Oolite JavaScript Reference: Ship
Prototype: Entity
Subtypes: Station
, Player
This class was added in Oolite test release 1.70.
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
- 1 Properties
- 1.1 AI
- 1.2 AIState
- 1.3 beaconCode
- 1.4 bounty
- 1.5 entityPersonality
- 1.6 escorts
- 1.7 fuel
- 1.8 groupID
- 1.9 hasHostileTarget
- 1.10 hasSuspendedAI
- 1.11 heatInsulation
- 1.12 isBeacon
- 1.13 isCloaked
- 1.14 isFrangible
- 1.15 isJamming
- 1.16 isPirate
- 1.17 isPirateVictim
- 1.18 isPolice
- 1.19 isThargoid
- 1.20 isTrader
- 1.21 maxCargo
- 1.22 maxSpeed
- 1.23 potentialCollider
- 1.24 primaryRole
- 1.25 reportAIMessages
- 1.26 roleProbabilities
- 1.27 roles
- 1.28 scannerRange
- 1.29 script
- 1.30 scriptInfo
- 1.31 shipDescription
- 1.32 speed
- 1.33 subEntities
- 1.34 target
- 1.35 temperature
- 1.36 weaponRange
- 1.37 withinStationAegis
- 2 Methods
Properties
AI
AI : String (read-only)
The name of the ship’s current AI. (See also: AIState
, setAI()
, switchAI()
, exitAI()
)
AIState
AIState : String (read/write, read-only for player)
The ship’s AI’s current state. (See also: AI
, reactToAIMessage()
, hasSuspendedAI
)
beaconCode
beaconCode : String (read-only)
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
. (See also: isBeacon
)
bounty
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.
entityPersonality
entityPersonality : Number (read-only integer)
A random number in the range 0..32767 which is generated when the ship is created. Equivalent to the entityPersonalityInt
uniform binding.
escorts
escorts : Array (read-only array of Entitys)
The ship’s deployed escorts.
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: Player.fuelLeakRate
)
groupID
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.
hasHostileTarget
hasHostileTarget : Boolean (read-only)
true
if the ship’s AI is trying to kill something, false
otherwise. Always false
for the player.
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.
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
)
isCloaked
isCloaked : Boolean (read-only)
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, you can activate it by setting isCloaked
to true
.
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
)
isJamming
isJamming : Boolean (read-only)
true
if the ship has a military scanner jammer which is currently active false
otherwise.
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"
.
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.
maxCargo
maxCargo : Number (read-only integer)
The ship’s cargo capacity.
maxSpeed
maxSpeed : Number (read-only)
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
)
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 roleProbabilities
is { "escort":1, "pirate":1, "trader":0.5}
.
See also: roles
, roleProbabilities
.
reportAIMessages
reportAIMessages : Boolean (read/write)
Debugging facility: set to true
to dump information about AI activity to the log.
roleProbabilities
roles : Object (read-only)
The probabilities for each role in roles
. Example:
this.pirateProb = ship.roleProbabilities["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
, roleProbabilities
, hasRole()
.
scannerRange
scannerRange : Number (read-only)
The range of the ship’s scanner.
script
script : Script (read-only)
The ship’s script.
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 reccomended 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.
shipDescription
shipDescription : String (read/write, read-only for player)
The name of the ship type (name
key in shipdata.plist).
speed
speed : Number (read-only)
The ship’s current speed. (See also: maxSpeed
)
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
)
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.
weaponRange
weaponRange : Number (read/write)
The maximum range of the ship’s primary weapon.
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).
Methods
deployEscorts
function deployEscorts()
Launch the ship’s escorts, if any.
dockEscorts
function dockEscorts()
Dock the ship’s deployed escorts, if any.
dumpCargo
function dumpCargo() : 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.
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.
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.
explode
function explode()
Like it says. Works on otherwise-indestructible main station, and everything else too.
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
hasRole
function hasRole(role : String)
Returns true
if the ship has role
among its roles, false
otherwise.
See Also: roles
reactToAIMessage
function reactToAIMessage(AIState : String)
Immediately execute the ship’s AI in the specified state.
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.
See Also: AI
, switchAI()
, exitAI()
spawn
function spawn(role : String [, count : Number]) : Array
Attempts to create count
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.
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.