Difference between revisions of "Oolite JavaScript Reference: World script event handlers"

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This page provides an exhaustive list of event handlers which can be implemented by [[Scripting Oolite with JavaScript|JavaScript scripts for Oolite]].
+
This page provides a list of event handlers which can be implemented inside world scripts [[Scripting Oolite with JavaScript|JavaScript scripts for Oolite]]. Additionally, [[Oolite_JavaScript_Reference:_Ship_script_event_handlers|ship script handlers]] called on the player's ship will cause an equivalent world script event.
  
Most event handlers can be used both in world scripts as well in ship scripts. Generally spoken we can say that handlers starting with "ship" can be used for both scripts and those starting with "player" are mend for player only (= can only be used in a world script). Exceptions on this rule are mentioned with the individual handlers below.  
+
Most event handlers can be used both in world scripts and in ship scripts. Generally speaking, handlers starting with "ship" can be used for both scripts and those starting with "player" are meant only for the player (= can only be used in a world script). Exceptions on this rule are mentioned with the individual handlers below.  
  
World scripts are linked to Oolite over the worldScript.plist and stay always active, while ship scripts are linked to Oolite over the shipData.plist and are only active when the ship is present. When more ships use the same ship script, every ship uses its own individual copy of the sript.
+
World scripts can be either found inside Config\script.js, or be distinctly named .js files inside the Scripts directory - in the latter case, the [[world-scripts.plist]] will list the active world scripts.
 +
 
 +
World scripts are always active.
 +
 
 +
The list of event handlers will change from version to version (usually additions of extra handlers). For this reason, any variables or functions you create as <code>this.variable</code> should have a name beginning with '_' or '$' - e.g. <code>this._variable</code> or <code>this.$variable</code> - to avoid potential conflicts with future event handlers (which will never start with '_' or '$').
  
 
=== Game State ===
 
=== Game State ===
 +
 +
==== <code>gamePaused</code> ====
 +
{{oolite-method-added|1.81}}
 +
 +
This event is called when the game is paused. This is mainly useful for pausing sound playback which should not continue while the game is paused.
 +
 +
this.gamePaused = function()
 +
{
 +
      // Your code here
 +
}
 +
 +
==== <code>gameResumed</code> ====
 +
{{oolite-method-added|1.81}}
 +
 +
This event is called when the game is resumed from pause. This is mainly useful for resuming sound playback paused in a <code>gamePaused</code> handler.
 +
 +
this.gameResumed = function()
 +
{
 +
      // Your code here
 +
}
 +
 +
==== <code>playerWillSaveGame</code> ====
 +
 +
The <code>playerWillSaveGame</code> handler is called whenever the player saves a game. The transferred message is one of the following strings: <code>"STANDARD_SAVE"</code>, <code>"AUTO_SAVE"</code> or <code>"QUICK_SAVE"</code>.
 +
 +
this.playerWillSaveGame = function(message)
 +
{
 +
      // Your code here
 +
}
 +
 +
Using this event is useful for storing temporary variables in <code>[[Oolite_JavaScript_Reference:_Global#missionVariables|missionVariables]]</code>, just before the game gets saved. <code>missionVariables</code> are slow in use compared to normal JS variables, therefore their use should be minimised for efficient code. The main benefit of using <code>missionVariables</code> is that they are saved in a saved game. See also [[Mission variable]].
  
 
==== <code>startUp</code> ====
 
==== <code>startUp</code> ====
  
The <code>startUp</code> 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. (world script only)
+
The <code>startUp</code> handler is called after all OXPs have been loaded. This also means that it is called every time the player loads a game, begins a new game or presses space after dying. It can be used to do one-off initialisation such as copying mission variables into <code>this.*</code> properties for efficiency or setting up data arrays to be used by the script in other handlers. (world script only)
  
 
  this.startUp = function()
 
  this.startUp = function()
Line 16: Line 51:
 
  }
 
  }
  
 +
Note that from Oolite 1.79 onwards the player is in the main station while this handler runs but may be moved to another station soon after.
  
==== <code>reset</code> ====
+
See also startUpComplete().
  
The <code>reset</code> 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. (world script only)
+
==== <code>startUpComplete</code> ====
 +
{{oolite-method-added|1.79}}
  
  this.reset = function()
+
  this.startUpComplete = function()
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
 +
 +
 +
The <code>startUpComplete</code> handler is run at game startup after the initial population of the system has been complete, and after the player has been moved to the station recorded in their save game. The order of world events at game start is therefore:
 +
* <code>startUp</code>
 +
* <code>systemWillPopulate</code> (or an alternative handler specified by the system info)
 +
* <code>startUpComplete</code>
  
 
=== Docking ===
 
=== Docking ===
Line 36: Line 79:
 
       // Your code here
 
       // Your code here
 
  }
 
  }
At this moment "ship.dockedStation == nil", "ship.status == STATUS_DOCKING"
+
At this moment <code>ship.dockedStation == null</code>, <code>ship.docked == true</code>, <code>ship.status == "STATUS_DOCKING"</code>
  
  
Line 47: Line 90:
 
       // Your code here
 
       // 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.
+
At this moment <code>ship.dockedStation == station</code>, <code>ship.docked == true</code>, <code>ship.status == "STATUS_DOCKED"</code> and <code>guiScreen</code> is either <code>"GUI_SCREEN_STATUS"</code> or <code>"GUI_SCREEN_REPORT"</code>. However, any identical handler from an other oxp could have changed those values. Never count on it but double check when important.
 
 
  
 
==== <code>shipWillLaunchFromStation</code> ====
 
==== <code>shipWillLaunchFromStation</code> ====
Line 58: Line 100:
 
       // Your code here
 
       // Your code here
 
  }
 
  }
 +
At this moment <code>ship.dockedStation == station</code>, <code>ship.docked == false</code>, <code>ship.status == "STATUS_LAUNCHING"</code>.
  
 
==== <code>shipLaunchedFromStation</code> ====
 
==== <code>shipLaunchedFromStation</code> ====
  
The <code>shipLaunchedFromStation</code> handler is called at the end of the launch tunnel effect.
+
The <code>shipLaunchedFromStation</code> handler is called at the end of the launch tunnel effect. The handler's argument is the station which launched the ship.
  
  this.shipLaunchedFromStation = function()
+
  this.shipLaunchedFromStation = function(stationLaunchedFrom)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
 +
 +
At this moment <code>ship.dockedStation == null</code>, <code>ship.docked == false</code>, <code>ship.status == "STATUS_IN_FLIGHT"</code>.
  
 
==== <code>playerStartedAutoPilot</code> ====
 
==== <code>playerStartedAutoPilot</code> ====
  
The <code>playerStartedAutoPilot</code> handler is called when the player starts autopilot docking. It is not called for the instantaneous dock command.
+
The <code>playerStartedAutoPilot</code> handler is called when the player starts autopilot docking. It is not called for the instantaneous dock command. The handler is called with an argument containing the station entity that is the docking target.
  
  this.playerStartedAutoPilot = function()
+
  this.playerStartedAutoPilot = function(stationForDocking)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
 
  
 
==== <code>playerCancelledAutoPilot</code> ====
 
==== <code>playerCancelledAutoPilot</code> ====
Line 87: Line 131:
 
  }
 
  }
  
 +
==== <code>playerDockingClearanceCancelled</code> ====
 +
{{oolite-method-added|1.85}}
 +
 +
The <code>playerDockingClearanceCancelled</code> handler is called when the player withdraws their request to dock at a station.
 +
 +
this.playerDockingClearanceCancelled = function()
 +
{
 +
      // Your code here
 +
}
 +
 +
==== <code>playerDockingClearanceExpired</code> ====
 +
{{oolite-method-added|1.83}}
 +
 +
The <code>playerDockingClearanceExpired</code> handler is called when the player exceeds the two minute window without requesting an extension
 +
 +
this.playerDockingClearanceExpired = function()
 +
{
 +
      // Your code here
 +
}
 +
 +
==== <code>playerDockingClearanceGranted</code> ====
 +
{{oolite-method-added|1.85}}
 +
 +
The <code>playerDockingClearanceGranted</code> handler is called when the player is given permission to dock at a station. If the player is given immediate clearance to dock, this event will be called immediately after the <code>playerRequestedDockingClearance</code> event. If, however, the station is unable to give immediate clearance, then there will be some delay between the request to dock and permission being granted. This event will be called when the station actually gives docking clearance.
 +
 +
this.playerDockingClearanceGranted = function()
 +
{
 +
      // Your code here
 +
}
  
 
==== <code>playerDockingRefused</code> ====
 
==== <code>playerDockingRefused</code> ====
Line 96: Line 169:
 
       // Your code here
 
       // Your code here
 
  }
 
  }
 
  
 
==== <code>playerRequestedDockingClearance</code> ====
 
==== <code>playerRequestedDockingClearance</code> ====
Line 107: Line 179:
 
  }
 
  }
  
Message is a string and can take the values: "DOCKING_CLEARANCE_GRANTED", "DOCKING_CLEARANCE_DENIED_TRAFFIC_OUTBOUND", "DOCKING_CLEARANCE_DENIED_TRAFFIC_INBOUND",  "DOCKING_CLEARANCE_DENIED_SHIP_FUGITIVE", "DOCKING_CLEARANCE_NOT_REQUIRED", "DOCKING_CLEARANCE_EXTENDED" or "DOCKING_CLEARANCE_CANCELLED". (Feature is added with Oolite 1.72)
+
Message is a string and can take the values: "DOCKING_CLEARANCE_GRANTED", "DOCKING_CLEARANCE_DENIED_TRAFFIC_OUTBOUND", "DOCKING_CLEARANCE_DENIED_TRAFFIC_INBOUND",  "DOCKING_CLEARANCE_DENIED_SHIP_FUGITIVE", "DOCKING_CLEARANCE_NOT_REQUIRED", "DOCKING_CLEARANCE_EXTENDED" or "DOCKING_CLEARANCE_CANCELLED".
 +
 
 +
==== <code>playerRescuedEscapePod</code> ====
 +
{{oolite-method-added|1.81}}
 +
 
