oolite/Resources/Scripts/oolite-default-ship-script.js

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* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
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/*
oolite-default-ship-script.js
Standard ship script; handles legacy foo_actions.
Oolite
Copyright © 2004-2008 Giles C Williams and contributors
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
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This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
MA 02110-1301, USA.
*/
/*jslint bitwise: true, undef: true, undef: true, eqeqeq: true, newcap: true*/
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
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this.name = "oolite-default-ship-script";
this.author = "Jens Ayton";
this.copyright = "© 20072009 the Oolite team.";
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
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this.description = "Standard script for ships.";
this.version = "1.74";
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
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// launch_actions handled on shipSpawned().
if (this.legacy_launchActions !== undefined)
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
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{
this.shipSpawned = function ()
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
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{
/* IMPORTANT: runLegacyScriptActions() is a private function. It may
be removed, renamed or have its semantics changed at any time in
the future. Do not use it in your own scripts.
*/
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
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this.ship.runLegacyScriptActions(this.ship, this.legacy_launchActions);
// These can only be used once; keeping them around after that is pointless.
delete this.shipSpawned;
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
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delete this.legacy_launchActions;
};
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
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}
// death_actions handled on shipDied().
if (this.legacy_deathActions !== undefined)
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
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{
this.shipDied = function ()
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
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{
/* IMPORTANT: runLegacyScriptActions() is a private function. It may
be removed, renamed or have its semantics changed at any time in
the future. Do not use it in your own scripts.
*/
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
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this.ship.runLegacyScriptActions(this.ship, this.legacy_deathActions);
};
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
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}
// script_actions handled on otherShipDocked() and shipWasScooped().
if (this.legacy_scriptActions !== undefined)
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
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{
/* legacy script_actions should be called for stations when the player
docks, and for cargo pods when they are is scooped. No sane vessel can
be scooped _and_ docked with. Non-sane vessels are certified insane.
*/
this.otherShipDocked = function (docker)
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
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{
if (docker.isPlayer)
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
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{
/* IMPORTANT: runLegacyScriptActions() is a private function. It
may be removed, renamed or have its semantics changed at any
time in the future. Do not use it in your own scripts.
*/
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
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this.ship.runLegacyScriptActions(docker, this.legacy_scriptActions);
}
};
this.shipWasScooped = function (scooper)
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
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{
/* IMPORTANT: runLegacyScriptActions() is a private function. It may
be removed, renamed or have its semantics changed at any time in
the future. Do not use it in your own scripts.
*/
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
2007-11-23 15:04:14 +00:00
// Note "backwards" call, allowing awardEquipment: and similar to affect the scooper rather than the scoopee.
scooper.runLegacyScriptActions(scooper, this.legacy_scriptActions);
};
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
2007-11-23 15:04:14 +00:00
}
// setup_actions handled on script initialization.
if (this.legacy_setupActions !== undefined)
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
2007-11-23 15:04:14 +00:00
{
/* IMPORTANT: runLegacyScriptActions() is a private function. It may be
removed, renamed or have its semantics changed at any time in the
future. Do not use it in your own scripts.
*/
* All ships now have a JavaScript script attached, allowing JS scripts to add behaviours to any ship. * Legacy script_actions, setup_actions, launch_actions and death_actions handled through default JavaScript script. * In order to implement the above, JS Ship now has a runLegacyScriptActions method. This is not to be exposed as an "official" method, though, since we might want to change the mechanism -- for instance, to "compile" legacy scripts into JS. Handling dynamically-generated legacy scripts in that case would be a significant complication. * Updates for Mac OS X 10.5 "Leopard". - Errors on reading/writing plist will not cause a crash if building against the Leopard SDK. (I have no intention of requiring Leopard any time soon, but future-proofing is good.) - OOWeakReference is now more efficient when running under Leopard, by implementing the new "fast forwarding" mechanism. - Threads now have names set under Leopard, which may provide debugging advantages. - Fixed some new build warnings for new version of apple-gcc. - Updated type declarations to identify Oolite saved games as property lists. * Cleaned up PlayerEntityControls.m somewhat. Moved method declarations into files, fixed indentation, broke up monster giant method of doom. * Script-generated asteroids now behave like system populator-generated asteroids (As Seen on BB[TM]). * Minor optimizations and simplifications of legacy script engine. * JS System.filteredEntities() now has sensible behaviour if predicate throws an exception: the predicate is not called again, and null is returned. The exception is reported and not rethrown. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1240 127b21dd-08f5-0310-b4b7-95ae10353056
2007-11-23 15:04:14 +00:00
this.ship.runLegacyScriptActions(this.ship, this.legacy_setupActions);
delete this.legacy_setupActions;
}