Difference between revisions of "Oolite JavaScript Reference: Ship"

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(Properties: Added isPirate, isPolice, isThargoid and isTrader.)
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== Properties ==
 
== Properties ==
 
=== <code>AI</code> ===
 
=== <code>AI</code> ===
  AI [read-only string]
+
  '''AI''' : String (read-only)
 
The name of the ship’s current AI. (See also: <code>[[#AIState|AIState]]</code>, <code>[[#setAI|setAI()]]</code>, <code>[[#switchAI|switchAI()]]</code>, <code>[[#exitAI|exitAI()]]</code>)
 
The name of the ship’s current AI. (See also: <code>[[#AIState|AIState]]</code>, <code>[[#setAI|setAI()]]</code>, <code>[[#switchAI|switchAI()]]</code>, <code>[[#exitAI|exitAI()]]</code>)
  
 
=== <code>AIState</code> ===
 
=== <code>AIState</code> ===
  AIState [read/write string, read-only for player]
+
  '''AIState''' : String (read/write, read-only for player)
 
The ship’s AI’s current state. (See also: <code>[[#AI|AI]]</code>, <code>[[#reactToAIMessage|reactToAIMessage()]]</code>, <code>[[#hasSuspendedAI|hasSuspendedAI]]</code>)
 
The ship’s AI’s current state. (See also: <code>[[#AI|AI]]</code>, <code>[[#reactToAIMessage|reactToAIMessage()]]</code>, <code>[[#hasSuspendedAI|hasSuspendedAI]]</code>)
  
 
=== <code>beaconCode</code> ===
 
=== <code>beaconCode</code> ===
  beaconCode [read-only string]
+
  '''beaconCode''' : String (read-only)
 
If the ship is a beacon, an identifying string. The first character is used for identification on the [[Advanced Space Compass]]. For non-beacons, this property is <code>null</code>. (See also: <code>[[#isBeacon|isBeacon]]</code>)
 
If the ship is a beacon, an identifying string. The first character is used for identification on the [[Advanced Space Compass]]. For non-beacons, this property is <code>null</code>. (See also: <code>[[#isBeacon|isBeacon]]</code>)
  
 
=== <code>bounty</code> ===
 
=== <code>bounty</code> ===
  bounty [read/write integer]
+
  '''bounty''' : Number (read-only 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.
  
 
=== <code>entityPersonality</code> ===
 
=== <code>entityPersonality</code> ===
  entityPersonality [read-only int]
+
  '''entityPersonality''' : Number (read-only integer)
 
A random number in the range 0..32767 which is generated when the ship is created. Equivalent to the <code>entityPersonalityInt</code> [[Shaders in Oolite: uniforms#Ship|uniform binding]]</code>.
 
A random number in the range 0..32767 which is generated when the ship is created. Equivalent to the <code>entityPersonalityInt</code> [[Shaders in Oolite: uniforms#Ship|uniform binding]]</code>.
  
 
=== <code>escorts</code> ===
 
=== <code>escorts</code> ===
  target [read-only array of [[Oolite/Development/Scripting/Class/Entity|Entity]]s]
+
  '''escorts''' : Array (read-only array of [[Oolite/Development/Scripting/Class/Entity|Entity]]s)
The ship’s deployed targets.
+
The ship’s deployed escorts.
  
 
=== <code>fuel</code> ===
 
=== <code>fuel</code> ===
  fuel [read/write double]
+
  '''fuel''' : Number (read/write)
 
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: <code>[[Oolite/Development/Scripting/Class/Player#fuelLeakRate|Player.fuelLeakRate]]</code>)
 
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: <code>[[Oolite/Development/Scripting/Class/Player#fuelLeakRate|Player.fuelLeakRate]]</code>)
  
 
=== <code>groupID</code> ===
 
=== <code>groupID</code> ===
  groupID [read-only int]
+
  '''groupID''' : Number (read-only)
 
The ID of the group to which this ship belongs. 0 for no group. An example of a group is a ship with escorts and the escorts.
 
The ID of the group to which this ship belongs. 0 for no group. An example of a group is a ship with escorts and the escorts.
  
 
=== <code>hasHostileTarget</code> ===
 
=== <code>hasHostileTarget</code> ===
  hasHostileTarget [read-only boolean]
+
  '''hasHostileTarget''' : Boolean (read-only)
 
<code>true</code> if the ship’s AI is trying to kill something, <code>false</code> otherwise. Always <code>false</code> for the player.
 