 +
The <code>playerRescuedEscapePod</code> handler is called when the player rescues an escape pod which does not have scripted content (all consequences of scripted content escape pods are assumed to be dealt with by the specified script instead). It has three parameters:
 +
# the rescue fee, in decicredits
 +
# the fee reason, which can be "insurance", "bounty" or "slave" (in the latter case, the fee will always be zero)
 +
# a dictionary like those in the <code>ship.crew</code> property describing the pod occupant
 +
 
 +
this.playerRescuedEscapePod = function(fee, reason, occupant)
 +
{
 +
    // Your code here
 +
}
 +
 
 +
This method is called after the escape pod has been processed, but slightly before the arrival report screen giving the results of the processing is displayed to the player.
 +
 
 +
==== <code>playerCompletedContract</code> ====
 +
{{oolite-method-added|1.81}}
 +
 
 +
The <code>playerCompletedContract</code> handler is called when a passenger, parcel or cargo contract ends, either successfully or by defaulting on it. It is not called when all contracts are cancelled on a galactic jump. It has four parameters:
 +
# The type of contract, which can be "cargo", "parcel" or "passenger"
 +
# The result of the contract, which can be "success", "late", "failed", or for cargo contracts only "short"
 +
# The fee paid for the contract in decicredits
 +
# The contract information dictionary
 +
Note that the fee actually paid for the contract will often ''not'' match the originally agreed fee in the contract information dictionary, as penalties for late delivery or bonuses for good service are included in the fee parameter.
 +
 
 +
this.playerCompletedContract = function(type, result, fee, contract)
 +
{
 +
    // Your code here
 +
}
 +
 
 +
This method is called after the contract has been processed, but slightly before the arrival report screen giving the results of the processing is displayed to the player.
 +
 
 +
==== <code>playerEnteredContract</code> ====
 +
{{oolite-method-added|1.81}}
 +
 
 +
The <code>playerEnteredContract</code> handler is called when a passenger, parcel or cargo contract starts, just after the items have been transferred to the player ship. It has two parameters:
 +
# The type of contract, which can be "cargo", "parcel" or "passenger"
 +
# The contract information dictionary
 +
 
 +
this.playerEnteredContract = function(type, contract)
 +
{
 +
    // Your code here
 +
}
  
 
=== Witchspace Jumps ===
 
=== Witchspace Jumps ===
Line 113: Line 229:
 
==== <code>playerStartedJumpCountdown</code> ====
 
==== <code>playerStartedJumpCountdown</code> ====
  
The <code>playerStartedJumpCountdown</code> handler is called when the user starts a witchspace or galactic witchspace jump countdown. The <code>type</code> 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.
+
The <code>playerStartedJumpCountdown</code> handler is called when the user starts a witchspace or galactic witchspace jump countdown. The <code>type</code> 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. The <code>seconds</code> parameter is a number specifying the number of seconds the countdown is running for.
  
  this.playerStartedJumpCountdown = function(type)
+
  this.playerStartedJumpCountdown = function(type, seconds)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
 
  
 
==== <code>playerCancelledJumpCountdown</code> ====
 
==== <code>playerCancelledJumpCountdown</code> ====
Line 133: Line 248:
 
==== <code>playerJumpFailed</code> ====
 
==== <code>playerJumpFailed</code> ====
  
The <code>playerJumpFailed</code> handler is called at the end of a witchspace or galactic witchspace countdown, if the jump is not possible. The <code>reason</code> 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.
+
The <code>playerJumpFailed</code> handler is called at the end of a witchspace or galactic witchspace countdown, if the jump is not possible. The <code>reason</code> parameter is a string specifying why the jump failed. The current values are:
 +
* '''"insufficient fuel"''' - the ship no longer has enough fuel to make the jump (e.g. injector use or fuel leak).
 +
* '''"blocked"''' - a heavy ship is near the player (specifically <code>object mass</code> / <code>object distance</code><sup>2</sup> >= 10.0, and <code>object distance</code> <= scanner range).
 +
* '''"malfunction"''' - the jump malfunctioned in a way that leaves the player ship in the current system.
 +
* '''"malfunction"''' - the Galactic Hyperdrive is damaged or removed during a galactic jump countdown.
 +
 
 +
Also theoretically possible but unlikely in current Oolite:
 +
* '''"too far"''' - the jump destination is outside the 7LY range (but wasn't when the countdown started).
 +
* '''"no target"''' - the jump destination is the current location (but wasn't when the countdown started).
  
 
  this.playerJumpFailed = function(reason)
 
  this.playerJumpFailed = function(reason)
Line 139: Line 262:
 
       // Your code here
 
       // Your code here
 
  }
 
  }
 
  
 
==== <code>shipWillEnterWitchspace</code> ====
 
==== <code>shipWillEnterWitchspace</code> ====
  
The <code>shipWillEnterWitchspace</code> handler is called immediately before a witchspace jump, while the player is still in the starting system. The <code>cause</code> 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.
+
The <code>shipWillEnterWitchspace</code> handler is called immediately before a witchspace jump, while the player is still in the starting system. The <code>cause</code> parameter is a string specifying what sort of jump is occurring; currently, the possible values are <code>"standard jump"</code>, <code>"galactic jump"</code>, <code>"wormhole"</code> and <code>"carried"</code>. Other values may be added in future.
  
 +
// 1.80 or earlier
 
  this.shipWillEnterWitchspace = function(cause)
 
  this.shipWillEnterWitchspace = function(cause)
 
  {
 
  {
Line 150: Line 273:
 
  }
 
  }
  
 +
In 1.81 or later the handler gains a second parameter, describing the jump destination. For standard and wormhole jumps, this will be the system ID of the destination system. For galactic jumps, this will be the galaxy ID of the destination galaxy. (As [[Oolite JavaScript Reference: PlayerShip#galacticHyperspaceBehaviour|player.ship.galacticHyperspaceBehaviour]] may be changed during <code>shipWillEnterWitchspace</code>, it is not possible to predict in advance of a galactic jump being made what the resulting system ID in the destination galaxy will be)
 +
 +
// 1.81 or later
 +
this.shipWillEnterWitchspace = function(cause, destination)
 +
{
 +
      // Your code here
 +
}
 +
 +
'''Note:''' If the <code>cause</code> is <code>"carried"</code> the <code>destination</code> parameter is <code>undefined</code>. This behaviour is a bug which has been fixed in version 1.91.
  
 
==== <code>shipWillExitWitchspace</code> ====
 
==== <code>shipWillExitWitchspace</code> ====
  
The <code>shipWillExitWitchspace</code> 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.
+
The <code>shipWillExitWitchspace</code> 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. Use this event to set up elements which need to be present in-system after the player exits witchspace.
  
 
  this.shipWillExitWitchspace = function()
 
  this.shipWillExitWitchspace = function()
 +
{
 +
      // Your code here
 +
}
 +
 +
In 1.91 or later the handler gains a cause parameter, describing the reason for the jump. The <code>cause</code> parameter is a string specifying what sort of jump is occurring; currently, the possible values are <code>"standard jump"</code>, <code>"galactic jump"</code>, <code>"wormhole"</code> and <code>"carried"</code>. Other values may be added in future.
 +
 +
// 1.91 or later
 +
this.shipWillExitWitchspace = function(cause)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
Line 165: Line 305:
  
 
  this.shipExitedWitchspace = function()
 
  this.shipExitedWitchspace = function()
 +
{
 +
      // Your code here
 +
}
 +
 +
In 1.91 or later the handler gains a cause parameter, describing the reason for the jump. The <code>cause</code> parameter is a string specifying what sort of jump is occurring; currently, the possible values are <code>"standard jump"</code>, <code>"galactic jump"</code>, <code>"wormhole"</code> and <code>"carried"</code>. Other values may be added in future.
 +
 +
// 1.91 or later
 +
this.shipExitedWitchspace = function(cause)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
Line 171: Line 319:
 
==== <code>playerEnteredNewGalaxy</code> ====
 
==== <code>playerEnteredNewGalaxy</code> ====
  
The <code>playerEnteredNewGalaxy</code> handler is called just before a witchspace jump starts.
+
The <code>playerEnteredNewGalaxy</code> handler is called just before shipWillExitWitchspace.
 +
 
 +
the sequence of events for a player jumping to a different galaxy is as follows:
 +
 
 +
shipWillEnterWitchspace (world event)<br>
 +
playerWillEnterWitchspace (NPC ship event)<br>
 +
playerEnteredNewGalaxy (world event)<br>
 +
shipWillExitWitchspace (world event)<br>
 +
shipExitedWitchspace (world event)<br>
  
 
  this.playerEnteredNewGalaxy = function(galaxyNumber)
 
  this.playerEnteredNewGalaxy = function(galaxyNumber)
Line 178: Line 334:
 
  }
 
  }
  
 +
*[https://bb.oolite.space/viewtopic.php?f=4&t=18392 Order of JS events when galactic jumping] (2016) - mistakes in older information
 +
*[[Global-settings.plist]] for Galactic Hyperspace Behaviour & co-ordinates
  
 
=== Enter/Exit Aegis ===
 
=== Enter/Exit Aegis ===
Line 239: Line 397:
 
==== <code>alertConditionChanged</code> ====
 
==== <code>alertConditionChanged</code> ====
  
The <code>alertConditionChanged</code> handler is called when the player’s alert status (<code>[[Oolite JavaScript Reference: object model#player|player]].alertCondition</code>) changes. (world script and ship scripts)
+
The <code>alertConditionChanged</code> handler is called when the player’s alert status (<code>[[Oolite JavaScript Reference: Player#alertCondition|player.alertCondition]]</code>) changes. Only the player and stations have an alert condition. (world script and station scripts)
  
 
  this.alertConditionChanged = function(newCondition, oldCondition)
 
  this.alertConditionChanged = function(newCondition, oldCondition)
Line 246: Line 404:
 
  }
 
  }
  
==== <code>playerTargettedMissile</code> ====
+
==== <code>playerTargetedMissile</code> ====
  
The <code>playerTargettedMissile</code> handler is called when the player targets the nearest missile by pressing T (shift-t) on the keybord.
+
The <code>playerTargetedMissile</code> handler is called when the player targets the nearest missile by pressing "T" (shift-t).
  
  this.playerTargettedMissile = function(missile)
+
  this.playerTargetedMissile = function(missile)
 +
{
 +
      // Your code here
 +
}
 +
 
 +
==== <code>shipAttackedOther</code> ====
 +
 
 +
The <code>shipAttackedOther</code> handler is called when the player hits another with a laser shot. <code>other</code> is the identity of the ship being hit.
 +
 
 +
this.shipAttackedOther = function(other)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
Line 268: Line 435:
 
The <code>shipBeingAttacked</code> handler is called when a laser shot  hits. <code>whom</code> the identity of the ship that attacked.
 
