Oolite JavaScript OM Specification

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Revision as of 21:10, 22 June 2010 by Ahruman (talk | contribs)

This document is entirely outdated and kept only for historical purposes. For actual Oolite JavaScript interfaces, see Oolite JavaScript Reference.

Use this page to define the object model exposed by Oolite to the JavaScript interpreter.

class Commodity
{
	readonly string name;
	readonly integer unitofMass; // grams, kgs, tons
}

class Consignment
{
	Commodity commodity;
	float quantity;
}

class Entity
{
	readonly integer ID;
	readonly Entity[] subentities;
	Vector3 position;
	Vector3 velocity;
	Quaternion rotation;
	// some property to set change in rotation per second?

	static Entity getEntityWithID(integer ID);
	
	void setAI(string AIName);
	void pushAI(string AIName);
	void popAI();
}

// Note all methods which take an Entity as an argument can also accept an entity ID instead.
class VesselShip
{
	float foreShieldStrength;
	float aftShieldStrength;
	float energy;

	float foreShieldMaxStrength;
	float aftShieldMaxStrength;
	float maxEnergy;

	// something measure of max and current hull integrity?

	// need to represent docking ports somehow

	float cabinTemperature;
	integer maxCargoCapacity;
	integer freeCargoCapacity;

	Consignment[] cargo;

	Entity currentTarget;
	Entity[] escorts;

	string roleName;
	string commanderName;
	
	// short form of getScanClassRelativeTo(0) - ie the player
	integer getScanClass();
	integer getScanClassRelativeTo(Entity other);

	float getDistanceFrom(Entity other);
	void noto(Vector3 destination);
	void notoEntity(Entity other, integer minimumDistance);

	// These methods return the ID of the launched entity, or -1 on error or if the target vessel cannot
	// launch other vessels.
	integer launchVesselWithRole(string role);
	integer launchVesselWithName(string name);
}