Difference between revisions of "Oolite JavaScript Reference: Entity"

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(position & orientation are R/W since oolite 1.73)
(Updated for 1.74.)
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<small>'''Subtypes:''' <code>[[Oolite JavaScript Reference: Planet|Planet]]</code>, <code>[[Oolite JavaScript Reference: Ship|Ship]]</code>, <code>[[Oolite JavaScript Reference: Sun|Sun]]</code></small>
 
<small>'''Subtypes:''' <code>[[Oolite JavaScript Reference: Planet|Planet]]</code>, <code>[[Oolite JavaScript Reference: Ship|Ship]]</code>, <code>[[Oolite JavaScript Reference: Sun|Sun]]</code></small>
  
{{Oolite-class-added|1.70}}
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The '''<code>Entity</code>''' class represents an object in the game universe. <code>[[Oolite JavaScript Reference: Ship|Ship]]</code>s, <code>[[Oolite JavaScript Reference: Station|Station]]</code>s, <code>[[Oolite JavaScript Reference: Planet|Planet]]</code>s and the <code>[[Oolite JavaScript Reference: Player|Player]]</code>are types of entity. Note that these more specific types have additional properties and methods.
 
 
The '''<code>Entity</code>''' class represents an object in the game universe. <code>[[Oolite JavaScript Reference: Vessel|Ship]]</code>s, <code>[[Oolite JavaScript Reference: Station|Station]]</code>s, <code>[[Oolite JavaScript Reference: Planet|Planet]]</code>s and the <code>[[Oolite JavaScript Reference: Player|Player]]</code>are types of entity. Note that these more specific types have additional properties and methods.
 
  
 
=== Stale References ===
 
=== Stale References ===
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<code>entity.heading()</code> is equivalent to <code>entity.[[#orientation|orientation]].[[Oolite JavaScript Reference: Quaternion#forwardVector|forwardVector]]()</code>.
 
<code>entity.heading()</code> is equivalent to <code>entity.[[#orientation|orientation]].[[Oolite JavaScript Reference: Quaternion#forwardVector|forwardVector]]()</code>.
 
=== <code>ID</code> ===
 
{{Oolite-script-item-deprecated|property|1.74}}
 
'''ID''' : Number (read-only, integer)
 
The [[#Universal IDs|universal ID]] of the entity.
 
  
 
=== <code>mass</code> ===
 
=== <code>mass</code> ===
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=== <code>orientation</code> ===
 
=== <code>orientation</code> ===
  '''orientation''' : [[Oolite JavaScript Reference: Quaternion|Quaternion]] (read-only)
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  '''orientation''' : [[Oolite JavaScript Reference: Quaternion|Quaternion]] (read/write)
The spacial orientation of the entity. (Since Oolite 1.73 read-write))
 
  
 
'''See Also:''' <code>[[#setOrientation|setOrientation]]()</code>
 
'''See Also:''' <code>[[#setOrientation|setOrientation]]()</code>
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=== <code>position</code> ===
 
=== <code>position</code> ===
  '''position''' : [[Oolite JavaScript Reference: Vector|Vector]] (read-only)
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  '''position''' : [[Oolite JavaScript Reference: Vector|Vector]] (read/write)
The position of the entity in system co-ordinates. (Since Oolite 1.73 read-write))
 
  
 
'''See Also:''' <code>[[#setPosition|setPosition]]()</code>
 
'''See Also:''' <code>[[#setPosition|setPosition]]()</code>
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  '''isValid''' : Boolean (read-only)
 
  '''isValid''' : Boolean (read-only)
 
<code>true</code> if the entity is a valid entity variable, <code>false</code> if it is [[#Stale References|stale]].
 
<code>true</code> if the entity is a valid entity variable, <code>false</code> if it is [[#Stale References|stale]].
 
== Methods ==
 
=== <code>call</code> ===
 
<div class="boilerplate metadata" id="oolite-scripting-change" style="margin: 0 5%; padding: 0 7px 7px 7px; background: #EDF1F1; border: 1px solid #999999; text-align: left; font-size:95%;"><small>Starting in Oolite test release '''1.72''', the <code>call()</code> method will only be available with the [[Debug OXP]] installed. Additionally, <code>call()</code> will only ever be available in test releases.</small></div>
 
function '''call'''(methodName : String, ...)
 