<code>true</code> if the ship’s AI is trying to kill something, <code>false</code> otherwise. Always <code>false</code> for the player.
  
 
=== <code>hasSuspendedAI</code> ===
 
=== <code>hasSuspendedAI</code> ===
  hasSuspendedAI [read-only boolean]
+
  '''hasSuspendedAI''' : Boolean (read-only)
 
<code>true</code> if the ship has suspended AIs, <code>false</code> otherwise.
 
<code>true</code> if the ship has suspended AIs, <code>false</code> otherwise.
  
 
=== <code>heatInsulation</code> ===
 
=== <code>heatInsulation</code> ===
  heatInsulation [read/write double]
+
  '''heatInsulation''' : Number (read/write)
 
The ship’s heat insulation factor. 1.0 is normal, higher values mean more resistance to heat.
 
The ship’s heat insulation factor. 1.0 is normal, higher values mean more resistance to heat.
  
 
=== <code>isBeacon</code> ===
 
=== <code>isBeacon</code> ===
  isBeacon [read-only boolean]
+
  '''isBeacon''' : Boolean (read-only)
 
<code>true</code> if the ship is a beacon (i.e., can show up on the [[Advanced Space Compass]] with a character indicating its identity), <code>false</code> otherwise. (See also: <code>[[#beaconCode|beaconCode]]</code>)
 
<code>true</code> if the ship is a beacon (i.e., can show up on the [[Advanced Space Compass]] with a character indicating its identity), <code>false</code> otherwise. (See also: <code>[[#beaconCode|beaconCode]]</code>)
  
 
=== <code>isCloaked</code> ===
 
=== <code>isCloaked</code> ===
  isCloaked [read/write boolean]
+
  '''isCloaked''' : Boolean (read-only)
 
<code>true</code> if the ship has a cloaking device which is currently active <code>false</code> otherwise. If the ship has a cloaking device and sufficient energy to use it, you can activate it by setting <code>isCloaked</code> to <code>true</code>.
 
<code>true</code> if the ship has a cloaking device which is currently active <code>false</code> otherwise. If the ship has a cloaking device and sufficient energy to use it, you can activate it by setting <code>isCloaked</code> to <code>true</code>.
  
 
=== <code>isFrangible</code> ===
 
=== <code>isFrangible</code> ===
  isFrangible [read-only boolean]
+
  '''isFrangible''' : Boolean (read-only)
 
<code>true</code> if the ship is frangible (i.e., its subentities can be destroyed separately from the main ship), <code>false</code> otherwise. (See also: <code>[[#subEntities|subEntities]]</code>)
 
<code>true</code> if the ship is frangible (i.e., its subentities can be destroyed separately from the main ship), <code>false</code> otherwise. (See also: <code>[[#subEntities|subEntities]]</code>)
  
 
=== <code>isJamming</code> ===
 
=== <code>isJamming</code> ===
  isJamming [read-only boolean]
+
  '''isJamming''' : Boolean (read-only)
 
<code>true</code> if the ship has a military scanner jammer which is currently active <code>false</code> otherwise.
 
<code>true</code> if the ship has a military scanner jammer which is currently active <code>false</code> otherwise.
  
 
=== <code>isPirate</code> ===
 
=== <code>isPirate</code> ===
  isPirate [read-only boolean]
+
  '''isPirate''' : Boolean (read-only)
 
<code>true</code> if the ship is a pirate vessel, <code>false</code> otherwise. Currently equivalent to <code>[[#primaryRole|primaryRole]] == "pirate"</code>.
 
<code>true</code> if the ship is a pirate vessel, <code>false</code> otherwise. Currently equivalent to <code>[[#primaryRole|primaryRole]] == "pirate"</code>.
  
 
=== <code>isPolice</code> ===
 
=== <code>isPolice</code> ===
  isPolice [read-only boolean]
+
  '''isPolice''' : Boolean (read-only)
 
<code>true</code> if the ship is a police vessel, <code>false</code> otherwise. Currently equivalent to <code>[[Oolite/Development/Scripting/Class/Entity#scanClass|scanClass]] == "CLASS_POLICE"</code>.
 
<code>true</code> if the ship is a police vessel, <code>false</code> otherwise. Currently equivalent to <code>[[Oolite/Development/Scripting/Class/Entity#scanClass|scanClass]] == "CLASS_POLICE"</code>.
  
