Difference between revisions of "Oolite JavaScript Reference: Ship scripts"

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Ship scripts can be referenced from shipdata.plist to perform behaviours that are executed on the creation or the disappearance of the ship.
 
Ship scripts can be referenced from shipdata.plist to perform behaviours that are executed on the creation or the disappearance of the ship.
 
{{Oolite-method-added|1.71}}
 
  
 
==Assigning a script to shipdata.plist==
 
==Assigning a script to shipdata.plist==
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* [[Shipdata.plist#setup_actions|setup_actions]] - are performed in JavaScript when the script is loaded
 
* [[Shipdata.plist#setup_actions|setup_actions]] - are performed in JavaScript when the script is loaded
* [[Shipdata.plist#launch_actions|launch_actions]] - is handled as the [[Oolite JavaScript Reference: world script event handlers#shipSpawned|shipSpawned]] event
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* [[Shipdata.plist#launch_actions|launch_actions]] - is handled as the [[Oolite JavaScript Reference: World script event handlers#shipSpawned|shipSpawned]] event
* [[Shipdata.plist#script_actions|script_actions]] - is handled as the [[Oolite JavaScript Reference: world script event handlers#shipDockedWithStation|shipDockedWithStation]] and [[Oolite JavaScript Reference: world script event handlers#shipWasScooped|shipWasScooped]] event
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* [[Shipdata.plist#script_actions|script_actions]] - is handled as the [[Oolite JavaScript Reference: World script event handlers#shipDockedWithStation|shipDockedWithStation]] and [[Oolite JavaScript Reference: World script event handlers#shipWasScooped|shipWasScooped]] event
* [[Shipdata.plist#launch_actions|death_actions]] - is handled as the [[Oolite JavaScript Reference: world script event handlers#shipDied|shipDied]] event
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* [[Shipdata.plist#launch_actions|death_actions]] - is handled as the [[Oolite JavaScript Reference: World script event handlers#shipDied|shipDied]] event
  
Many other [[Oolite JavaScript Reference: world script event handlers|world script events]] can be applied to the ship as well.
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Many other [[Oolite JavaScript Reference: World script event handlers|world script events]] can be applied to the ship as well.
  
 
==JavaScript example for shipdata.plist scripts==
 
==JavaScript example for shipdata.plist scripts==
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See [[Oolite JavaScript Reference: Script]] for further scripting details.
 
See [[Oolite JavaScript Reference: Script]] for further scripting details.
  
[[Category:Oolite JavaScript reference]]
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[[Category:Oolite JavaScript Reference]]

Latest revision as of 20:49, 16 January 2016

Ship scripts

Ship scripts can be referenced from shipdata.plist to perform behaviours that are executed on the creation or the disappearance of the ship.

Assigning a script to shipdata.plist

The shipdata.plist file may be in one of two different formats: OpenStep or XML.

A script is assigned to an OpenStep shipdata.plist file in the following manner:

"my_custom_adder" = {
	name = "Freaky Turbo Trader";
	model = "custom_adder.dat";
	like_ship = "adder";
	roles = "trader my_freaky_adder";
	script = "myFreakyAdderTrader.js";
};

A script is assigned to an XML shipdata.plist file in the following manner:

<dict>
	<key>my_custom_adder</key>
	<dict>
		<key>name</key>
		<string>Freaky Turbo Trader</string>
		<key>model</key>
		<string>custom_adder.dat</string>
		<key>like_ship</key>
		<string>adder</string>
		<key>roles</key>
		<string>trader my_freaky_adder</string>
		<key>script</key>
		<string>myFreakyAdderTrader.js</string>
	</dict>
</dict>

JavaScript scripts takes precedence over all plist actions.

JavaScript equivalents for shipdata actions

The following shipdata.plist actions translate into javaScript in the following way:

Many other world script events can be applied to the ship as well.

JavaScript example for shipdata.plist scripts

Here is a sample JavaScript file that demonstrates where the shipdata.plist events occur

this.name        = "demo"; 
this.author      = "Paul Wilkins";
this.copyright   = "© 2009 Paul Wilkins";
this.description = "Empty script structure for shipdata.plist scripting"; 
this.version     = "0.0";

// setup_actions occur here

// launch_actions
this.shipSpawned = function () {
	// Put here your code for when a ship is created
};

// script_actions
this.shipDockedWithStation = function () {
	// Put here your code for when a ship docks with a station
};

// script_actions
this.shipWasScooped = function () {
	// Put here your code for when a ship is scooped
};

// death_actions
this.shipDied = function () {
	// Put here your code for when a ship dies
};

See Oolite JavaScript Reference: Script for further scripting details.