The <code>shipBeingAttacked</code> handler is called when a laser shot  hits. <code>whom</code> the identity of the ship that attacked.
  
  this.shipBeingAttacked = function( whom)
+
  this.shipBeingAttacked = function(whom)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
  
==== <code>shipDestroyedTarget</code> ====
+
==== <code>shipTakingDamage</code> ====
  
The <code>shipDestroyedTarget</code> handler is called when the target gets destroyed. <code>target</code> contains the destroyed target entity. This command is always preceded by the <code>shipLostTarget</code> handler.
+
Not yet documented - seen in [[Auto eject OXP]].
  
  this.shipDestroyedTarget = function(target)
+
==== <code>shipBeingAttackedByCloaked</code> ====
 +
 
 +
The <code>shipBeingAttackedByCloaked</code> handler is called when a laser shot from a cloaked ship hits. Guess what, there is no parameter because he is cloaked!
 +
 
 +
this.shipBeingAttackedByCloaked = function()
 +
{
 +
      // Your code here
 +
}
 +
 
 +
==== <code>shipKilledOther</code> ====
 +
{{oolite-method-added|1.75}}
 +
 
 +
The <code>shipKilledOther</code> handler is called when a ship kills an other ship. <code>whom</code> the identity of the ship that was killed. <code>damageType</code> is the type of damage.
 +
 
 +
this.shipKilledOther = function(whom : ship, damageType : string)
 +
{
 +
      // Your code here
 +
}
 +
 
 +
==== <code>shipReleasedEquipment</code> ====
 +
 
 +
The <code>shipReleasedEquipment</code> handler is called when a ship launches a mine (a pylon-mounted equipment item whose key ends with "_MINE"). <code>mine</code> contains the launched mine entity.
 +
 
 +
this.shipReleasedEquipment = function(mine)
 +
{
 +
      // Your code here
 +
}
 +
 
 +
==== <code>shipTargetDestroyed</code> ====
 +
 
 +
The <code>shipTargetDestroyed</code> handler is called when the target gets destroyed by the player. <code>target</code> contains the destroyed target entity. This command is always preceded by the <code>shipTargetLost</code> handler.
 +
 
 +
  this.shipTargetDestroyed = function(target)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
Line 290: Line 489:
 
       // 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".
+
'''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", "cascade weapon".<br>
 +
("cascade weapon" is new in 1.74 and  "removed" / "energy damage" were accidentally switched in 1.73)
 +
 
 +
 
 +
==== <code>shipFiredMissile</code> ====
 +
 
 +
The <code>shipFiredMissile</code> handler is called when a missile is fired. <code>missile</code> contains the missile entity and <code>target</code> the identity of the target. The handler is send to the ship that launched the missile.
 +
 
 +
this.shipFiredMissile = function(missile, target)
 +
{
 +
      // Your code here
 +
}
  
==== <code>shipEnergyBecameFull </code> ====
+
==== <code>shipTargetLost</code> ====
  
The <code>shipEnergyBecameFull </code> 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
+
The <code>shipTargetLost</code> handler is called when the target gets lost. <code>target</code> contains the lost target entity.
  
  this.shipEnergyBecameFull = function()
+
  this.shipTargetLost = function(target)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
  
==== <code>shipEnergyIsLow</code> ====
+
==== <code>shipTargetCloaked</code> ====
  
The <code>shipEnergyIsLow</code> 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)
+
The <code>shipTargetCloaked</code> handler is called when the target cloakes.
  
  this.shipEnergyIsLow = function()
+
  this.shipTargetCloaked = function()
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
  
==== <code>shipLostTarget</code> ====
+
==== <code>weaponsSystemsToggled</code> ====
 +
{{oolite-method-added|1.85}}
  
The <code>shipLostTarget</code> handler is called when the target gets lost. <code>target</code> contains the lost target entity.<br>(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")
+
The <code>weaponsSystemsToggled</code> handler is called whenever the player toggles their weapons systems on or off. The <code>state</code> parameter contains the new state of the weapons systems
  
  this.shipLostTarget = function(target)
+
  this.weaponsSystemsToggled = function(state : boolean)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
  
==== <code>shipTargetCloaked</code> ====
+
=== Equipment and Cargo ===
 +
 
 +
==== <code>equipmentAdded</code> ====
 +
{{Oolite-method-added|1.81}}
 +
 
 +
The <code>equipmentAdded</code> handler is called whenever the player ship gains an item of equipment. This includes "gaining" of <code>EQ_SOMETHING_DAMAGED</code> when an <code>EQ_SOMETHING</code> is damaged. This event will fire regardless of the reason for the equipment being added to the ship.
 +
 
 +
this.equipmentAdded = function(equipmentKey)
 +
{
 +
      // Your code here
 +
}
 +
 
 +
This is often more convenient than monitoring both <code>equipmentRepaired</code> and <code>playerBoughtEquipment</code>, and will also detect equipment addition by script.
 +
 
 +
==== <code>equipmentDamaged</code> ====
  
The <code>shipTargetCloaked</code> handler is called when the target cloakes.
+
The <code>equipmentDamaged</code> handler is called when equipment gets damaged. (world script only)
  
  this.shipTargetCloaked = function()
+
  this.equipmentDamaged = function(equipmentKey)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
  
=== Equipment ===
+
==== <code>equipmentRemoved</code> ====
 +
{{Oolite-method-added|1.81}}
 +
 
 +
The <code>equipmentRemoved</code> handler is called whenever the player ship loses an item of equipment. This includes "losing" of <code>EQ_SOMETHING_DAMAGED</code> when an <code>EQ_SOMETHING</code> is repaired. This event will fire regardless of the reason for the equipment being removed from the ship.
  
==== <code>equipmentDestroyed</code> ====
+
this.equipmentRemoved = function(equipmentKey)
 +
{
 +
      // Your code here
 +
}
 +
 
 +
==== <code>equipmentRepaired</code> ====
 +
{{Oolite-method-added|1.77}}
  
The <code>equipmentDestroyed</code> handler is called when equipment gets destroyed completely beyond repair. (in strict mode)  (world script only)
+
The <code>equipmentRepaired</code> handler is called when equipment gets repaired. (world script only)
  
  this.equipmentDestroyed = function(equipment)
+
  this.equipmentRepaired = function(equipmentKey)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
  
==== <code>equipmentDamaged</code> ====
+
==== <code>playerBoughtCargo</code> ====
 +
{{Oolite-method-added|1.77}}
  
The <code>equipmentDamaged</code> handler is called when equipment get damaged. (world script only)
+
The <code>playerBoughtCargo</code> handler is called when cargo is bought at the market screen. <code>commodity</code> contains the non-localised name for the cargo. You can get the localised name using <code>expandDescription("[commodity-name "+commodity+"]");</code>. <code>price</code> is price per unit in tenths of a credit.
  
  this.equipmentDamaged = function(equipment)
+
  this.playerBoughtCargo = function(commodity, units, price)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
Line 352: Line 587:
 
The <code>playerBoughtEquipment</code> handler is called when equipment is bought at the outfit screen.
 
The <code>playerBoughtEquipment</code> handler is called when equipment is bought at the outfit screen.
  
  this.playerBoughtEquipment = function(equipment)
+
  this.playerBoughtEquipment = function(equipment, paid)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
 +
 +
The 'paid' parameter is added from 1.89 onwards. This is the amount of credits the player paid for the equipment, including any refunds that might have been applied during the purchase (eg when purchasing a laser and installing it in a position where a laser is already fitted, the cost of the current laser will be refunded to the player during the purchase).
  
 
==== <code>playerBoughtNewShip</code> ====
 
==== <code>playerBoughtNewShip</code> ====
Line 361: Line 598:
 
The <code>playerBoughtNewShip</code> 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.
 
