Difference between revisions of "Oolite JavaScript Reference: EquipmentInfo"

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(Added scripts)
(Added "scriptName" and removed "script")
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'''See also:''' <code>[[#requiresFullFuel|requiresFullFuel]]</code>
 
'''See also:''' <code>[[#requiresFullFuel|requiresFullFuel]]</code>
 
=== <code>script</code> ===
 
{{Oolite-prop-future|1.75}}
 
'''script''' : [[Oolite JavaScript Reference: Script|Script]] (read-only)
 
The equipments’s script. Equipment that contains a script is put on a special list. The player than can cycle through that list by pressing "shift-N". (similar as selecting a missile). The primed script is than the active script. Whenever a player now presses "n", the "this.activated()" event handler of the primed equipment is executed.
 
this.activated = function()
 
{
 
// your code
 
}
 
  
 
=== <code>scriptInfo</code> ===
 
=== <code>scriptInfo</code> ===
 
  '''scriptInfo''' : Object (read-only)
 
  '''scriptInfo''' : Object (read-only)
 
The contents of the <code>script_info</code> key in the equipments’s ''[[equipment.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.
 
The contents of the <code>script_info</code> key in the equipments’s ''[[equipment.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.
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 +
=== <code>scriptName</code> ===
 +
{{Oolite-prop-future|1.75}}
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'''scriptName''' : String (read-only)
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The name of an attached script.
  
 
=== <code>techLevel</code> ===
 
=== <code>techLevel</code> ===

Revision as of 15:33, 14 November 2010

Prototype: Object
Subtypes: none

EquipmentInfo objects provide information about a type of equipment. To acquire an EquipmentInfo object, use the infoForKey() method, as in:

var missileInfo = EquipmentInfo.infoForKey("EQ_MISSILE");

Equipment Expressions

Many methods can take either an EquipmentInfo or an equipment key. For instance, ship.hasEquipment("EQ_ECM") is equivalent to ship.hasEquipment(EquipmentInfo.infoForKey("EQ_ECM")). In specifications, this is represented by arguments typed equipmentInfoExpression.

Properties

canBeDamaged

canBeDamaged : Boolean (read-only)

true if the equipment type can be damaged (either in combat or using Ship.setEquipmentStatus()), false otherwise. Currently, this is hard-coded: trumbles, passenger berths, cargo bays and external stores are invulnerable.

canCarryMultiple

canCarryMultiple : Boolean (read-only)

true if multiple instances of the equipment type can be used at once, false otherwise. Currently, this is hard-coded to trumbles, passenger berths and external stores.

description

description : String (read-only)

A short description of the equipment, as seen on the Ship Outfitting screen.

effectiveTechLevel

effectiveTechLevel : Number (read/write nonnegative integer)

The effective tech level required to purchase this item. Unlike techLevel, this takes the special meaning of 99 and TL_FOR_EQ_WHATEVER mission variables into account. If the raw tech level is 99, changing the value of effectiveTechLevel is equivalent to setting the appropriate TL_FOR_EQ_WHATEVER mission variable. If the raw tech level is not 99, changes to effectiveTechLevel are ignored.
Setting effectiveTechLevel to null, will remove the corresponding TL_FOR_EQ_WHATEVER mission variable.

See also: techLevel

equipmentKey

equipmentKey : String (read-only)

The equipment key for the equipment described by this EquipmentInfo object. For EQ_MISSILE, this is "EQ_MISSILE".

incompatibleEquipment

incompatibleEquipment : Array (read-only)

An array of equipment keys (in arbitrary order). In order to be installed, no item in this array may already be installed.

See also: requiresAnyEquipment, requiresEquipment

isAvailableToAll

isAvailableToAll : Boolean (read-only)

true if the equipment type can be used with any ship, regardless of its shipyard settings.

isAvailableToNPCs

isAvailableToNPCs : Boolean (read-only)

true if the equipment type can be used by non-player ships (available_to_player in equipment.plist, default true).

isAvailableToPlayer

isAvailableToPlayer : Boolean (read-only)

true if the equipment type can be used by player ships (available_to_player in equipment.plist, default true).

isExternalStore

isExternalStore : Boolean (read-only)

true for _MISSILE and _MINE equipment types.

isPortableBetweenShips

isPortableBetweenShips : Boolean (read-only)

true if equipment of this type is kept when buying a new ship.

isVisible

isVisible : Boolean (read-only)

true if the equipment type is visible on the ship info screen (visible in equipment.plist, default: true).

name

name : String (read-only)

The display name for the equipment described by this EquipmentInfo object. This string is localized. For EQ_MISSILE in English, this is "Missile".

price

price : Number (read-only nonnegative integer)

This is the value as used in the equipment.plist. Divide this by ten for the real value in credits.

requiredCargoSpace

requiredCargoSpace : Number (read-only nonnegative integer)

requiresAnyEquipment

requiresAnyEquipment : Array (read-only)

An array of equipment keys (in arbitrary order). In order to be installed, at least one item in this array must already be installed.

See also: incompatibleEquipment, requiresEquipment

requiresCleanLegalRecord

requiresCleanLegalRecord : Boolean (read-only)

See also: requiresNonCleanLegalRecord

requiresEmptyPylon

requiresEmptyPylon : Boolean (read-only)

True for equipment that requires at least one pylon to have nothing on it.

See also: requiresMountedPylon

requiresEquipment

requiresEquipment : Array (read-only)

An array of equipment keys (in arbitrary order). In order to be installed, all items in this array must already be installed.

See also: incompatibleEquipment, requiresAnyEquipment

requiresFreePassengerBerth

requiresFreePassengerBerth : Boolean (read-only)

requiresFullFuel

requiresFullFuel : Boolean (read-only)

See also: requiresNonFullFuel

requiresMountedPylon

requiresMountedPylon : Boolean (read-only)

True for equipment that requires at least one pylon to have a store (missile, mine or equipment) on it.

See also: requiresEmptyPylon

requiresNonCleanLegalRecord

requiresNonCleanLegalRecord : Boolean (read-only)

See also: requiresCleanLegalRecord

requiresNonFullFuel

requiresNonFullFuel : Boolean (read-only)

See also: requiresFullFuel

scriptInfo

scriptInfo : Object (read-only)

The contents of the script_info key in the equipments’s equipment.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.

scriptName

scriptName : String (read-only)

The name of an attached script.

techLevel

techLevel : Number (read-only nonnegative integer)

The raw tech level required to purchase this item. Unlike effectiveTechLevel, this does not take the special meaning of 99 and TL_FOR_EQ_WHATEVER mission variables into account.

See also: effectiveTechLevel

Static properties

allEquipment

This property was added in Oolite test release 1.74.

allEquipment : Array (EquipmentInfos, read-only)

Returns a list of all known equipment types.

Static methods

infoForKey

function infoForKey(equipmentKey : String) : EquipmentInfo

Returns the equipment info object for a given type of equipment, or null for an unrecognised key. Example: var missileInfo = EquipmentInfo.infoForKey("EQ_MISSILE");