 
=== <code>isThargoid</code> ===
 
=== <code>isThargoid</code> ===
  isThargoid [read-only boolean]
+
  '''isThargoid''' : Boolean (read-only)
 
<code>true</code> if the ship is a Thargoid vessel, <code>false</code> otherwise. Currently equivalent to <code>[[Oolite/Development/Scripting/Class/Entity#scanClass|scanClass]] == "CLASS_THARGOID"</code>.
 
<code>true</code> if the ship is a Thargoid vessel, <code>false</code> otherwise. Currently equivalent to <code>[[Oolite/Development/Scripting/Class/Entity#scanClass|scanClass]] == "CLASS_THARGOID"</code>.
  
 
=== <code>isTrader</code> ===
 
=== <code>isTrader</code> ===
  isTrader [read-only boolean]
+
  '''isTrader''' : Boolean (read-only)
 
<code>true</code> if the ship is a merchant vessel, <code>false</code> otherwise. Currently equivalent to <code>[[#primaryRole|primaryRole]] == "trader"</code>.
 
<code>true</code> if the ship is a merchant vessel, <code>false</code> otherwise. Currently equivalent to <code>[[#primaryRole|primaryRole]] == "trader"</code>.
  
 
=== <code>maxCargo</code> ===
 
=== <code>maxCargo</code> ===
  maxCargo [read-only integer]
+
  '''maxCargo''' : Number (read-only integer)
 
The ship’s cargo capacity.
 
The ship’s cargo capacity.
  
 
=== <code>maxSpeed</code> ===
 
=== <code>maxSpeed</code> ===
  maxSpeed [read-only double]
+
  '''maxSpeed''' : Number (read-only)
 
The ship’s maximum speed under normal power. Note that <code>[[#speed|speed]]</code> may exceed this when [[witch fuel injectors]] or [[hyperspeed]] are in use. (See also: <code>[[#speed|speed]]</code>)
 
The ship’s maximum speed under normal power. Note that <code>[[#speed|speed]]</code> may exceed this when [[witch fuel injectors]] or [[hyperspeed]] are in use. (See also: <code>[[#speed|speed]]</code>)
  
 
=== <code>potentialCollider</code> ===
 
=== <code>potentialCollider</code> ===
  potentialCollider [read-only Entity]
+
  '''potentialCollider''' : [[Oolite/Development/Scripting/Class/Entity|Entity]] (read-only)
 
The entity the ship is currently trying not to crash into, if any.
 
The entity the ship is currently trying not to crash into, if any.
  
 
=== <code>primaryRole</code> ===
 
=== <code>primaryRole</code> ===
  primaryRole [read/write string]
+
  '''primaryRole''' : String (read/write, read-only for player)
 
The main role of the ship; the role for which it was created. For instance, if a ship’s ''shipdata.plist'' entry specifies the roles “pirate trader(0.5) escort”, and a ship of that type is spawned to be a trader, its <code>primaryRole</code> is <code>"trader"</code>, its <code>roles</code> is <code>["escort", "pirate", "trader"]</code> and its <code>roleProbabilities</code> is <code> { "escort":1, "pirate":1, "trader":0.5}</code>.
 
The main role of the ship; the role for which it was created. For instance, if a ship’s ''shipdata.plist'' entry specifies the roles “pirate trader(0.5) escort”, and a ship of that type is spawned to be a trader, its <code>primaryRole</code> is <code>"trader"</code>, its <code>roles</code> is <code>["escort", "pirate", "trader"]</code> and its <code>roleProbabilities</code> is <code> { "escort":1, "pirate":1, "trader":0.5}</code>.
  
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=== <code>reportAIMessages</code> ===
 
=== <code>reportAIMessages</code> ===
  reportAIMessages [read/write boolean]
+
  '''reportAIMessages''' : Boolean (read/write)
 
Debugging facility: set to <code>true</code> to dump information about AI activity to the log.  
 
Debugging facility: set to <code>true</code> to dump information about AI activity to the log.  
  
 
=== <code>roleProbabilities</code> ===
 
=== <code>roleProbabilities</code> ===
  roles [read-only object]
+
  '''roles''' : Object (read-only)
 
The probabilities for each role in <code>[[#roles|roles]]</code>. Example:
 
The probabilities for each role in <code>[[#roles|roles]]</code>. Example:
 
  this.pirateProb = ship.roleProbabilities["pirate"]
 
  this.pirateProb = ship.roleProbabilities["pirate"]
Line 114: Line 114:
  
 
=== <code>roles</code> ===
 
=== <code>roles</code> ===
  roles [read-only array]
+
  '''roles''' : Array (read-only array of Strings)
 
The roles of the ship. This consists of the roles specified in the ship’s ''shipdata.plist'' entry, as well as the <code>[[#primaryRole|primaryRole]]</code> if it is not among those.
 