The <code>playerBoughtNewShip</code> 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)
+
  this.playerBoughtNewShip = function(ship, price)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
  
=== NPC only ===
+
The 'price' parameter is added from 1.81 onwards. It is the cost of the ship (not counting any trade-in value of the player's old ship) in credits, or zero for changes using [[Oolite JavaScript Reference: Player#replaceShip|<code>player.replaceShip()</code>]]
 +
 
 +
'''Note:''' In a future release of Oolite, <code>playerBoughtNewShip</code> will no longer be fired when the ship is replaced using [[Oolite JavaScript Reference: Player#replaceShip|<code>player.replaceShip()</code>]]. Instead, the <code>[[#playerReplacedShip|playerReplacedShip]]</code> event should be used. At the moment, both events (<code>playerBoughtNewShip</code> and <code>playerReplacedShip</code>) will fire.
 +
 
 +
'''See also:''' <code>[[#playerWillBuyNewShip|playerWillBuyNewShip]]</code>
  
==== <code>escortAccepted</code> ====
+
==== <code>playerChangedPrimedEquipment</code> ====
 +
{{Oolite-method-added|1.85}}
  
The <code>escortAccepted</code> handler is called for mother ships that have accepted an escort. The escort simultaneously gets a <code>shipAcceptedEscort</code> event. (ship scripts only)
+
The <code>playerChangedPrimedEquipment</code> handler is called whenever the player changes the currently primed equipment (either with shift-n or ctrl-shift-n). The equipment key of the newly primed equipment will be passed as an argument.
  
  this.escortAccepted = function(escortship)
+
  this.playerChangedPrimedEquipment = function(equipmentKey)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
  
==== <code>offenceCommittedNearby</code> ====
+
==== <code>playerReplacedShip</code> ====
 +
{{Oolite-method-added|1.89}}
  
The <code>offenceCommittedNearby</code> handler is only send to police ships in scanner range of a hostile action. It transfers the attacker and the victim to the police vessel. (ship scripts only)
+
The <code>playerReplacedShip</code> handler is called when the player ship is replaced via the JS method [[Oolite JavaScript Reference: Player#replaceShip|<code>player.replaceShip</code>]]. May be needed to re-evaluate the old equipment as replacing a ship does not trigger equipment removal.
  
  this.offenceCommittedNearby = function(attacker, victim)
+
  this.playerReplacedShip = function(ship)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
  
==== <code>playerWillEnterWitchspace</code> ====
+
'''See also:''' <code>[[#playerWillReplaceShip|playerWillReplaceShip]]</code>
 +
 
 +
==== <code>playerSoldCargo</code> ====
 +
{{Oolite-method-added|1.77}}
  
The <code>playerWillEnterWitchspace</code> handler is called just before a witchspace jump starts and after the <code>shipWillEnterWitchspace</code> handler fires. It is send to all ships in the system to signal that the player is about to leave the system. (By jump or by wormhole) (*** This handler is intended for use in shipscripts only. ***)
+
The <code>playerSoldCargo</code> handler is called when cargo is sold at the market screen. <code>commodity</code> contains the non-localised name for the cargo. You can get the localised name using <code>expandDescription("[commodity-name "+commodity+"]");</code>. <code>price</code> is price per unit in tenths of a credit.
  
  this.playerWillEnterWitchspace = function()
+
  this.playerSoldCargo = function(commodity, units, price)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
  
==== <code>shipAcceptedEscort</code> ====
+
==== <code>shipScoopedFuel</code> ====
 +
{{Oolite-method-added|1.77}}
  
The <code>shipAcceptedEscort</code> handler is called for ships that are accepted as escort. The mother simultaneously gets a <code>escortAccepted</code> event. (ship scripts only)
+
The <code>shipScoopedFuel</code> handler is called whenever the player's ship transfers 0.1LY of fuel from the scoops to the tank.
  
  this.shipAcceptedEscort = function(mother)
+
  this.shipScoopedFuel = function()
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
  
==== <code>shipExitedWormhole</code> ====
+
==== <code>shipScoopedOther</code> ====
  
The <code>shipExitedWormhole</code> handler is called when a ship exits a wormhole. (ship scripts only)
+
The <code>shipScoopedOther</code> handler is called when a ship scoops cargo. The scooped item is transferred as argument.<br>If the cargo is scripted cargo, but not otherwise, then the scooped cargo itself gets the handler <code>shipWasScooped</code> with the scooper as argument.
  
  this.shipExitedWormhole = function()
+
  this.shipScoopedOther = function(whom)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
  
==== <code>shipSpawned</code> ====
+
==== <code>playerWillBuyNewShip</code> ====
 +
{{Oolite-method-added|1.89}}
  
The <code>shipSpawned</code> handler is called for newly added ships. It does not trigger on adding but on the first update after adding. On a witchspace jump it means that first all ships are added and than the shipSpawned() handlers are activated. (ship scripts only)
+
The <code>playerWillBuyNewShip</code> handler is called just before 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.shipSpawned = function()
+
  this.playerWillBuyNewShip = function(dataKey, shipyard, price, tradeIn)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
  
==== <code>shipWillEnterWormhole</code> ====
+
<code>dataKey</code> is the shipdata.plist <code>dataKey</code> for the ship being purchased.
 +
 
 +
<code>shipyard</code> is a dictionary object containing details about the ship being purchased, with information similar to the following:
 +
{
 +
    short_description: "Python: Plus Galactic Hyperdrive. Extra Energy Unit. Docking Computers. E.C.M. System. Forward weapon upgraded to military laser. Price 215 000 ₢.",
 +
    shipdata_key: "python-player",
 +
    id: "675b6b-c60a74",
 +
    price: 215000,
 +
    ship: {
 +
      ...''[[shipdata.plist]]'' details of ship...
 +
    },
 +
    personality: 9807,
 +
    extras: ["EQ_GAL_DRIVE", "EQ_FUEL_SCOOPS", "EQ_ENERGY_UNIT", "EQ_FUEL_INJECTION", "EQ_DOCK_COMP", "EQ_ECM"]
 +
}
  
The <code>shipWillEnterWormhole</code> handler is called when a ship enters a wormhole. (ship scripts only)
+
<code>price</code> is the amount being paid the for ship.
  
  this.shipWillEnterWormhole = function()
+
<code>tradeIn</code> is the trade in value of the current ship.
 +
 
 +
'''See also:''' <code>[[#playerBoughtNewShip|playerBoughtNewShip]]</code>
 +
 
 +
==== <code>playerWillReplaceShip</code> ====
 +
{{Oolite-method-added|1.89}}
 +
 
 +
The <code>playerWillReplaceShip</code> handler is called just before a ship is replaced using [[Oolite JavaScript Reference: Player#replaceShip|<code>player.replaceShip()</code>]]. May be needed to re-evaluate the old equipment as buying a new ship does not trigger equipment removal.
 +
 
 +
  this.playerWillReplaceShip = function(dataKey)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
  
==== <code>spawnedAsEscort</code> ====
+
<code>dataKey</code> is the shipdata.plist <code>dataKey</code> for the ship being purchased.
 +
 
 +
'''See also:''' <code>[[#playerReplacedShip|playerReplacedShip]]</code>
 +
 
 +
=== Other ===
 +
 
 +
==== <code>chartHighlightModeChanged</code> ====
 +
{{oolite-method-added|1.87}}
  
The <code>spawnedAsEscort</code> handler is called for newly added escort ships. It does trigger on adding the ship and before the shipSpawned() handlers is activated. It has the mothership as argument. (ship scripts only)
+
The <code>chartHighlightModeChanged</code> handler is called whenever the highlight mode of the galactic chart is changed either manually (from player input) or programmatically (by setting the mode with <code>[[Oolite JavaScript Reference: PlayerShip#chartHighlightMode|player.ship.chartHightlightMode]]</code>). The "newMode" parameter will be one of the following:
 +
* <code>"OOLRC_MODE_SUNCOLOR"</code>
 +
* <code>"OOLRC_MODE_ECONOMY"</code>
 +
* <code>"OOLRC_MODE_GOVERNMENT"</code>
 +
* <code>"OOLRC_MODE_TECHLEVEL"</code>
  
  this.spawnedAsEscort = function(mother)
+
  this.chartHightlightModeChanged = function(newMode)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
  
=== Station only ===
+
==== <code>compassTargetChanged</code> ====
 +
 
 +
The <code>compassTargetChanged</code> handler is called when a new target is selected. Mode can be any of the following:
  
==== <code>otherShipDocked</code> ====
+
COMPASS_MODE_BASIC
 +
COMPASS_MODE_PLANET
 +
COMPASS_MODE_STATION
 +
COMPASS_MODE_SUN
 +
COMPASS_MODE_TARGET
 +
COMPASS_MODE_BEACONS
  
The <code>otherShipDocked</code> handler is called with a station script only, when an ship docks. It has the  docking ship as argument. (ship scripts only)
+
script example
  
  this.otherShipDocked = function(whom)
+
  this.compassTargetChanged = function(whom, mode)
 
  {
 
  {
 +
      log(' Now targeting ' + whom);
 
       // Your code here
 
       // Your code here
 
  }
 
  }
  
==== <code>stationLaunchedShip</code> ====
+
==== <code>consoleMessageReceived</code> ====
 +
{{oolite-method-added|1.91}}
  
The <code>stationLaunchedShip</code> handler is called with a station script only, when a ship launches. It has the docking ship as argument. (ship scripts only)
+
The <code>consoleMessageReceived</code> handler is called whenever a console message is received. The "text" parameter will contain the text of the message.
  
  this.stationLaunchedShip = function(whom)
+
  this.consoleMessageReceived = function(text)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
  
=== Other ===
+
==== <code>dayChanged</code> ====
 +
{{oolite-method-added|1.77}}
 +
 
 +
The <code>dayChanged</code> handler is called each time a new day starts. At very low frame rates while the clock is updating, it is possible for this handler to be called twice in the same frame. Therefore, clock.days will not be correct for one of the calls. Use the day number (newday parameter) passed to the handler instead.
 +
 
 +
this.dayChanged = function(newday)
 +
{
 +
      // Your code here
 +
}
 +
 
 +
==== <code>escapePodSequenceOver</code> ====
 +
 
 +
The <code>escapePodSequenceOver</code> handler is called at the end of the escape pod sequence, after the <code>shipLaunchedEscapePod</code> event and just prior to the <code>shipWillDockWithStation</code> and <code>shipDockedWithStation</code> events.
 +
 
 +
Use this handler if you need to override the destination for the escape pod with [[Oolite_JavaScript_Reference:_Player#setEscapePodDestination|<code>player.setEscapePodDestination()</code>]].
 +
 
 +
this.escapePodSequenceOver = function()
 +
{
 +
      // Your code here
 +
}
  
 
==== <code>guiScreenChanged</code> ====
 
==== <code>guiScreenChanged</code> ====
  
The <code>guiScreenChanged</code> 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. (world script only)
+
The <code>guiScreenChanged</code> handler is called when the <code>[[Oolite JavaScript Reference: Global#guiScreen|guiScreen]]</code> changes. The ''from'' parameter is the screen it is leaving and ''to'' is the screen initially being switched to. Note that the screen can have changed again in the meantime by the action of other oxps. Therefore, it is generally better to test the global <code>[[Oolite JavaScript Reference: Global#guiScreen|guiScreen]]</code> to see which page is really on display instead of using the ''to'' parameter. (world script only)
 +
 
