3fbc24887d
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
88 lines
2.4 KiB
JavaScript
88 lines
2.4 KiB
JavaScript
/*
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oolite-default-ship-script.js
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Standard ship script; handles legacy foo_actions.
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Oolite
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Copyright © 2007 Giles C Williams and contributors
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
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MA 02110-1301, USA.
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*/
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this.name = "oolite-default-ship-script";
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this.author = "Jens Ayton";
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this.copyright = "© 2007 the Oolite team.";
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this.description = "Standard script for ships.";
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this.version = "1.69.2";
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// launch_actions handled on didSpawn().
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if (this.legacy_launchActions != undefined)
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{
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this.didSpawn = function()
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{
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this.ship.runLegacyScriptActions(this.ship, this.legacy_launchActions);
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// These can only be used once; keeping them around after that is pointless.
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delete this.didSpawn;
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delete this.legacy_launchActions;
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}
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}
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// death_actions handled on didDie().
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if (this.legacy_deathActions != undefined)
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{
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this.didDie = function()
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{
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this.ship.runLegacyScriptActions(this.ship, this.legacy_deathActions);
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}
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}
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// script_actions handled on shipDidDock() and wasScooped().
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if (this.legacy_scriptActions != undefined)
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{
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/* legacy script_actions should be called for stations when the player
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docks, and for cargo pods when they are is scooped. No sane vessel can
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be scooped _and_ docked with. Non-sane vessels are certified insane.
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*/
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this.shipDidDock = function(docker)
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{
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if (docker == player)
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{
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this.ship.runLegacyScriptActions(docker, this.legacy_scriptActions);
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}
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}
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this.wasScooped = function(scooper)
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{
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// Note "backwards" call, allowing awardEquipment: and similar to affect the scooper rather than the scoopee.
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scooper.runLegacyScriptActions(this.ship, this.legacy_scriptActions);
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}
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}
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// setup_actions handled on script initialization.
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if (this.legacy_setupActions != undefined)
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{
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this.ship.runLegacyScriptActions(this.ship, this.legacy_setupActions);
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delete this.legacy_setupActions;
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}
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