Difference between revisions of "Cabal Common Library Doc Comms"

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CCL Doc Comms offers ship-to-player and worldScripts-to-player communications (and maybe more stuff too)
 
== Overview ==
 
== Overview ==
 
This is the main class for the secure comms channels with its members and part of the [[Cabal_Common_Library]].
 
This is the main class for the secure comms channels with its members and part of the [[Cabal_Common_Library]].
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Everything else is performed within the EQ-script.
 
Everything else is performed within the EQ-script.
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=== Relevant BB Chatter ===
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Svengali » Tue Jun 19, 2012 11:32 am
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:Capt. Murphy wrote:
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:As a potential control method for "ships to ship comms" how about 'nested' N-key activated equipment?
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This is exactly what CCL_Comms does. And it does it for multiple ships and worldScripts as every inserting entity/script has its own entry. Methods to add, remove and change entries are giving the possibilities for nested structures and when the mode switch key comes (its in trunk already and CCL will switch when its in a released version) it will be even easier. It doesn't need multiple EQs.
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A very simple example for a ship2player comm can be found in [wiki]Cabal_Common_MaterialsFinder[/wiki] (see ccl_matfinder.js).
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:Pleb wrote:
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:It could be like the Resistance Commander OXP that player to ship communications can be used to talk to escorts and give them orders.
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The way in Resistance Commander is nice, but eats Pylons and has other weak points as it doesn't work for playerships with lower numbers of available slots. Another approach via overlays would only work on systems with shader support. [https://bb.oolite.space/viewtopic.php?p=174707#p174707 Svengali (2012)]
  
 
== Functions ==
 
== Functions ==
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   this.myComm.react = newSet;
 
   this.myComm.react = newSet;
  
 
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== Links ==
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*[https://bb.oolite.space/viewtopic.php?p=173966#p173966 CCL offers comms channels, but as far as I know only the Vector uses it (and the MaterialsFinder).] (Svengali, 2012 - and see next few posts).
 
[[Category:OXP API's]]
 
[[Category:OXP API's]]

Latest revision as of 14:38, 1 July 2025

Lib ovi01.png

CCL Doc Comms offers ship-to-player and worldScripts-to-player communications (and maybe more stuff too)

Overview

This is the main class for the secure comms channels with its members and part of the Cabal_Common_Library.

The script is mainly used to store and handle incoming data from shipscripts and worldScripts for a secure communication channel. Entities can place, change or remove their data fairly simple and a few parameters are handled. The equipment itself is not visible to the player and added automagically by adding a entry. Additionally entities can use script_info keys to give the player the option to open a channel. Entries are valid until the player leaves the system or in case of entities is out of scanner range based on a timer with 25 sec intervals. The range check can by bypassed.

The script checks the following shipdata.plist script_info key when the player receives a comms message from that entity.

script_info:

ccl_secureChannel
String. Property in the ship-script that holds the comm object.
ccl_secureChannelPrep
String. Function in the ship-script that initiates the object.

The scripts should keep a valid object to use removeFromComm() or changeChoicesComm().

Everything else is performed within the EQ-script.

Relevant BB Chatter

Svengali » Tue Jun 19, 2012 11:32 am

Capt. Murphy wrote:
As a potential control method for "ships to ship comms" how about 'nested' N-key activated equipment?

This is exactly what CCL_Comms does. And it does it for multiple ships and worldScripts as every inserting entity/script has its own entry. Methods to add, remove and change entries are giving the possibilities for nested structures and when the mode switch key comes (its in trunk already and CCL will switch when its in a released version) it will be even easier. It doesn't need multiple EQs.

A very simple example for a ship2player comm can be found in [wiki]Cabal_Common_MaterialsFinder[/wiki] (see ccl_matfinder.js).

Pleb wrote:
It could be like the Resistance Commander OXP that player to ship communications can be used to talk to escorts and give them orders.

The way in Resistance Commander is nice, but eats Pylons and has other weak points as it doesn't work for playerships with lower numbers of available slots. Another approach via overlays would only work on systems with shader support. Svengali (2012)

Functions

addToComm()

addToComm: function( obj )
Profiler
Native 0.000158s
Extension 0.000068s
JS 0.000124s

Adds incoming object to the list. Make sure that the object is extensible and not sealed or frozen.

Parameters:

obj
Object.

Returns:

bool
Boolean. True on success.

If the player selects a action, the script will pass the index of the action in the set. Therefor it is necessary to provide some infos when adding a entry.

Properties:

display
String. Used for onscreen display.
who
Entity/String. The entity or worldScript.
ent
Boolean. Must be true for entities, blank for worldScripts.
pID
Number/String. Must be entityPersonality for entities and this.name for worldScripts.
callback
String. The function that handles the actions.
noDist
Boolean. Optional. If true keep entity entry if out of scanner range.
react
Array. Holds the names of the actions.

Example for a ship:

 this.myComm = {
   display:"My channel",
   who:this.ship,
   ent:true,
   pID:this.ship.entityPersonality,
   callback:"commCall",
   react:[{display:"Hail"},{display:"Back"}]
 };
 worldScripts.Cabal_Common_Comms.addToComm(this.myComm);

Examle for a worldScript:

 this.myComm = {
   display:"Snoopers",
   who:this.name,
   pID:"Snoopers",
   callback:"commCall",
   react:[{display:"Snoopers status"},{display:"Back"}]
 };
 worldScripts.Cabal_Common_Comms.addToComm(this.myComm);


removeFromComm()

removeFromComm: function( obj )
Profiler
Native 0.000038s
Extension 0.000010s
JS 0.000114s

Removes object from the list.

Parameters:

obj
Object. To be removed.

Returns:

bool
Boolean. True on success.
 worldScripts.Cabal_Common_Comms.removeFromComm(this.myComm);


changeChoicesComm()

changeChoicesComm: function( pID, newSet )
Profiler
Native 0.000154s
Extension 0.000068s
JS 0.000124s

Changes the stored actions for a specific entry.

Parameters:

pID
Number/String. Must be entityPersonality for entities and this.name for worldScripts.
newSet
Array. Set of new actions.

Returns:

bool
Boolean. True on success.

Example for a ship:

 var newSet = [{display:"Hail"},{display:"Back"}];
 worldScripts.Cabal_Common_Comms.changeChoicesComm(this.ship.entityPersonality,newSet);
 this.myComm.react = newSet;

Links