 +
This handler will only fire when switched to/from any of the following:
 +
 
 +
1.76: <code>"GUI_SCREEN_MAIN"</code>, <code>"GUI_SCREEN_STATUS"</code>(F5), <code>"GUI_SCREEN_MANIFEST"</code>(F5F5), <code>"GUI_SCREEN_SYSTEM_DATA"</code>(F7), <code>"GUI_SCREEN_OPTIONS"</code>, <code>"GUI_SCREEN_EQUIP_SHIP"</code>(F3), <code>"GUI_SCREEN_SHIPYARD"</code>(F3F3), <code>"GUI_SCREEN_SHORT_RANGE_CHART"</code>(F6), <code>"GUI_SCREEN_LONG_RANGE_CHART"</code>(F6F6), <code>"GUI_SCREEN_MARKET"</code>(F8), <code>"GUI_SCREEN_CONTRACTS"</code>, <code>"GUI_SCREEN_REPORT"</code>
 +
 
 +
1.77: adds <code>"GUI_SCREEN_INTERFACES"</code>(F4) and removes <code>"GUI_SCREEN_CONTRACTS"</code>
 +
 
 +
1.81: adds <code>"GUI_SCREEN_MARKETINFO"</code>(F8F8)
  
 
  this.guiScreenChanged = function(to, from)
 
  this.guiScreenChanged = function(to, from)
 +
{
 +
      // Your code here
 +
}
 +
 +
==== <code>guiScreenWillChange</code> ====
 +
 +
The <code>guiScreenWillChange</code> handler is called when the <code>[[Oolite JavaScript Reference: Global#guiScreen|guiScreen]]</code> is about to change.  On these screens, a script could change the content of the page to be displayed. (world script only)
 +
 +
This handler will only fire when switching to/from any of the following:
 +
 +
<code>"GUI_SCREEN_EQUIP_SHIP"</code>(F3), <code>"GUI_SCREEN_MANIFEST"</code>(F5F5), <code>"GUI_SCREEN_MARKET"</code>(F8), <code>"GUI_SCREEN_SHIPYARD"</code>(F3F3), <code>"GUI_SCREEN_SYSTEM_DATA"</code>(F7)
 +
 +
1.77: adds <code>"GUI_SCREEN_INTERFACES"</code>(F4), <code>"GUI_SCREEN_STATUS"</code>(F5)
 +
 +
1.81: adds <code>"GUI_SCREEN_MARKETINFO"</code>(F8F8)
 +
 +
this.guiScreenWillChange = function(to, from)
 +
{
 +
      // Your code here
 +
}
 +
 +
==== <code>infoSystemChanged</code> ====
 +
{{oolite-method-added|1.83}}
 +
 +
The <code>infoSystemChanged</code> handler is called when the system displayed in F7 is changed, e.g. by moving the small blue cursor along the planned route in the chart.
 +
 +
this.infoSystemChanged = function(to, from)
 +
{
 +
      // Your code here
 +
}
 +
 +
==== <code>infoSystemWillChange</code> ====
 +
{{oolite-method-added|1.85}}
 +
 +
The <code>infoSystemWillChange</code> handler is called just before the system displayed in F7 is updated, e.g. by moving the small blue cursor along the planned route in the chart.
 +
 +
this.infoSystemWillChange = function(to, from)
 +
{
 +
      // Your code here
 +
}
 +
 +
==== <code>mfdKeyChanged</code> ====
 +
{{oolite-method-added|1.85}}
 +
 +
The <code>mfdKeyChanged</code> handler is called whenever the player changes the content of an MFD slot. The <code>activeMFD</code> parameter identifies which MFD slot is being changed, and the <code>mfdKey</code> specifies the key code now in use in this slot.
 +
 +
this.mfdKeyChanged = function(activeMFD : integer, mfdKey : string)
 +
{
 +
      // Your code here
 +
}
 +
 +
'''See also:''' <code>[[Oolite JavaScript Reference: PlayerShip#setMultiFunctionDisplay|PlayerShip.setMultiFunctionDisplay()]]</code>
 +
 +
==== <code>missionChoiceWasReset</code> ====
 +
 +
The <code>missionChoiceWasReset</code> handler is called when the mission choice is set to <code>null</code> via script (either using the legacy script method resetMissionChice or using <code>mission.runScreen ({choices: null})</code> in javascript)
 +
 +
this.missionChoiceWasReset= function()
 
  {
 
  {
 
       // Your code here
 
       // Your code here
Line 473: Line 848:
 
==== <code>missionScreenEnded</code> ====
 
==== <code>missionScreenEnded</code> ====
  
The <code>missionScreenEnded</code> handler is called when the missionscreen ends. Note that an other script may have put up a new missionscreen in the meantime. (world script only)
+
The <code>missionScreenEnded</code> handler is called when a mission screen ends. Note that another script may have put up a new mission screen in the meantime. (world script only)
  
 
  this.missionScreenEnded = function()
 
  this.missionScreenEnded = function()
Line 479: Line 854:
 
       // Your code here
 
       // Your code here
 
  }
 
  }
 +
 +
==== <code>missionScreenOpportunity</code> ====
 +
 +
The <code>missionScreenOpportunity</code> handler is called if there are no mission/report screens active and the player's ship is docked. It gets fired at game startup, upon docking and after an arrival report or previous mission screen has ended.  (world script only)
 +
 +
this.missionScreenOpportunity= function()
 +
{
 +
      // Your code here
 +
}
 +
 +
This handler works a bit different from other handlers. It fires for every installed OXP/OXZ until one creates a mission screen during this handler, and then it stops. When the mission screen ends and there is no callback function that creates a new mission screen, the <code>missionScreenOpportunity</code> is sent again to all installed OXPs/OXZs starting with the one that created the last mission screen. All this means is that when this handler fires, it is safe to show a mission screen and no further tests are needed.
  
 
==== <code>reportScreenEnded</code> ====
 
==== <code>reportScreenEnded</code> ====
  
The <code>reportScreenEnded</code> 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) (world script only)
+
The <code>reportScreenEnded</code> 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. (world script only)
  
 
  this.reportScreenEnded = function()
 
  this.reportScreenEnded = function()
 +
{
 +
      // Your code here
 +
}
 +
 +
==== <code>selectedMFDChanged</code> ====
 +
{{oolite-method-added|1.85}}
 +
 +
The <code>selectedMFDChanged</code> handler is send whenever the player selects a new MFD slot (normally using the default keypress ";"). The <code>activeMFD</code> paramater is the index of the MFD which is now active.
 +
 +
this.selectedMFDChanged = function(activeMFD : integer)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
Line 498: Line 894:
 
  }
 
  }
  
==== <code>shipScoopedOther</code> ====
+
==== <code>shipSpawned</code> ====
  
The <code>shipScoopedOther</code> handler is called when a ship scoops scripted_cargo. ("cargo_type" = CARGO_SCRIPTED_ITEM) Other cargo, even scooping escapepods, doesn't trigger a handler.<br>The scooped item is transferred as argument. The scooped cargo itselfs gets the handler: <code>shipWasScooped</code> with the scooper as argument.
+
The <code>shipSpawned</code> handler is called after an NPC ship has been added to the system. After a witchspace jump it means that first all ships are added to the system, then all the relevant shipSpawned events are triggered.<br>
 +
This handler for the worldScript is new since Oolite 1.74. After the event is sent to the shipScript, it is now also send to the worldScript with the added entity as argument.
  
  this.shipScoopedOther = function(whom)
+
  this.shipSpawned = function(ship)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
Line 509: Line 906:
 
==== <code>shipLaunchedEscapePod</code> ====
 
==== <code>shipLaunchedEscapePod</code> ====
  
The <code>shipLaunchedEscapePod</code> handler is called when the player bails out. This will be followed by a <code>shipWillDockWithStation()</code>/<code>shipDockedWithStation()</code> pair after a few seconds.
+
The <code>shipLaunchedEscapePod</code> handler is called when the player bails out. This will be followed by the <code>escapePodSequenceOver</code> event, and then a <code>shipWillDockWithStation()</code>/<code>shipDockedWithStation()</code> pair after a few seconds.
  
 
  this.shipLaunchedEscapePod = function(escapepod)
 
  this.shipLaunchedEscapePod = function(escapepod)
Line 516: Line 913:
 
  }
 
  }
  
==== <code>shipWasScooped</code> ====
+
==== <code>systemInformationChanged</code> ====
 +
{{oolite-method-added|1.79}}
  
The <code>shipWasScooped</code> 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 <code>shipScoopedOther</code>. (ship script only)
+
The <code>systemInformationChanged</code> handler is called when system information is modified. It is passed the galaxy and system ID which were changed, and the key and new value in the SystemInfo object.
  
  this.shipWasScooped = function(scooper)
+
To avoid problems with recursion, attempting to change the value of any system information property from within this handler will fail and log an error. Also note that changes which take place while Oolite is not running (from OXP planetinfo.plist files) will not cause this handler to be called when the game is reloaded.
 +
 
 +
this.systemInformationChanged = function(galaxy,system,key,newValue)
 +
{
 +
      // Your code here
 +
}
 +
 
 +
==== <code>viewDirectionChanged</code> ====
 +
 
 +
The <code>viewDirectionChanged</code> handler is called when the player view changes, with a string to indicate which view the player is facing. Amongst its possible values are "VIEW_FORWARD", "VIEW_AFT", "VIEW_PORT", "VIEW_STARBOARD",
 +
"VIEW_CUSTOM",
 +
"VIEW_GUI_DISPLAY".
 +
 
 +
'''Note:''' [https://bb.oolite.space/viewtopic.php?f=4&t=10602 viewDirectionChanged woes] (2011)
 +
  this.viewDirectionChanged = function(viewString)
 
  {
 
  {
 +
  if (viewString == "VIEW_PORT")
 +
  {
 
       // Your code here
 
       // Your code here
 +
  }
 
  }
 
  }
  
==== <code>tickle</code> ====
+
=== System population ===
 +
 
 +
In Oolite 1.79 and later, functions are called to populate and repopulate the system. These functions do not have fixed names, as they depend on the system, but otherwise act like normal worldscript functions. [[Oolite System Populator|The populator page]] has more documentation on these functions.
 +
 
 +
=== Defunct ===
  
The <code>tickle</code> handler is called periodically-ish, whenever the old [[property list|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. (world script and ship scripts)
+
==== <code>equipmentDestroyed</code> ====
 +
''Handler no longer exists in current stable version 1.80''
  
The <code>status</code> parameter is a string containing the player’s current status - “STATUS_IN_FLIGHT” and “STATUS_DOCKED” being commonly-seen examples.
+
The <code>equipmentDestroyed</code> handler is called when equipment gets destroyed completely beyond repair. (in strict mode, 1.77 or earlier only)  (world script only)
  
  this.tickle = function(status)
+
  this.equipmentDestroyed = function(equipment)
 
  {
 
  {
 
       // Your code here
 
       // Your code here
 
  }
 
  }
  
=== Not Yet Implemented ===
+
==== <code>tickle</code> (removed in 1.77) ====
 +
 
 +
The <code>tickle</code> handler is called periodically-ish, whenever the old [[property list|plist]] scripts are updated. <code>tickle()</code> is deprecated. In new code, use appropriate event handlers or [[Oolite JavaScript Reference: Timer|timers]] instead.
 +
 
 +
=== Missing Events ===
 +
 
 +
All the initially planned events have been implemented in 1.74.
  
