Difference between revisions of "Oolite JavaScript Reference: Ship"
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bounty [read-write integer] | bounty [read-write integer] | ||
The bounty on the ship. This also determines its legal status. In the case of the player, it is halved at each witchspace jump. | The bounty on the ship. This also determines its legal status. In the case of the player, it is halved at each witchspace jump. | ||
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| + | === <code>subEntities</code> === | ||
| + | subEntities [read-only array of <code>[[Oolite/Development/Scripting/Class/Ship|Ship]]</code>s] | ||
| + | The ships subentities, or <code>null</code> if it has none. Special subentities such as flashers and exhaust plumes are not included. | ||
== Properties == | == Properties == | ||
Revision as of 16:25, 3 August 2007
Prototype: Entity
Subtypes: Station, Player
The Ship class is an Entity representing a ship, station, missile, cargo pod or other flying item – anything that can be specified in shipdata.plist. A Ship has all the properties and methods of a Entity, and several others.
Stations and the Player are types of ship. Note that these more specific types have additional properties and methods.
Contents
Properties
shipDescription
shipDescription [read-only string]
The name of the ship type (name key in shipdata.plist).
roles
roles [read-only array]
The roles of the ship. Probabilities are not included.
AI
AI [read-only string]
The name of the ship’s current AI. (See also: AIState, setAI(), switchAI())
AIState
AIState [read-write string, read-only for player]
The ship’s AI’s current state. (See also: AI, setAI(), switchAI())
fuel
fuel [read-write double]
The ship’s current fuel capacity, in LY. The game will limit this to the range 0..7, and round it off to the nearest tenth. (See also: Player.fuelLeakRate)
bounty
bounty [read-write integer]
The bounty on the ship. This also determines its legal status. In the case of the player, it is halved at each witchspace jump.
subEntities
subEntities [read-only array of Ships]
The ships subentities, or null if it has none. Special subentities such as flashers and exhaust plumes are not included.
Properties
setAI
void setAI(AIName);
Set the current AI, leaving the old one suspended. Equivalent to the setAITo: AI method. May not be used on player.
switchAI
void switchAI(AIName);
Set the current AI, exiting the old one. Equivalent to the switchAITo: AI method. May not be used on player.