The roles of the ship. This consists of the roles specified in the ship’s ''shipdata.plist'' entry, as well as the <code>[[#primaryRole|primaryRole]]</code> if it is not among those.
  
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=== <code>scannerRange</code> ===
 
=== <code>scannerRange</code> ===
  scannerRange [read-only double]
+
  '''scannerRange''' : Number (read-only)
 
The range of the ship’s scanner.
 
The range of the ship’s scanner.
  
 
=== <code>script</code> ===
 
=== <code>script</code> ===
  script [read-only [[Oolite/Development/Scripting/Class/Script|Script]]]
+
  '''script''' : [[Oolite/Development/Scripting/Class/Script|Script]] (read-only)
 
The ship’s script.
 
The ship’s script.
  
 
=== <code>speed</code> ===
 
=== <code>speed</code> ===
  speed [read-only double]
+
  '''speed''' : Number (read-only)
 
The ship’s current speed. (See also: <code>[[#maxSpeed|maxSpeed]]</code>)
 
The ship’s current speed. (See also: <code>[[#maxSpeed|maxSpeed]]</code>)
  
 
=== <code>shipDescription</code> ===
 
=== <code>shipDescription</code> ===
  shipDescription [read-only string]
+
  '''shipDescription''' : String (read-only)
 
The name of the ship type (<code>name</code> key in [[shipdata.plist]]).
 
The name of the ship type (<code>name</code> key in [[shipdata.plist]]).
  
 
=== <code>subEntities</code> ===
 
=== <code>subEntities</code> ===
  subEntities [read-only array of Ships]
+
  '''subEntities''' : Array (read-only array of Ships)
 
The ships subentities, or <code>null</code> if it has none. Special subentities such as flashers and exhaust plumes are not included. (See also: <code>[[#isFrangible|isFrangible]]</code>)
 
The ships subentities, or <code>null</code> if it has none. Special subentities such as flashers and exhaust plumes are not included. (See also: <code>[[#isFrangible|isFrangible]]</code>)
  
 
=== <code>target</code> ===
 
=== <code>target</code> ===
  target [read/write Oolite/Development/Scripting/Class/Ship|Ship]
+
  '''target''' : Ship (read-write)
 
The ship’s primary target, i.e. the entity it will attempt to shoot at. This value is automatically co-ordinated between a ship and its subentities.
 
The ship’s primary target, i.e. the entity it will attempt to shoot at. This value is automatically co-ordinated between a ship and its subentities.
  
 
=== <code>temperature</code> ===
 
=== <code>temperature</code> ===
  temperature [read/write double]
+
  '''temperature''' : Number (read/write)
 
The ship’s temperature, normalized such that a temperature of 1.0 is the level at which a ship starts taking heat damage.
 
The ship’s temperature, normalized such that a temperature of 1.0 is the level at which a ship starts taking heat damage.
  
 
=== <code>weaponRange</code> ===
 
=== <code>weaponRange</code> ===
  weaponRange [read-only double]
+
  '''weaponRange''' : Number (read/write)
 
The maximum range of the ship’s primary weapon.
 
The maximum range of the ship’s primary weapon.
  
 
=== <code>withinStationAegis</code> ===
 
=== <code>withinStationAegis</code> ===
  withinStationAegis [read-only boolean]
+
  '''withinStationAegis''' : Boolean (read-only)
 
<code>true</code> if the ship is within the aegis of the system’s main station (i.e., no more than 51 200 game metres from the station, or twice scanner range).
 
<code>true</code> if the ship is within the aegis of the system’s main station (i.e., no more than 51 200 game metres from the station, or twice scanner range).
  
 
== Methods ==
 
== Methods ==
 
=== <code>deployEscorts</code> ===
 
=== <code>deployEscorts</code> ===
  deployEscorts()
+
  '''deployEscorts'''()
 
Launch the ship’s escorts, if any.
 
Launch the ship’s escorts, if any.
  
 
=== <code>dockEscorts</code> ===
 
=== <code>dockEscorts</code> ===
  dockEscorts()
+
  '''dockEscorts'''()
 
Dock the ship’s deployed escorts, if any.
 
