Cabal Common Library Doc OXPStrength

From Elite Wiki

Overview


This is the main class for the OXPStrength with its members and part of the Cabal_Common_Library.

It is a helper tool specially for mission OXPs to check the environment and helps to determine the players strength. The script is meant for OXP developers only and does nothing on it's own. It's main purpose is to help OXPs to decide if specific options should/can be offered to the player or if super strong entities may affect the mission.

The underlaying API calculates a checksum (coef) for entities in relation to the hotspots (main station, witchpoint and lanes witchpoint->planet, planet->sun, witchpoint->sun). This checksum can be gathered by scripts for specific entities (Player and NPCs) and for all NPCs. Factors are:

  • Accuracy (v1.7.1)
  • Distance to the hotspots (Main Station, WP and lanes WP, PS, WS)
  • Equipment
  • Escorts / Defense ships
  • Laser
  • Mass (v1.7.1)
  • MaxEnergy
  • MaxPitch (v1.7.1)
  • MaxRoll (v1.7.1)
  • MaxSpeed
  • MaxThrust
  • Missiles
  • PrimaryRole
  • ShieldRechargeRates
  • Subent laser
  • Turrets

Quote

Cabal_Common_Strength is using a missionVariable (mission_CCL_OXPStrength) to avoid the spawning of strong entities which have specified conditions in shipdata. It is set to 9 by default, lower values are indicating strength level. The variable is reset on entering witchspace if no system setting is specified for the target system. Svengali 2011

Functions

All profiled times are only for gathering infos for a fully equipped player ship.

checkPower()

worldScripts.Cabal_Common_OXPStrength.checkOXPStrength.checkPower( entity, logging, coef, location );
Profiler
Native 0.001295s
Extension 0.000488s
JS 0.000807s

Checks entities and returns the gathered coefficient. This is the main entry point for OXPs.

Player ships: All standard player ships are starting with ~100 if equipped with only a Pulse Laser and based on the installed equipment ramp up to <600 (only native equipment). Stronger OXP ships will get easily >3,000.

NPCs: The standard range is <500, but OXP entities can have a lot higher value based on their settings. Multilaser ships and/or turreted ships are getting easily >3,000. Everything beyond 1,000 may affect missions. The highest value I've seen was beyond 40,000,000!

Parameters:

entity
Entity. If specified only this entity will be checked, otherwise all entities in the system (except the player).
Optional.
logging
Boolean. If true a verbose list will be logged to Latest.log. This is useful while writing OXPs.
Optional. Default false.
coef
Number. If specified the minimum threshold for returned coef. Unused if entity is specified.
Optional. Default 400.
location
Number - Bitmask. If used distance calculations are based on set bits.
Optional. Default 7.
Values:
  • 1 - Main Station, default
  • 2 - Witchpoint, default
  • 4 - Lane W->P, default
  • 8 - Lane P->S
  • 16 - Lane W->S

Returns:

coef
Number. Calculated coefficient.
If entity was specified the value for this specific entity, otherwise the highest value in the system.

checkEQs()

worldScripts.Cabal_Common_OXPStrength.checkOXPStrength.checkEQs( entity );
Profiler
Native 0.000423s
Extension 0.000032s
JS 0.000083s

Returns weighted sum of installed equipment.

Paramerters:

entity
Entity.

Returns:

value
Number. Summed value for all installed equipment.
Every equipment adds based on tokens
  • 35 - naval, military, jammer, laser
  • 30 - energy, shield, boost, cloak
  • 25 - turret, missile, mine
  • 20 - hide, eeu, rack
  • 10 - ecm, target


checkMissiles()

worldScripts.Cabal_Common_OXPStrength.checkOXPStrength.checkMissiles( entity );
Profiler
Native 0.000168s
Extension 0.000064s
JS 0.000124s

Returns weighted sum of pylon mounted weapons.

Parameters:

entity
Entity.