Call a method on the underlying Objective-C class. This is the same approach taken by script actions in plist scripts and AI actions in AI plists. The first argument is the name of the method to call. If the method takes a parameter (in which case it will end with a colon), any number of additional arguments may be specified; these will be concatenated together, separated by spaces, and passed the requested method. If the underlying method returns a value, it will be returned from <code>call()</code>, otherwise the result will be <code>undefined</code>.
 
 
=== <code>setOrientation</code> ===
 
{{Oolite-script-item-deprecated|method|1.74}}
 
function '''setOrientation'''(orientation : [[Oolite JavaScript Reference: Quaternion#Quaternion Expressions|quaternionExpression]])
 
Assign a value to the <code>[[#orientation|orientation]]</code> property instead.
 
 
=== <code>setPosition</code> ===
 
{{Oolite-script-item-deprecated|method|1.74}}
 
function '''setPosition'''(postion : [[Oolite JavaScript Reference: Vector#Vector Expressions|vectorExpression]])
 
Assign a value to the <code>[[#position|position]]</code> property instead.
 
 
== Static methods ==
 
Static methods are methods which can be called on <code>Entity</code>, rather than an entity variable. Example: <code>var myEntity = Entity.entityWithID(142);</code>
 
=== <code>entityWithID</code> ===
 
{{Oolite-script-item-deprecated|method|1.74}}
 
'''entityWithID'''(ID : Number (integer)) : Entity
 
Returns the entity with the specified [[#Universal IDs|universal ID]].
 
  
 
[[Category:Oolite scripting]]
 
[[Category:Oolite scripting]]

Revision as of 20:17, 17 June 2010

Prototype: Object
Subtypes: Planet, Ship, Sun

The Entity class represents an object in the game universe. Ships, Stations, Planets and the Playerare types of entity. Note that these more specific types have additional properties and methods.

Stale References

When an entity dies or is otherwise removed from the game universe (for instance, because player jumped from the system), existing Entity variables referring to the entity become invalid; all their properties become undefined, and their methods do nothing. In addition to the undefined properties, this can be detected with the valid() method.

Universal IDs

Every Entity has an unique universal ID. All Oolite-provided functions which take an Entity as an argument may also be passed an integer representing the Entity’s ID.

Properties

distanceTravelled

distanceTravelled : Number (read-only)

The distance the entity has travelled since being spawned, in game metres.

energy

energy : Number (read/write)

The entity’s total energy; ranges from 0 to maxEnergy.

heading

heading : Vector (read-only)

The heading of the entity. This is equivalent to orientation, but ignoring the axial twist component (roll in the case of a ship).

entity.heading() is equivalent to entity.orientation.forwardVector().

mass

mass : Number (read-only)

The mass of the entity. Currently, this is directly proportional to the volume.

maxEnergy

maxEnergy : Number (read-only)

The highest permissible value of energy.

orientation

orientation : Quaternion (read/write)

See Also: setOrientation()

owner

owner : Entity (read-only)

The entity which owns this one. In the case of a subentity, the entity to which it is attached. In the case of a defense ship, the station it belongs to. In the case of a missile, the ship that launched it. There may be other uses.

position

position : Vector (read/write)

See Also: setPosition()

scanClass

scanClass : String (read-only)

The current scan class of the entity (such as “CLASS_NEUTRAL” and “CLASS_CARGO”).

spawnTime

spawnTime : Number (read-only)

The time at which the entity came into existence.

status

status : String (read-only)

The current status of the entity (such as “STATUS_IN_FLIGHT” and “STATUS_BEING_SCOOPED”).

isPlanet

isPlanet : Boolean (read-only)

true if the entity is a Planet, false otherwise.

isPlayer

isPlayer : Boolean (read-only)

true if the entity is the Player, false otherwise.

isShip

isShip : Boolean (read-only)

true if the entity is a Ship, false otherwise.

isStation

isStation : Boolean (read-only)

true if the entity is a Station, false otherwise.

isSubEntity

isSubEntity : Boolean (read-only)

true if the entity is a subentity, false otherwise. A subentity’s owner can be acquired through the owner property.

isSun

isSun : Boolean (read-only)

true if the entity is a Sun, false otherwise.

isValid

isValid : Boolean (read-only)

true if the entity is a valid entity variable, false if it is stale.