Dock the ship’s deployed escorts, if any.
  
 
=== <code>exitAI</code> ===
 
=== <code>exitAI</code> ===
  exitAI()
+
  '''exitAI'''()
 
Exit the current AI, restoring the previous one. Equivalent to the <code>[[AI_methods|exitAI]]:</code> AI method. May not be used on player. Will generate a warning if there are no suspended AI states. (See also: <code>[[#AI|AI]]</code>, <code>[[#setAI|setAI()]]</code>, <code>[[#hasSuspendedAI|hasSuspendedAI]]</code>)
 
Exit the current AI, restoring the previous one. Equivalent to the <code>[[AI_methods|exitAI]]:</code> AI method. May not be used on player. Will generate a warning if there are no suspended AI states. (See also: <code>[[#AI|AI]]</code>, <code>[[#setAI|setAI()]]</code>, <code>[[#hasSuspendedAI|hasSuspendedAI]]</code>)
  
 
=== <code>reactToAIMessage</code> ===
 
=== <code>reactToAIMessage</code> ===
  reactToAIMessage(AIState)
+
  '''reactToAIMessage'''(AIState : String)
 
Immediately execute the ship’s AI in the specified state.
 
Immediately execute the ship’s AI in the specified state.
  
 
=== <code>setAI</code> ===
 
=== <code>setAI</code> ===
  setAI(AIName)
+
  '''setAI'''(AIName : String)
 
Set the current AI, leaving the old one suspended. Equivalent to the <code>[[AI_methods|setAITo]]:</code> AI method. May not be used on player. (See also: <code>[[#AI|AI]]</code>, <code>[[#switchAI|switchAI()]]</code>, <code>[[#exitAI|exitAI()]]</code>)
 
Set the current AI, leaving the old one suspended. Equivalent to the <code>[[AI_methods|setAITo]]:</code> AI method. May not be used on player. (See also: <code>[[#AI|AI]]</code>, <code>[[#switchAI|switchAI()]]</code>, <code>[[#exitAI|exitAI()]]</code>)
  
 
=== <code>switchAI</code> ===
 
=== <code>switchAI</code> ===
  void switchAI(AIName)
+
  '''switchAI'''(AIName : String)
 
Set the current AI, exiting the old one. Equivalent to the <code>[[AI_methods|switchAITo]]:</code> AI method. May not be used on player. (See also: <code>[[#AI|AI]]</code>, <code>[[#setAI|setAI()]]</code>, <code>[[#exitAI|exitAI()]]</code>)
 
Set the current AI, exiting the old one. Equivalent to the <code>[[AI_methods|switchAITo]]:</code> AI method. May not be used on player. (See also: <code>[[#AI|AI]]</code>, <code>[[#setAI|setAI()]]</code>, <code>[[#exitAI|exitAI()]]</code>)

Revision as of 17:06, 7 September 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.

Properties

AI

AI : String (read-only)

The name of the ship’s current AI. (See also: AIState, setAI(), switchAI(), exitAI())

AIState

AIState : String (read/write, read-only for player)

The ship’s AI’s current state. (See also: AI, reactToAIMessage(), hasSuspendedAI)

beaconCode

beaconCode : String (read-only)

If the ship is a beacon, an identifying string. The first character is used for identification on the Advanced Space Compass. For non-beacons, this property is null. (See also: isBeacon)

bounty

bounty : Number (read-only 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.

entityPersonality

entityPersonality : Number (read-only integer)

A random number in the range 0..32767 which is generated when the ship is created. Equivalent to the entityPersonalityInt uniform binding.

escorts

escorts : Array (read-only array of Entitys)

The ship’s deployed escorts.

fuel

fuel : Number (read/write)

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)

groupID

groupID : Number (read-only)

The ID of the group to which this ship belongs. 0 for no group. An example of a group is a ship with escorts and the escorts.

hasHostileTarget

hasHostileTarget : Boolean (read-only)

true if the ship’s AI is trying to kill something, false otherwise. Always false for the player.

hasSuspendedAI

hasSuspendedAI : Boolean (read-only)

true if the ship has suspended AIs, false otherwise.

heatInsulation

heatInsulation : Number (read/write)

The ship’s heat insulation factor. 1.0 is normal, higher values mean more resistance to heat.