Handlers do not yet exist for the following events:
+
If there are other events you would like to be able to respond to, please write a request [https://bb.oolite.space/viewtopic.php?t=3296 on the forum].
* 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 [http://www.aegidian.org/bb/viewtopic.php?t=3296 on the forum].
+
'''See also:''' [[Oolite JavaScript Reference: Ship script event handlers|ship script event handlers]]
  
  
[[Category:Oolite scripting]]
+
[[Category:Oolite JavaScript Reference]][[Category:Updated JavaScript features in Oolite 1.91]]

Latest revision as of 03:08, 27 August 2024

This page provides a list of event handlers which can be implemented inside world scripts JavaScript scripts for Oolite. Additionally, ship script handlers called on the player's ship will cause an equivalent world script event.

Most event handlers can be used both in world scripts and in ship scripts. Generally speaking, handlers starting with "ship" can be used for both scripts and those starting with "player" are meant only for the player (= can only be used in a world script). Exceptions on this rule are mentioned with the individual handlers below.

World scripts can be either found inside Config\script.js, or be distinctly named .js files inside the Scripts directory - in the latter case, the world-scripts.plist will list the active world scripts.

World scripts are always active.

The list of event handlers will change from version to version (usually additions of extra handlers). For this reason, any variables or functions you create as this.variable should have a name beginning with '_' or '$' - e.g. this._variable or this.$variable - to avoid potential conflicts with future event handlers (which will never start with '_' or '$').

Contents

Game State

gamePaused

This method was added in Oolite test release 1.81.

This event is called when the game is paused. This is mainly useful for pausing sound playback which should not continue while the game is paused.

this.gamePaused = function()
{
     // Your code here
}

gameResumed

This method was added in Oolite test release 1.81.

This event is called when the game is resumed from pause. This is mainly useful for resuming sound playback paused in a gamePaused handler.

this.gameResumed = function()
{
     // Your code here
}

playerWillSaveGame

The playerWillSaveGame handler is called whenever the player saves a game. The transferred message is one of the following strings: "STANDARD_SAVE", "AUTO_SAVE" or "QUICK_SAVE".

this.playerWillSaveGame = function(message)
{
     // Your code here
}

Using this event is useful for storing temporary variables in missionVariables, just before the game gets saved. missionVariables are slow in use compared to normal JS variables, therefore their use should be minimised for efficient code. The main benefit of using missionVariables is that they are saved in a saved game. See also Mission variable.

startUp

The startUp handler is called after all OXPs have been loaded. This also means that it is called every time the player loads a game, begins a new game or presses space after dying. It can be used to do one-off initialisation such as copying mission variables into this.* properties for efficiency or setting up data arrays to be used by the script in other handlers. (world script only)

this.startUp = function()
{
     // Your code here
}

Note that from Oolite 1.79 onwards the player is in the main station while this handler runs but may be moved to another station soon after.

See also startUpComplete().

startUpComplete

This method was added in Oolite test release 1.79.

this.startUpComplete = function()
{
     // Your code here
}


The startUpComplete handler is run at game startup after the initial population of the system has been complete, and after the player has been moved to the station recorded in their save game. The order of world events at game start is therefore:

  • startUp
  • systemWillPopulate (or an alternative handler specified by the system info)
  • startUpComplete

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 == null, ship.docked == true, 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 == station, ship.docked == true, ship.status == "STATUS_DOCKED" and guiScreen 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
}

At this moment ship.dockedStation == station, ship.docked == false, ship.status == "STATUS_LAUNCHING".

shipLaunchedFromStation

The shipLaunchedFromStation handler is called at the end of the launch tunnel effect. The handler's argument is the station which launched the ship.

this.shipLaunchedFromStation = function(stationLaunchedFrom)
{
     // Your code here
}

At this moment ship.dockedStation == null, ship.docked == false, ship.status == "STATUS_IN_FLIGHT".

playerStartedAutoPilot

The playerStartedAutoPilot handler is called when the player starts autopilot docking. It is not called for the instantaneous dock command. The handler is called with an argument containing the station entity that is the docking target.

this.playerStartedAutoPilot = function(stationForDocking)
{
     // Your code here
}

playerCancelledAutoPilot

The playerCancelledAutoPilot handler is called when the player cancels autopilot docking.

this.playerCancelledAutoPilot = function()
{
     // Your code here
}

playerDockingClearanceCancelled

This method was added in Oolite test release 1.85.

The playerDockingClearanceCancelled handler is called when the player withdraws their request to dock at a station.

this.playerDockingClearanceCancelled = function()
{
     // Your code here
}

playerDockingClearanceExpired

This method was added in Oolite test release 1.83.

The playerDockingClearanceExpired handler is called when the player exceeds the two minute window without requesting an extension

this.playerDockingClearanceExpired = function()
{
     // Your code here
}

playerDockingClearanceGranted

This method was added in Oolite test release 1.85.

The playerDockingClearanceGranted handler is called when the player is given permission to dock at a station. If the player is given immediate clearance to dock, this event will be called immediately after the playerRequestedDockingClearance event. If, however, the station is unable to give immediate clearance, then there will be some delay between the request to dock and permission being granted. This event will be called when the station actually gives docking clearance.

this.playerDockingClearanceGranted = 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
}

playerRequestedDockingClearance

The playerRequestedDockingClearance handler is called when a station answers on a docking request of the player by targeting the station and pressing L (shift-l).

this.playerRequestedDockingClearance = function(message)
{
     // Your code here
}

Message is a string and can take the values: "DOCKING_CLEARANCE_GRANTED", "DOCKING_CLEARANCE_DENIED_TRAFFIC_OUTBOUND", "DOCKING_CLEARANCE_DENIED_TRAFFIC_INBOUND", "DOCKING_CLEARANCE_DENIED_SHIP_FUGITIVE", "DOCKING_CLEARANCE_NOT_REQUIRED", "DOCKING_CLEARANCE_EXTENDED" or "DOCKING_CLEARANCE_CANCELLED".

playerRescuedEscapePod

This method was added in Oolite test release 1.81.

The playerRescuedEscapePod handler is called when the player rescues an escape pod which does not have scripted content (all consequences of scripted content escape pods are assumed to be dealt with by the specified script instead). It has three parameters:

  1. the rescue fee, in decicredits
  2. the fee reason, which can be "insurance", "bounty" or "slave" (in the latter case, the fee will always be zero)
  3. a dictionary like those in the ship.crew property describing the pod occupant
this.playerRescuedEscapePod = function(fee, reason, occupant)
{
    // Your code here
}

This method is called after the escape pod has been processed, but slightly before the arrival report screen giving the results of the processing is displayed to the player.

playerCompletedContract

This method was added in Oolite test release 1.81.

The playerCompletedContract handler is called when a passenger, parcel or cargo contract ends, either successfully or by defaulting on it. It is not called when all contracts are cancelled on a galactic jump. It has four parameters:

  1. The type of contract, which can be "cargo", "parcel" or "passenger"
  2. The result of the contract, which can be "success", "late", "failed", or for cargo contracts only "short"
  3. The fee paid for the contract in decicredits
  4. The contract information dictionary

Note that the fee actually paid for the contract will often not match the originally agreed fee in the contract information dictionary, as penalties for late delivery or bonuses for good service are included in the fee parameter.

this.playerCompletedContract = function(type, result, fee, contract)
{
    // Your code here
}

This method is called after the contract has been processed, but slightly before the arrival report screen giving the results of the processing is displayed to the player.

playerEnteredContract

This method was added in Oolite test release 1.81.

The playerEnteredContract handler is called when a passenger, parcel or cargo contract starts, just after the items have been transferred to the player ship. It has two parameters:

  1. The type of contract, which can be "cargo", "parcel" or "passenger"
  2. The contract information dictionary
this.playerEnteredContract = function(type, contract)
{
    // 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. The seconds parameter is a number specifying the number of seconds the countdown is running for.

this.playerStartedJumpCountdown = function(type, seconds)
{
     // 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. The current values are:

  • "insufficient fuel" - the ship no longer has enough fuel to make the jump (e.g. injector use or fuel leak).
  • "blocked" - a heavy ship is near the player (specifically object mass / object distance2 >= 10.0, and object distance <= scanner range).
  • "malfunction" - the jump malfunctioned in a way that leaves the player ship in the current system.
  • "malfunction" - the Galactic Hyperdrive is damaged or removed during a galactic jump countdown.

Also theoretically possible but unlikely in current Oolite:

  • "too far" - the jump destination is outside the 7LY range (but wasn't when the countdown started).
  • "no target" - the jump destination is the current location (but wasn't when the countdown started).
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 occurring; currently, the possible values are "standard jump", "galactic jump", "wormhole" and "carried". Other values may be added in future.