Returns:

value
Number. Summed value for all mounted pylons.
Every pylon mounted missile or mine adds based on tokens
  • 5 - naval, boost, military, cascade
  • 4 - harpoon, intercept, nuke, law, frag, bomb
  • 3 - mine, stun, override, jammer, drone, guard, field
  • 2 - hard, ecm, rack, launcher, ams
  • 1 - otherwise


checkSpaceLane()

worldScripts.Cabal_Common_OXPStrength.checkOXPStrength.checkSpaceLane( entity, location );
Profiler
Native 0.000286s
Extension 0.000151s
JS 0.000319s

Returns array with distances to the main station, witchpoint and lanes (witchpoint->planet, planet->sun, witchpoint->sun).

Parameters:

entity
Entity.
location
Number.
Optional. Default 7.

Returns:

array
Array with the format [ID,distMS,distWP,distLWP,distLPS,distLWS]. Distances >50000 will be -1.
ID is
  • -2 - Nova system
  • -1 - Interstellar space
  • 0 - standard system
  • 1 - interstellar space, entities close to [0,0,0]
  • 2 - standard system, entities close to checked locations


checkWeapons()

worldScripts.Cabal_Common_OXPStrength.checkOXPStrength.checkWeapons(entity);
Profiler
Native 0.000144s
Extension 0.000061s
JS 0.000139s

Returns array with values for weapons in standard weapon slots (forward, aft, port, starboard).

Parameters:

entity
Entity.

Returns:

array
Array with the format [number of slots, sum, typestring]. typestring is concatenated string of sum (e.g. "5311").
sum is the sum of all weapons
  • 1 - Pulse Laser
  • 3 - Beam Laser
  • 4 - Mining Laser, Twin Plasma Cannon
  • 5 - Military Laser
  • 8 - Thargoid Laser


checkSubWeapons()

worldScripts.Cabal_Common_OXPStrength.checkOXPStrength.checkSubWeapons( entity );
Profiler
Native 0.000180s
Extension 0.000077s
JS 0.000132s

Returns array with values for weapons in subEntites.

Parameters:

entity
Entity.

Returns:

array
Array with the format [Number of Turrets, Number of slots, sum, typestring]. typestring is concatenated string of sum, but exclusive turrets (e.g. "1111").


grabSTDValue()

worldScripts.Cabal_Common_OXPStrength.checkOXPStrength.grabSTDValue( mass, name );
Profiler
Native 0.000274s
Extension 0.000022s
JS 0.000142s

Returns calculated value based peak value for the Boa Class Cruiser. Values degrade linear to minimum value. Usecase is to compare the derieved value from checkPower() against a list of 'native' values. If name is passed the script will return the standard value for native ships instead if it matches the native names.

Parameters:

mass
Number. E.g. player.ship.mass.
name
String.
Optional.

Returns:

value
Number.

Properties

CCL_OXPStrength

The script can set a property to be used for strong entities.

worldScripts.Cabal_Common_OXPStrength.CCL_OXPStrength = 5;

Main purpose is to prevent the spawning by the populator. OXPs can use it in condition scripts. Default is 9.

Suggested classes:

  • 1 = coef < 300
  • 2 = coef < 400 - This is the default threshold for entities if logging is used.
  • 3 = coef < 600
  • 4 = coef < 800
  • 5 = coef < 1,000
  • 6 = coef < 1,500
  • 7 = coef < 3,000
  • 8 = coef < 5,000
  • 9 = otherwise, default setting for CCL_OXPStrength.


scriptInfo

ccl_missionShip

Missionships can also use a script_info key to indicate that this entity has to be handled with care by other scripts.

script_info = {ccl_missionShip = true;}


Table of Player Ships

A short overview about the values for native Oolite player-ships if fully equipped. OXP equipment and weaponry may add to the values and changed native ships (like in replacement sets) may change these values as well. The table is meant as rough orientation if OXPs want to base decisions on players strength.

Ship Standard (only Pulse Laser) Hardheads QC-Mines
Adder 108 375 380
Anaconda 44 335 417
Asp Mark II 107 400 404
Boa 114 428 479
Boa Class Cruiser 122 516 590
Cobra Mark I 88 298 306
Cobra Mark III 105 470 517
Fer-de-lance 116 482 499
Moray Medical 112 384 400
Moray Star Boat 112 467 483
Python 85 343 357

Links

  • Detectors OXP can be tweaked to incorporate this