Difference between revisions of "Oolite JavaScript Reference: EquipmentInfo"
(Added Equipment Expressions section.) |
(Updated for 1.74.) |
||
Line 1: | Line 1: | ||
<small>'''Prototype:''' <code>Object</code></small><br /> | <small>'''Prototype:''' <code>Object</code></small><br /> | ||
− | |||
− | |||
'''<code>EquipmentInfo</code>''' objects provide information about a type of equipment. To acquire an <code>EquipmentInfo</code> object, use the <code>[[#infoForKey|infoForKey]]()</code> method, as in: | '''<code>EquipmentInfo</code>''' objects provide information about a type of equipment. To acquire an <code>EquipmentInfo</code> object, use the <code>[[#infoForKey|infoForKey]]()</code> method, as in: | ||
Line 8: | Line 6: | ||
=== Equipment Expressions === | === Equipment Expressions === | ||
Many methods can take either an <code>EquipmentInfo</code> or an equipment key. For instance, <code>ship.hasEquipment("EQ_ECM")</code> is equivalent to <code>ship.hasEquipment(EquipmentInfo.infoForKey("EQ_ECM"))</code>. In specifications, this is represented by arguments typed <code>equipmentInfoExpression</code>. | Many methods can take either an <code>EquipmentInfo</code> or an equipment key. For instance, <code>ship.hasEquipment("EQ_ECM")</code> is equivalent to <code>ship.hasEquipment(EquipmentInfo.infoForKey("EQ_ECM"))</code>. In specifications, this is represented by arguments typed <code>equipmentInfoExpression</code>. | ||
− | |||
− | |||
== Properties == | == Properties == | ||
Line 19: | Line 15: | ||
'''effectiveTechLevel''' : Number (read/write nonnegative integer) | '''effectiveTechLevel''' : Number (read/write nonnegative integer) | ||
The effective tech level required to purchase this item. Unlike <code>[[#techLevel|techLevel]]</code>, this takes the special meaning of 99 and <code>TL_FOR_EQ_WHATEVER</code> mission variables into account. If the raw tech level is 99, changing the value of <code>[[#effectiveTechLevel|effectiveTechLevel]]</code> is equivalent to setting the appropriate <code>TL_FOR_EQ_WHATEVER</code> mission variable. If the raw tech level is not 99, changes to <code>[[#effectiveTechLevel|effectiveTechLevel]]</code> are ignored.<br> | The effective tech level required to purchase this item. Unlike <code>[[#techLevel|techLevel]]</code>, this takes the special meaning of 99 and <code>TL_FOR_EQ_WHATEVER</code> mission variables into account. If the raw tech level is 99, changing the value of <code>[[#effectiveTechLevel|effectiveTechLevel]]</code> is equivalent to setting the appropriate <code>TL_FOR_EQ_WHATEVER</code> mission variable. If the raw tech level is not 99, changes to <code>[[#effectiveTechLevel|effectiveTechLevel]]</code> are ignored.<br> | ||
− | + | Setting <code>effectiveTechLevel</code> to <code>null</code>, will remove the corresponding <code>TL_FOR_EQ_WHATEVER</code> mission variable. | |
'''See also: <code>[[#techLevel|techLevel]]</code> | '''See also: <code>[[#techLevel|techLevel]]</code> | ||
Line 102: | Line 98: | ||
=== <code>scriptInfo</code> === | === <code>scriptInfo</code> === | ||
− | |||
'''scriptInfo''' : Object (read-only) | '''scriptInfo''' : Object (read-only) | ||
The contents of the <code>script_info</code> key in the equipments’s ''[[equipment.plist]]'' entry, if any. This may be any [[property list]] object, but the reccomended approach is to use a dictionary whose keys have a unique prefix (such as you should be using for file names, ship names etc.). A property list dictionary is converted to a JavaScript object with properties corresponding to the dictionary’s keys. All other property list types used with Oolite have directly corresponding JavaScript types. | The contents of the <code>script_info</code> key in the equipments’s ''[[equipment.plist]]'' entry, if any. This may be any [[property list]] object, but the reccomended approach is to use a dictionary whose keys have a unique prefix (such as you should be using for file names, ship names etc.). A property list dictionary is converted to a JavaScript object with properties corresponding to the dictionary’s keys. All other property list types used with Oolite have directly corresponding JavaScript types. | ||
Line 111: | Line 106: | ||
'''See also: <code>[[#effectiveTechLevel|effectiveTechLevel]]</code> | '''See also: <code>[[#effectiveTechLevel|effectiveTechLevel]]</code> | ||
+ | |||
+ | == Static properties == | ||
+ | === <code>allEquipment</code> === | ||
+ | {{Oolite-prop-added|1.74}} | ||
+ | allEquipment : Array (EquipmentInfos, read-only) | ||
+ | Returns a list of all known equipment types. | ||
== Static methods == | == Static methods == |
Revision as of 19:29, 17 June 2010
Prototype: Object
EquipmentInfo
objects provide information about a type of equipment. To acquire an EquipmentInfo
object, use the infoForKey()
method, as in:
var missileInfo = EquipmentInfo.infoForKey("EQ_MISSILE");
Contents
- 1 Equipment Expressions
- 2 Properties
- 2.1 description
- 2.2 effectiveTechLevel
- 2.3 equipmentKey
- 2.4 incompatibleEquipment
- 2.5 isAvailableToAll
- 2.6 isExternalStore
- 2.7 isPortableBetweenShips
- 2.8 name
- 2.9 price
- 2.10 requiredCargoSpace
- 2.11 requiresAnyEquipment
- 2.12 requiresCleanLegalRecord
- 2.13 requiresEmptyPylon
- 2.14 requiresEquipment
- 2.15 requiresFreePassengerBerth
- 2.16 requiresFullFuel
- 2.17 requiresMountedPylon
- 2.18 requiresNonCleanLegalRecord
- 2.19 requiresNonFullFuel
- 2.20 scriptInfo
- 2.21 techLevel
- 3 Static properties
- 4 Static methods
Equipment Expressions
Many methods can take either an EquipmentInfo
or an equipment key. For instance, ship.hasEquipment("EQ_ECM")
is equivalent to ship.hasEquipment(EquipmentInfo.infoForKey("EQ_ECM"))
. In specifications, this is represented by arguments typed equipmentInfoExpression
.
