- changed strings returned by the new playerWillSaveGame event for consistency with the other Oolite specific strings: 'autoSave' is now 'AUTO_SAVE', etc...
- tidier / simpler to read fuel calculation code, made fuel price slightly more variable...
- rewrote a very misleading (wrong as per r3972) comment.
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@3973 127b21dd-08f5-0310-b4b7-95ae10353056
Minor code cleanup:
- graphically cleaner windows resize for SDL systems.
- world event shipWillExit/ExitedWitchspace now also triggered if the escape capsule is rescued at a different system (via OXP override).
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@3965 127b21dd-08f5-0310-b4b7-95ae10353056
- Added an AI reactToMassage "STATION_LAUNCHED_SHIP", to allow an AI to react on a launch.
- fixed the missing "shipWillLaunchFromStation" event for NPC ships.
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@3923 127b21dd-08f5-0310-b4b7-95ae10353056
- Characters in character.plist now always do a basic setup. That way there is always a valid pilot when not using all character keys. This allows for partial randomisation of pilots for the unused keys.
- Added a JS script for the constrictor-pilot.
- Added default pilots to be used by oxps.
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@3841 127b21dd-08f5-0310-b4b7-95ae10353056
By default, Eric's suggestion is enabled (Case 1). Case 0 is current
behaviour, and Case 2 is my suggestion.
Once a solution is picked, the others should be removed.
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@3814 127b21dd-08f5-0310-b4b7-95ae10353056
- player and NPCs can eject at all times now.
- if pod ejected in witchspace, it's game over for the player, unless overridden by oxp.
- if pod ejected in normal space, the player will always reappear at the main station, unless overridden by oxp!
- new worldScript event 'escapePodSequenceOver' to override escape pod behaviour: if at the end of the event player.ship.target is a dockable station, the player will reappear inside it, otherwise game over!
- new translation string: gameover-escape-pod
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@3809 127b21dd-08f5-0310-b4b7-95ae10353056
- New primed equipment key in savegames.
- Equipment scripts only respond to the activate event.
- Equipment scripts have access to this.equipmentKey, which contains the equipment type the script is associated to (e.g. 'EQ_WHATEVER')
* More commsMessage stuff:
- new parameter: ship.commsMessage(message [, toShip]) the second - optional - parameter now allows for narrowcast, as opposed to generic broadcast within scanner range - in crowded systems it's faster to narrowcast to a couple of ships, than to just broadcast the message to all ships in range!
- commsMessageReceived event: the ship sending the message is now passed as a second parameter to the event handler.
* new equipmentInfo property: scriptName
* new ship property: isPiloted
* assorted code cleanup...
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@3799 127b21dd-08f5-0310-b4b7-95ae10353056
- c now tries to dock either at the players' current target, a nearby station, or the system main station.
- Shift-C does the same, except attempts a fast-dock if the station allows it.
Added a new key 'allowsFastDocking'. Defaults to YES for the system main station, and NO to all other stations.
- Shift-D is no longer used.
Also, autopilot will no longer engage on Condition Red.
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@3783 127b21dd-08f5-0310-b4b7-95ae10353056
- further tweaks in jink setting for dealing with high speed approach
- added code to route1patrol that allows escorts in this AI to sometimes start escorting again.
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@3771 127b21dd-08f5-0310-b4b7-95ae10353056
- small changes to the jink values and test locations for proximity
- allow proximity warnings for stations in certain situations.
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@3764 127b21dd-08f5-0310-b4b7-95ae10353056
- Improved the thargletAI slightly.
- Changed policeInterceptAI so that launching ships without target immediately clear the launch area.
- Moved the constrictor script from shipData to the worldScript. (to prevent problems with bad oxp copies of the constrictor)
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@3752 127b21dd-08f5-0310-b4b7-95ae10353056
- some code cleanup.
- OXP change: added new shipdata.plist key 'hyperspace_motor' if set to NO, no NPCs or player ships can enter witchspace on their own. Defaults to YES if not specified. Fuel injection and galaxy jumps are not affected by this change. New translation strings added and GUI screens updated to accommodate this change.
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@3739 127b21dd-08f5-0310-b4b7-95ae10353056
- to enable the new functionality, added the interstellar_undocking key to station/carriers. If "interstellar_undocking" = YES; , the station will remain where it is instead of moving to the nearest system, as it's always been the case up to now.
- quick fix to the nova mission to take this new possibility into account.
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@3725 127b21dd-08f5-0310-b4b7-95ae10353056
- fix: if looking at the commodity market while in hyperspace, just show 'Commodity Market' with null values as opposed to '(Nearest System) Commodity Market' - new translation string.
- fix: Stop fuel scoop activity indicators when standing still inside the corona and no scooping is actually taking place.
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@3717 127b21dd-08f5-0310-b4b7-95ae10353056