isBeacon

isBeacon : Boolean (read-only)

true if the ship is a beacon (i.e., can show up on the Advanced Space Compass with a character indicating its identity), false otherwise. (See also: beaconCode)

isCloaked

isCloaked : Boolean (read-only)

true if the ship has a cloaking device which is currently active false otherwise. If the ship has a cloaking device and sufficient energy to use it, you can activate it by setting isCloaked to true.

isFrangible

isFrangible : Boolean (read-only)

true if the ship is frangible (i.e., its subentities can be destroyed separately from the main ship), false otherwise. (See also: subEntities)

isJamming

isJamming : Boolean (read-only)

true if the ship has a military scanner jammer which is currently active false otherwise.

isPirate

isPirate : Boolean (read-only)

true if the ship is a pirate vessel, false otherwise. Currently equivalent to primaryRole == "pirate".

isPolice

isPolice : Boolean (read-only)

true if the ship is a police vessel, false otherwise. Currently equivalent to scanClass == "CLASS_POLICE".

isThargoid

isThargoid : Boolean (read-only)

true if the ship is a Thargoid vessel, false otherwise. Currently equivalent to scanClass == "CLASS_THARGOID".

isTrader

isTrader : Boolean (read-only)

true if the ship is a merchant vessel, false otherwise. Currently equivalent to primaryRole == "trader".

maxCargo

maxCargo : Number (read-only integer)

The ship’s cargo capacity.

maxSpeed

maxSpeed : Number (read-only)

The ship’s maximum speed under normal power. Note that speed may exceed this when witch fuel injectors or hyperspeed are in use. (See also: speed)

potentialCollider

potentialCollider : Entity (read-only)

The entity the ship is currently trying not to crash into, if any.

primaryRole

primaryRole : String (read/write, read-only for player)

The main role of the ship; the role for which it was created. For instance, if a ship’s shipdata.plist entry specifies the roles “pirate trader(0.5) escort”, and a ship of that type is spawned to be a trader, its primaryRole is "trader", its roles is ["escort", "pirate", "trader"] and its roleProbabilities is { "escort":1, "pirate":1, "trader":0.5}.

See also: roles, roleProbabilities.

reportAIMessages

reportAIMessages : Boolean (read/write)

Debugging facility: set to true to dump information about AI activity to the log.

roleProbabilities

roles : Object (read-only)

The probabilities for each role in roles. Example:

this.pirateProb = ship.roleProbabilities["pirate"]

See also: primaryRole, roles.

roles

roles : Array (read-only array of Strings)

The roles of the ship. This consists of the roles specified in the ship’s shipdata.plist entry, as well as the primaryRole if it is not among those.

See also: primaryRole, roleProbabilities.

scannerRange

scannerRange : Number (read-only)

The range of the ship’s scanner.

script

script : Script (read-only)

The ship’s script.

speed

speed : Number (read-only)

The ship’s current speed. (See also: maxSpeed)

shipDescription

shipDescription : String (read-only)

The name of the ship type (name key in shipdata.plist).

subEntities

subEntities : Array (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. (See also: isFrangible)

target

target : Ship (read-write)

The ship’s primary target, i.e. the entity it will attempt to shoot at. This value is automatically co-ordinated between a ship and its subentities.

temperature

temperature : Number (read/write)

The ship’s temperature, normalized such that a temperature of 1.0 is the level at which a ship starts taking heat damage.

weaponRange

weaponRange : Number (read/write)

The maximum range of the ship’s primary weapon.

withinStationAegis

withinStationAegis : Boolean (read-only)

true if the ship is within the aegis of the system’s main station (i.e., no more than 51 200 game metres from the station, or twice scanner range).

Methods

deployEscorts

deployEscorts()

Launch the ship’s escorts, if any.

dockEscorts

dockEscorts()

Dock the ship’s deployed escorts, if any.

exitAI

exitAI()

Exit the current AI, restoring the previous one. Equivalent to the exitAI: AI method. May not be used on player. Will generate a warning if there are no suspended AI states. (See also: AI, setAI(), hasSuspendedAI)

reactToAIMessage

reactToAIMessage(AIState : String)

Immediately execute the ship’s AI in the specified state.

setAI

setAI(AIName : String)

Set the current AI, leaving the old one suspended. Equivalent to the setAITo: AI method. May not be used on player. (See also: AI, switchAI(), exitAI())

switchAI

switchAI(AIName : String)

Set the current AI, exiting the old one. Equivalent to the switchAITo: AI method. May not be used on player. (See also: AI, setAI(), exitAI())