Difference between revisions of "Oolite JavaScript Reference: World script event handlers"
Eric Walch (talk | contribs) (Added docking info) |
Eric Walch (talk | contribs) (shipDied: explained why) |
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// Your code here | // Your code here | ||
} | } | ||
+ | '''whom''' contains the entity that caused the kill. '''why''' is the cause written as string and is one of: "removed", "hit a planet", "energy damage", "scrape damage", "heat damage". | ||
==== <code>shipEnergyBecameFull </code> ==== | ==== <code>shipEnergyBecameFull </code> ==== |
Revision as of 20:37, 14 August 2009
Note: this documentation is incomplete. It will be updated soon.
This page provides an exhaustive list of event handlers which can be implemented by JavaScript scripts for Oolite.
Contents
Game State
startUp
The startUp
handler is called after all OXPs have been loaded. It can be used to do one-off initialisation such as registering to listen for certain keystrokes etc.
this.startUp = function() { // Your code here }
reset
The reset
handler is called whenever the player is respawned, such as after dying or when loading a saved game. It should be used to reset any local state in the script.
this.reset = function() { // Your code here }
Docking
shipWillDockWithStation
The shipWillDockWithStation
handler is called at the beginning of the docking tunnel effect.
this.shipWillDockWithStation = function(station) { // Your code here }
At this moment "ship.dockedStation == nil", "ship.status == STATUS_DOCKING"
shipDockedWithStation
The shipDockedWithStation
handler is called at the end of the docking tunnel effect.
this.shipDockedWithStation = function(station) { // Your code here }
At this moment "ship.dockedStation == the station", "ship.status == STATUS_DOCKED" and "gui_screen" is either GUI_SCREEN_STATUS or GUI_SCREEN_REPORT. However, any identical handler from an other oxp could have changed those values. Never count on it but double check when important.
shipWillLaunchFromStation
The shipWillLaunchFromStation
handler is called at the beginning of the launch tunnel effect.
this.shipWillLaunchFromStation = function(station) { // Your code here }
shipLaunchedFromStation
The shipLaunchedFromStation
handler is called at the end of the launch tunnel effect.
this.shipLaunchedFromStation = function() { // Your code here }
playerStartedAutoPilot
The playerStartedAutoPilot
handler is called when the player starts autopilot docking. It is not called for the instantaneous dock command.
this.playerStartedAutoPilot = function() { // Your code here }
playerCancelledAutoPilot
The playerCancelledAutoPilot
handler is called when the player cancels autopilot docking.
this.playerCancelledAutoPilot = function() { // Your code here }
playerDockingRefused
The playerDockingRefused
handler is called when a station refuses to provide autopilot docking instructions.
this. playerDockingRefused = function() { // Your code here }
Witchspace Jumps
playerStartedJumpCountdown
The playerStartedJumpCountdown
handler is called when the user starts a witchspace or galactic witchspace jump countdown. The type
parameter is a string specifying which type of jump is occuring; currently, the possible values are “standard” and “galactic”. Other values may be added in future.
this.playerStartedJumpCountdown = function(type) { // Your code here }
playerCancelledJumpCountdown
The playerCancelledJumpCountdown
handler is called when the user cancels a witchspace or galactic witchspace jump countdown.
this.playerCancelledJumpCountdown = function() { // Your code here }
playerJumpFailed
The playerJumpFailed
handler is called at the end of a witchspace or galactic witchspace countdown, if the jump is not possible. The reason
parameter is a string specifying why the jump failed; currently, the possible values are “blocked”, “too far” and “insufficient fuel”. Other values may be added in future.
this.playerJumpFailed = function(reason) { // Your code here }
shipWillEnterWitchspace
The shipWillEnterWitchspace
handler is called immediately before a witchspace jump, while the player is still in the starting system. The cause
parameter is a string specifying what sort of jump is occuring; currently, the possible values are “standard jump”, “galactic jump” and “wormhole”. Other values may be added in future.
this.shipWillEnterWitchspace = function(cause) { // Your code here }
shipWillExitWitchspace
The shipWillExitWitchspace
handler is called as a witchspace jump concludes. When it is called, the player is (from a program perspective) in the destination system, but the tunnel effect has not yet been shown. This is the reccomended time to set up elements which, so to speak, were already there when the player arrived.
this.shipWillExitWitchspace = function() { // Your code here }
shipExitedWitchspace
The shipExitedWitchspace
handler is called after a witchspace jump has concluded and the tunnel effect has been shown.
this.shipExitedWitchspace = function() { // Your code here }
playerEnteredNewGalaxy
The playerEnteredNewGalaxy
handler is called just before a witchspace jump starts.
this.playerEnteredNewGalaxy = function(galaxyNumber) { // Your code here }
Enter/Exit Aegis
shipEnteredStationAegis
The shipEnteredStationAegis
handler is called when the player enters the station aegis (2x scanner range from station).
this.shipEnteredStationAegis = function(station) { // Your code here }
shipExitedStationAegis
The shipExitedStationAegis
handler is called when the player leaves the station aegis (2x scanner range from station).
this.shipExitedStationAegis = function(station) { // Your code here }
shipEnteredPlanetaryVicinity
The shipEnteredPlanetaryVicinity
handler is called when the player enters the planet aegis (3x planet radius).
this.shipEnteredPlanetaryVicinity = function(planet) { // Your code here }
shipExitedPlanetaryVicinity
The shipExitedPlanetaryVicinity
handler is called when the player leaves the planet aegis (3x planet radius).
this.shipExitedPlanetaryVicinity = function(planet) { // Your code here }
shipApproachingPlanetSurface
The shipApproachingPlanetSurface
handler is called when the player is very close to the planet (crosses a border ± 500 meter above the surface).