Properties
description
description : String (read-only)
A short description of the equipment, as seen on the Ship Outfitting screen.
effectiveTechLevel
effectiveTechLevel : Number (read/write nonnegative integer)
The effective tech level required to purchase this item. Unlike techLevel
, this takes the special meaning of 99 and TL_FOR_EQ_WHATEVER
mission variables into account. If the raw tech level is 99, changing the value of effectiveTechLevel
is equivalent to setting the appropriate TL_FOR_EQ_WHATEVER
mission variable. If the raw tech level is not 99, changes to effectiveTechLevel
are ignored.
Setting effectiveTechLevel
to null
, will remove the corresponding TL_FOR_EQ_WHATEVER
mission variable.
See also: techLevel
equipmentKey
equipmentKey : String (read-only)
The equipment key for the equipment described by this EquipmentInfo
object. For EQ_MISSILE, this is "EQ_MISSILE".
incompatibleEquipment
incompatibleEquipment : Array (read-only)
An array of equipment keys (in arbitrary order). In order to be installed, no item in this array may already be installed.
See also: requiresAnyEquipment
, requiresEquipment
isAvailableToAll
isAvailableToAll : Boolean (read-only)
isExternalStore
isExternalStore : Boolean (read-only)
True for _MISSILE and _MINE equipment types.
isPortableBetweenShips
isPortableBetweenShips : Boolean (read-only)
name
name : String (read-only)
The display name for the equipment described by this EquipmentInfo
object. This string is localized. For EQ_MISSILE in English, this is "Missile".
price
price : Number (read-only nonnegative integer)
This is the value as used in the equipment.plist. Divide this by ten for the real value in credits.
requiredCargoSpace
requiredCargoSpace : Number (read-only nonnegative integer)
requiresAnyEquipment
requiresAnyEquipment : Array (read-only)
An array of equipment keys (in arbitrary order). In order to be installed, at least one item in this array must already be installed.
See also: incompatibleEquipment
, requiresEquipment
requiresCleanLegalRecord
requiresCleanLegalRecord : Boolean (read-only)
See also: requiresNonCleanLegalRecord
requiresEmptyPylon
requiresEmptyPylon : Boolean (read-only)
True for equipment that requires at least one pylon to have nothing on it.
See also: requiresMountedPylon
requiresEquipment
requiresEquipment : Array (read-only)
An array of equipment keys (in arbitrary order). In order to be installed, all items in this array must already be installed.
See also: incompatibleEquipment
, requiresAnyEquipment
requiresFreePassengerBerth
requiresFreePassengerBerth : Boolean (read-only)
requiresFullFuel
requiresFullFuel : Boolean (read-only)
See also: requiresNonFullFuel
requiresMountedPylon
requiresMountedPylon : Boolean (read-only)
True for equipment that requires at least one pylon to have a store (missile, mine or equipment) on it.
See also: requiresEmptyPylon
requiresNonCleanLegalRecord
requiresNonCleanLegalRecord : Boolean (read-only)
See also: requiresCleanLegalRecord
requiresNonFullFuel
requiresNonFullFuel : Boolean (read-only)
See also: requiresFullFuel
scriptInfo
scriptInfo : Object (read-only)
The contents of the script_info
key in the equipments’s equipment.plist entry, if any. This may be any property list object, but the reccomended approach is to use a dictionary whose keys have a unique prefix (such as you should be using for file names, ship names etc.). A property list dictionary is converted to a JavaScript object with properties corresponding to the dictionary’s keys. All other property list types used with Oolite have directly corresponding JavaScript types.
techLevel
techLevel : Number (read-only nonnegative integer)
The raw tech level required to purchase this item. Unlike effectiveTechLevel
, this does not take the special meaning of 99 and TL_FOR_EQ_WHATEVER
mission variables into account.
See also: effectiveTechLevel
Static properties
allEquipment
This property was added in Oolite test release 1.74.
allEquipment : Array (EquipmentInfos, read-only)
Returns a list of all known equipment types.
Static methods
infoForKey
function infoForKey(equipmentKey : String) : EquipmentInfo
Returns the equipment info object for a given type of equipment, or null
for an unrecognised key. Example: var missileInfo = EquipmentInfo.infoForKey("EQ_MISSILE");