// 1.80 or earlier
this.shipWillEnterWitchspace = function(cause)
{
     // Your code here
}

In 1.81 or later the handler gains a second parameter, describing the jump destination. For standard and wormhole jumps, this will be the system ID of the destination system. For galactic jumps, this will be the galaxy ID of the destination galaxy. (As player.ship.galacticHyperspaceBehaviour may be changed during shipWillEnterWitchspace, it is not possible to predict in advance of a galactic jump being made what the resulting system ID in the destination galaxy will be)

// 1.81 or later
this.shipWillEnterWitchspace = function(cause, destination)
{
     // Your code here
}

Note: If the cause is "carried" the destination parameter is undefined. This behaviour is a bug which has been fixed in version 1.91.

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. Use this event to set up elements which need to be present in-system after the player exits witchspace.

this.shipWillExitWitchspace = function()
{
     // Your code here
}

In 1.91 or later the handler gains a cause parameter, describing the reason for the jump. The cause parameter is a string specifying what sort of jump is occurring; currently, the possible values are "standard jump", "galactic jump", "wormhole" and "carried". Other values may be added in future.

// 1.91 or later
this.shipWillExitWitchspace = function(cause)
{
     // 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
}

In 1.91 or later the handler gains a cause parameter, describing the reason for the jump. The cause parameter is a string specifying what sort of jump is occurring; currently, the possible values are "standard jump", "galactic jump", "wormhole" and "carried". Other values may be added in future.

// 1.91 or later
this.shipExitedWitchspace = function(cause)
{
     // Your code here
}

playerEnteredNewGalaxy

The playerEnteredNewGalaxy handler is called just before shipWillExitWitchspace.

the sequence of events for a player jumping to a different galaxy is as follows:

shipWillEnterWitchspace (world event)
playerWillEnterWitchspace (NPC ship event)
playerEnteredNewGalaxy (world event)
shipWillExitWitchspace (world event)
shipExitedWitchspace (world event)

this.playerEnteredNewGalaxy = function(galaxyNumber)
{
     // Your code here
}

Enter/Exit Aegis

shipEnteredStationAegis

The shipEnteredStationAegis handler is called when the player enters the aegis of the main-station (2x scanner range from main-station). Other stations than the main-station don't give aegis messages.

this.shipEnteredStationAegis = function(station)
{
     // Your code here
}

shipExitedStationAegis

The shipExitedStationAegis handler is called when the player leaves the aegis of the main-station (2x scanner range from main-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. Only the player and stations have an alert condition. (world script and station scripts)

this.alertConditionChanged = function(newCondition, oldCondition)
{
     // Your code here
}

playerTargetedMissile

The playerTargetedMissile handler is called when the player targets the nearest missile by pressing "T" (shift-t).

this.playerTargetedMissile = function(missile)
{
     // Your code here
}

shipAttackedOther

The shipAttackedOther handler is called when the player hits another with a laser shot. other is the identity of the ship being hit.

this.shipAttackedOther = function(other)
{
     // 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
}

shipBeingAttacked

The shipBeingAttacked handler is called when a laser shot hits. whom the identity of the ship that attacked.

this.shipBeingAttacked = function(whom)
{
     // Your code here
}

shipTakingDamage

Not yet documented - seen in Auto eject OXP.

shipBeingAttackedByCloaked

The shipBeingAttackedByCloaked handler is called when a laser shot from a cloaked ship hits. Guess what, there is no parameter because he is cloaked!

this.shipBeingAttackedByCloaked = function()
{
     // Your code here
}

shipKilledOther

This method was added in Oolite test release 1.75.

The shipKilledOther handler is called when a ship kills an other ship. whom the identity of the ship that was killed. damageType is the type of damage.

this.shipKilledOther = function(whom : ship, damageType : string)
{
     // Your code here
}

shipReleasedEquipment

The shipReleasedEquipment handler is called when a ship launches a mine (a pylon-mounted equipment item whose key ends with "_MINE"). mine contains the launched mine entity.

this.shipReleasedEquipment = function(mine)
{
     // Your code here
}

shipTargetDestroyed

The shipTargetDestroyed handler is called when the target gets destroyed by the player. target contains the destroyed target entity. This command is always preceded by the shipTargetLost handler.

this.shipTargetDestroyed = 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", "cascade weapon".
("cascade weapon" is new in 1.74 and "removed" / "energy damage" were accidentally switched in 1.73)


shipFiredMissile

The shipFiredMissile handler is called when a missile is fired. missile contains the missile entity and target the identity of the target. The handler is send to the ship that launched the missile.

this.shipFiredMissile = function(missile, target)
{
     // Your code here
}

shipTargetLost

The shipTargetLost handler is called when the target gets lost. target contains the lost target entity.

this.shipTargetLost = function(target)
{
     // Your code here
}

shipTargetCloaked

The shipTargetCloaked handler is called when the target cloakes.

this.shipTargetCloaked = function()
{
     // Your code here
}

weaponsSystemsToggled

This method was added in Oolite test release 1.85.

The weaponsSystemsToggled handler is called whenever the player toggles their weapons systems on or off. The state parameter contains the new state of the weapons systems

this.weaponsSystemsToggled = function(state : boolean)
{
     // Your code here
}

Equipment and Cargo

equipmentAdded

This method was added in Oolite test release 1.81.

The equipmentAdded handler is called whenever the player ship gains an item of equipment. This includes "gaining" of EQ_SOMETHING_DAMAGED when an EQ_SOMETHING is damaged. This event will fire regardless of the reason for the equipment being added to the ship.

this.equipmentAdded = function(equipmentKey)
{
      // Your code here
}

This is often more convenient than monitoring both equipmentRepaired and playerBoughtEquipment, and will also detect equipment addition by script.

equipmentDamaged

The equipmentDamaged handler is called when equipment gets damaged. (world script only)

this.equipmentDamaged = function(equipmentKey)
{
     // Your code here
}

equipmentRemoved

This method was added in Oolite test release 1.81.

The equipmentRemoved handler is called whenever the player ship loses an item of equipment. This includes "losing" of EQ_SOMETHING_DAMAGED when an EQ_SOMETHING is repaired. This event will fire regardless of the reason for the equipment being removed from the ship.

this.equipmentRemoved = function(equipmentKey)
{
      // Your code here
}

equipmentRepaired

This method was added in Oolite test release 1.77.

The equipmentRepaired handler is called when equipment gets repaired. (world script only)

this.equipmentRepaired = function(equipmentKey)
{
     // Your code here
}

playerBoughtCargo

This method was added in Oolite test release 1.77.

The playerBoughtCargo handler is called when cargo is bought at the market screen. commodity contains the non-localised name for the cargo. You can get the localised name using expandDescription("[commodity-name "+commodity+"]");. price is price per unit in tenths of a credit.

this.playerBoughtCargo = function(commodity, units, price)
{
     // Your code here
}

playerBoughtEquipment

The playerBoughtEquipment handler is called when equipment is bought at the outfit screen.

this.playerBoughtEquipment = function(equipment, paid)
{
     // Your code here
}

The 'paid' parameter is added from 1.89 onwards. This is the amount of credits the player paid for the equipment, including any refunds that might have been applied during the purchase (eg when purchasing a laser and installing it in a position where a laser is already fitted, the cost of the current laser will be refunded to the player during the purchase).

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, price)
{
     // Your code here
}

The 'price' parameter is added from 1.81 onwards. It is the cost of the ship (not counting any trade-in value of the player's old ship) in credits, or zero for changes using player.replaceShip()

Note: In a future release of Oolite, playerBoughtNewShip will no longer be fired when the ship is replaced using player.replaceShip(). Instead, the playerReplacedShip event should be used. At the moment, both events (playerBoughtNewShip and playerReplacedShip) will fire.

See also: playerWillBuyNewShip

playerChangedPrimedEquipment

This method was added in Oolite test release 1.85.

The playerChangedPrimedEquipment handler is called whenever the player changes the currently primed equipment (either with shift-n or ctrl-shift-n). The equipment key of the newly primed equipment will be passed as an argument.

this.playerChangedPrimedEquipment = function(equipmentKey)
{
     // Your code here
}

playerReplacedShip

This method was added in Oolite test release 1.89.

The playerReplacedShip handler is called when the player ship is replaced via the JS method player.replaceShip. May be needed to re-evaluate the old equipment as replacing a ship does not trigger equipment removal.

this.playerReplacedShip = function(ship)
{
     // Your code here
}

See also: playerWillReplaceShip

playerSoldCargo

This method was added in Oolite test release 1.77.

The playerSoldCargo handler is called when cargo is sold at the market screen. commodity contains the non-localised name for the cargo. You can get the localised name using expandDescription("[commodity-name "+commodity+"]");. price is price per unit in tenths of a credit.

this.playerSoldCargo = function(commodity, units, price)
{
     // Your code here
}

shipScoopedFuel

This method was added in Oolite test release 1.77.

The shipScoopedFuel handler is called whenever the player's ship transfers 0.1LY of fuel from the scoops to the tank.

this.shipScoopedFuel = function()
{
     // Your code here
}

shipScoopedOther

The shipScoopedOther handler is called when a ship scoops cargo. The scooped item is transferred as argument.
If the cargo is scripted cargo, but not otherwise, then the scooped cargo itself gets the handler shipWasScooped with the scooper as argument.

this.shipScoopedOther = function(whom)
{
     // Your code here
}

playerWillBuyNewShip

This method was added in Oolite test release 1.89.

The playerWillBuyNewShip handler is called just before 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.playerWillBuyNewShip = function(dataKey, shipyard, price, tradeIn)
{
     // Your code here
}

dataKey is the shipdata.plist dataKey for the ship being purchased.

shipyard is a dictionary object containing details about the ship being purchased, with information similar to the following:

{
   short_description: "Python: Plus Galactic Hyperdrive. Extra Energy Unit. Docking Computers. E.C.M. System. Forward weapon upgraded to military laser. Price 215 000 ₢.",
   shipdata_key: "python-player",
   id: "675b6b-c60a74",
   price: 215000,
   ship: {
     ...shipdata.plist details of ship...
   },
   personality: 9807,
   extras: ["EQ_GAL_DRIVE", "EQ_FUEL_SCOOPS", "EQ_ENERGY_UNIT", "EQ_FUEL_INJECTION", "EQ_DOCK_COMP", "EQ_ECM"]
}

price is the amount being paid the for ship.

tradeIn is the trade in value of the current ship.