this.shipApproachingPlanetSurface = function(planet) { // Your code here }
shipLeavingPlanetSurface
The shipLeavingPlanetSurface
handler is called when the player leaves the planet (crosses a border ± 500 meter above the surface).
this.shipLeavingPlanetSurface = function(planet) { // Your code here }
Combat
alertConditionChanged
The alertConditionChanged
handler is called when the player’s alert status (player.alertCondition
) changes.
this.alertConditionChanged = function(newCondition, oldCondition) { // Your code here }
shipAttackedWithMissile
The shipAttackedWithMissile
handler is called when a missile is fired. missile
contains the missile entity and whom
the identity of the ship that launched the missile.
this.shipAttackedWithMissile = function(missile, whom) { // Your code here }
shipDestroyedTarget
The shipDestroyedTarget
handler is called when the target gets destroyed. target
contains the destroyed target entity. This command is always preceded by the shipLostTarget
handler.
this.shipDestroyedTarget = function(target) { // Your code here }
shipDied
The shipDied
handler is called when the ship or player dies. Expect a reset()
shortly when it is the player ship.
this.shipDied = function(whom, why) { // Your code here }
whom contains the entity that caused the kill. why is the cause written as string and is one of: "removed", "hit a planet", "energy damage", "scrape damage", "heat damage".
shipEnergyBecameFull
The shipEnergyBecameFull
handler is called when the energy level reaches it's maximum value again. (Is only send to NPC ships, not to the player) Seems not yet to be working with oolite 1.71
this.shipEnergyBecameFull = function() { // Your code here }
shipEnergyIsLow
The shipEnergyIsLow
handler is called every time when a ship gets energy damage while the energy level lies below 25% of it's maximum value. (Is only send to NPC ships, not to the player)
this.shipEnergyIsLow = function() { // Your code here }
shipLostTarget
The shipLostTarget
handler is called when the target gets lost. target
contains the lost target entity.
(As with Oolite 1.71 this is not yet working properly. It returns not the right target but just "unknown". It does nothing when target lost because of "out of range")
this.shipLostTarget = function(target) { // Your code here }
shipTargetCloaked
The shipTargetCloaked
handler is called when the target cloakes.
this.shipTargetCloaked = function() { // Your code here }
Equipment
equipmentDestroyed
The equipmentDestroyed
handler is called when equipment gets destroyed completely beyond repair. (in strict mode)
this.equipmentDestroyed = function(equipment) { // Your code here }
equipmentDamaged
The equipmentDamaged
handler is called when equipment get damaged.
this.equipmentDamaged = function(equipment) { // Your code here }
playerBoughtEquipment
The playerBoughtEquipment
handler is called when equipment is bought at the outfit screen.
this.playerBoughtEquipment = function(equipment) { // Your code here }
playerBoughtNewShip
The playerBoughtNewShip
handler is called when a new ship is bought. May be needed to re-evaluate the old equipment as buying a new ship does not trigger equipment removal.
this.playerBoughtNewShip = function(ship) { // Your code here }
Other
guiScreenChanged
The guiScreenChanged
handler is called when the guiScreen changes. 1.71 only transfers the "to" screen. 1.72 will also transfer the "from" screen. Note that the screen can have changed again in the meantime.
this.guiScreenChanged = function(to, from) { // Your code here }
missionScreenEnded
The missionScreenEnded
handler is called when the missionscreen ends. Note that an other script may have put up a new missionscreen in the meantime.
this.missionScreenEnded = function() { // Your code here }
reportScreenEnded
The reportScreenEnded
handler is called when the last arrival-report screen ends. This is a screen that should not be written by a missionscreen. The code should wait until this eventhandler fires. Note that an other script may have put up a new missionscreen in the meantime. (Feature added with Oolite 1.73)
this.reportScreenEnded = function() { // Your code here }
shipCollided
The shipCollided
handler is send after a collision with otherShip.
this.shipCollided = function(otherShip) { // Your code here }
shipScoopedOther
The shipScoopedOther
handler is called when a ship scoops scripted_cargo. ("cargo_type" = CARGO_SCRIPTED_ITEM) Other cargo, even scooping escapepods, doesn't trigger a handler.
The scooped item is transferred as argument. The scooped cargo itselfs gets the handler: shipWasScooped
with the scooper as argument.
this.shipScoopedOther = function(whom) { // Your code here }
shipLaunchedEscapePod
The shipLaunchedEscapePod
handler is called when the player bails out. This will be followed by a shipWillDockWithStation()
/shipDockedWithStation()
pair after a few seconds.
this.shipLaunchedEscapePod = function(escapepod) { // Your code here }
shipWasScooped
The shipWasScooped
handler is send to the cargopod when a ship scoops scripted_cargo. ("cargo_type" = CARGO_SCRIPTED_ITEM) The scooper is transferred as argument. The scooper itself gets a trigger on the handler shipScoopedOther
this.shipWasScooped = function(scooper) { // Your code here }
tickle
The tickle
handler is called periodically-ish, whenever the old plist scripts are updated. For performance reasons, it is reccomended that you avoid using this if possible, but it may be needed until the planned timer mechanism is implemented.
The status
parameter is a string containing the player’s current status - “STATUS_IN_FLIGHT” and “STATUS_DOCKED” being commonly-seen examples.
this.tickle = function(status) { // Your code here }
Not Yet Implemented
Handlers do not yet exist for the following events:
- Target changed.
- Advanced space compass mode changed.
- Cloaking device events.
If there are other events you would like to be able to respond to, please write a request on the forum.