The technology level of the current system, ranging from 0 to 15.
Methods
addMoon
void addMoon(planetInfoKey)
Adds a moon to the system, using the specified entry in planetinfo.plist. A moon is the same as a planet, except that it has no atmosphere. (See also: addPlanet()
)
addPlanet
void addPlanet(planetInfoKey)
Adds a planet to the system, using the specified entry in planetinfo.plist. (See also: addMoon()
)
countShipsWithRole
integer countShipsWithRole(role)
Returns the number of ships with the specified role in the system; equivalent to checkForShips: in plist scripts. (To do: array shipsWithRole(role)
)
legacy_addShips etc.
void legacy_addShips(role, number) void legacy_addSystemShips(role, number, position) void legacy_addShipsAt(role, number, coordscheme, vectorExpression) void legacy_addShipsAtPrecisely(role, number, coordscheme, vectorExpression) void legacy_addShipsWithinRadius(role, number, coordScheme, vectorExpression, radius) void legacy_spawn(role, number) void legacy_spawnShip(shipDataKey)
Various ways of causing ships to appear. Each of these corresponds to a legacy scripting method. A new, more flexible addShips()
function will supersede all of them.
sendAllShipsAway
void sendAllShipsAway()
Makes all ships hyperspace out of the system.
setSunNova
void setSunNova(secondsUntilNova)
Sets the system’s sun to go nova after the specified time interval. Time is specified in game real time.