See also: playerBoughtNewShip

playerWillReplaceShip

This method was added in Oolite test release 1.89.

The playerWillReplaceShip handler is called just before a ship is replaced using player.replaceShip(). May be needed to re-evaluate the old equipment as buying a new ship does not trigger equipment removal.

this.playerWillReplaceShip = function(dataKey)
{
     // Your code here
}

dataKey is the shipdata.plist dataKey for the ship being purchased.

See also: playerReplacedShip

Other

chartHighlightModeChanged

This method was added in Oolite test release 1.87.

The chartHighlightModeChanged handler is called whenever the highlight mode of the galactic chart is changed either manually (from player input) or programmatically (by setting the mode with player.ship.chartHightlightMode). The "newMode" parameter will be one of the following:

  • "OOLRC_MODE_SUNCOLOR"
  • "OOLRC_MODE_ECONOMY"
  • "OOLRC_MODE_GOVERNMENT"
  • "OOLRC_MODE_TECHLEVEL"
this.chartHightlightModeChanged = function(newMode)
{
     // Your code here
}

compassTargetChanged

The compassTargetChanged handler is called when a new target is selected. Mode can be any of the following:

COMPASS_MODE_BASIC
COMPASS_MODE_PLANET
COMPASS_MODE_STATION
COMPASS_MODE_SUN
COMPASS_MODE_TARGET
COMPASS_MODE_BEACONS

script example

this.compassTargetChanged = function(whom, mode)
{
     log(' Now targeting ' + whom);
     // Your code here
}

consoleMessageReceived

This method was added in Oolite test release 1.91.

The consoleMessageReceived handler is called whenever a console message is received. The "text" parameter will contain the text of the message.

this.consoleMessageReceived = function(text)
{
     // Your code here
}

dayChanged

This method was added in Oolite test release 1.77.

The dayChanged handler is called each time a new day starts. At very low frame rates while the clock is updating, it is possible for this handler to be called twice in the same frame. Therefore, clock.days will not be correct for one of the calls. Use the day number (newday parameter) passed to the handler instead.

this.dayChanged = function(newday)
{
     // Your code here
}

escapePodSequenceOver

The escapePodSequenceOver handler is called at the end of the escape pod sequence, after the shipLaunchedEscapePod event and just prior to the shipWillDockWithStation and shipDockedWithStation events.

Use this handler if you need to override the destination for the escape pod with player.setEscapePodDestination().

this.escapePodSequenceOver = function() 
{
     // Your code here
}

guiScreenChanged

The guiScreenChanged handler is called when the guiScreen changes. The from parameter is the screen it is leaving and to is the screen initially being switched to. Note that the screen can have changed again in the meantime by the action of other oxps. Therefore, it is generally better to test the global guiScreen to see which page is really on display instead of using the to parameter. (world script only)

This handler will only fire when switched to/from any of the following:

1.76: "GUI_SCREEN_MAIN", "GUI_SCREEN_STATUS"(F5), "GUI_SCREEN_MANIFEST"(F5F5), "GUI_SCREEN_SYSTEM_DATA"(F7), "GUI_SCREEN_OPTIONS", "GUI_SCREEN_EQUIP_SHIP"(F3), "GUI_SCREEN_SHIPYARD"(F3F3), "GUI_SCREEN_SHORT_RANGE_CHART"(F6), "GUI_SCREEN_LONG_RANGE_CHART"(F6F6), "GUI_SCREEN_MARKET"(F8), "GUI_SCREEN_CONTRACTS", "GUI_SCREEN_REPORT"

1.77: adds "GUI_SCREEN_INTERFACES"(F4) and removes "GUI_SCREEN_CONTRACTS"

1.81: adds "GUI_SCREEN_MARKETINFO"(F8F8)

this.guiScreenChanged = function(to, from)
{
     // Your code here
}

guiScreenWillChange

The guiScreenWillChange handler is called when the guiScreen is about to change. On these screens, a script could change the content of the page to be displayed. (world script only)

This handler will only fire when switching to/from any of the following:

"GUI_SCREEN_EQUIP_SHIP"(F3), "GUI_SCREEN_MANIFEST"(F5F5), "GUI_SCREEN_MARKET"(F8), "GUI_SCREEN_SHIPYARD"(F3F3), "GUI_SCREEN_SYSTEM_DATA"(F7)

1.77: adds "GUI_SCREEN_INTERFACES"(F4), "GUI_SCREEN_STATUS"(F5)

1.81: adds "GUI_SCREEN_MARKETINFO"(F8F8)

this.guiScreenWillChange = function(to, from)
{
     // Your code here
}

infoSystemChanged

This method was added in Oolite test release 1.83.

The infoSystemChanged handler is called when the system displayed in F7 is changed, e.g. by moving the small blue cursor along the planned route in the chart.

this.infoSystemChanged = function(to, from)
{
     // Your code here
}

infoSystemWillChange

This method was added in Oolite test release 1.85.

The infoSystemWillChange handler is called just before the system displayed in F7 is updated, e.g. by moving the small blue cursor along the planned route in the chart.

this.infoSystemWillChange = function(to, from)
{
     // Your code here
}

mfdKeyChanged

This method was added in Oolite test release 1.85.

The mfdKeyChanged handler is called whenever the player changes the content of an MFD slot. The activeMFD parameter identifies which MFD slot is being changed, and the mfdKey specifies the key code now in use in this slot.

this.mfdKeyChanged = function(activeMFD : integer, mfdKey : string)
{
     // Your code here
}

See also: PlayerShip.setMultiFunctionDisplay()

missionChoiceWasReset

The missionChoiceWasReset handler is called when the mission choice is set to null via script (either using the legacy script method resetMissionChice or using mission.runScreen ({choices: null}) in javascript)

this.missionChoiceWasReset= function()
{
     // Your code here
}

missionScreenEnded

The missionScreenEnded handler is called when a mission screen ends. Note that another script may have put up a new mission screen in the meantime. (world script only)

this.missionScreenEnded = function()
{
     // Your code here
}

missionScreenOpportunity

The missionScreenOpportunity handler is called if there are no mission/report screens active and the player's ship is docked. It gets fired at game startup, upon docking and after an arrival report or previous mission screen has ended. (world script only)

this.missionScreenOpportunity= function()
{
     // Your code here
}

This handler works a bit different from other handlers. It fires for every installed OXP/OXZ until one creates a mission screen during this handler, and then it stops. When the mission screen ends and there is no callback function that creates a new mission screen, the missionScreenOpportunity is sent again to all installed OXPs/OXZs starting with the one that created the last mission screen. All this means is that when this handler fires, it is safe to show a mission screen and no further tests are needed.

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. (world script only)

this.reportScreenEnded = function()
{
     // Your code here
}

selectedMFDChanged

This method was added in Oolite test release 1.85.

The selectedMFDChanged handler is send whenever the player selects a new MFD slot (normally using the default keypress ";"). The activeMFD paramater is the index of the MFD which is now active.

this.selectedMFDChanged = function(activeMFD : integer)
{
     // Your code here
}

shipCollided

The shipCollided handler is send after a collision with otherShip.

this.shipCollided = function(otherShip)
{
     // Your code here
}

shipSpawned

The shipSpawned handler is called after an NPC ship has been added to the system. After a witchspace jump it means that first all ships are added to the system, then all the relevant shipSpawned events are triggered.
This handler for the worldScript is new since Oolite 1.74. After the event is sent to the shipScript, it is now also send to the worldScript with the added entity as argument.

this.shipSpawned = function(ship)
{
     // Your code here
}

shipLaunchedEscapePod

The shipLaunchedEscapePod handler is called when the player bails out. This will be followed by the escapePodSequenceOver event, and then a shipWillDockWithStation()/shipDockedWithStation() pair after a few seconds.

this.shipLaunchedEscapePod = function(escapepod)
{
     // Your code here
}

systemInformationChanged

This method was added in Oolite test release 1.79.

The systemInformationChanged handler is called when system information is modified. It is passed the galaxy and system ID which were changed, and the key and new value in the SystemInfo object.

To avoid problems with recursion, attempting to change the value of any system information property from within this handler will fail and log an error. Also note that changes which take place while Oolite is not running (from OXP planetinfo.plist files) will not cause this handler to be called when the game is reloaded.

this.systemInformationChanged = function(galaxy,system,key,newValue)
{
     // Your code here
}

viewDirectionChanged

The viewDirectionChanged handler is called when the player view changes, with a string to indicate which view the player is facing. Amongst its possible values are "VIEW_FORWARD", "VIEW_AFT", "VIEW_PORT", "VIEW_STARBOARD", "VIEW_CUSTOM", "VIEW_GUI_DISPLAY".

Note: viewDirectionChanged woes (2011)

this.viewDirectionChanged = function(viewString)
{
  if (viewString == "VIEW_PORT")
  {
     // Your code here
  }
}

System population

In Oolite 1.79 and later, functions are called to populate and repopulate the system. These functions do not have fixed names, as they depend on the system, but otherwise act like normal worldscript functions. The populator page has more documentation on these functions.

Defunct

equipmentDestroyed

Handler no longer exists in current stable version 1.80

The equipmentDestroyed handler is called when equipment gets destroyed completely beyond repair. (in strict mode, 1.77 or earlier only) (world script only)

this.equipmentDestroyed = function(equipment)
{
     // Your code here
}

tickle (removed in 1.77)

The tickle handler is called periodically-ish, whenever the old plist scripts are updated. tickle() is deprecated. In new code, use appropriate event handlers or timers instead.

Missing Events

All the initially planned events have been implemented in 1.74.

If there are other events you would like to be able to respond to, please write a request on the forum.

See also: ship script event handlers