oolite/Resources/Scripts/oolite-default-ship-script.js
Jens Ayton 3fbc24887d * 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

88 lines
2.4 KiB
JavaScript

/*
oolite-default-ship-script.js
Standard ship script; handles legacy foo_actions.
Oolite
Copyright © 2007 Giles C Williams and contributors
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.
*/
this.name = "oolite-default-ship-script";
this.author = "Jens Ayton";
this.copyright = "© 2007 the Oolite team.";
this.description = "Standard script for ships.";
this.version = "1.69.2";
// launch_actions handled on didSpawn().
if (this.legacy_launchActions != undefined)
{
this.didSpawn = function()
{
this.ship.runLegacyScriptActions(this.ship, this.legacy_launchActions);
// These can only be used once; keeping them around after that is pointless.
delete this.didSpawn;
delete this.legacy_launchActions;
}
}
// death_actions handled on didDie().
if (this.legacy_deathActions != undefined)
{
this.didDie = function()
{
this.ship.runLegacyScriptActions(this.ship, this.legacy_deathActions);
}
}
// script_actions handled on shipDidDock() and wasScooped().
if (this.legacy_scriptActions != undefined)
{
/* 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.shipDidDock = function(docker)
{
if (docker == player)
{
this.ship.runLegacyScriptActions(docker, this.legacy_scriptActions);
}
}
this.wasScooped = function(scooper)
{
// Note "backwards" call, allowing awardEquipment: and similar to affect the scooper rather than the scoopee.
scooper.runLegacyScriptActions(this.ship, this.legacy_scriptActions);
}
}
// setup_actions handled on script initialization.
if (this.legacy_setupActions != undefined)
{
this.ship.runLegacyScriptActions(this.ship, this.legacy_setupActions);
delete this.legacy_setupActions;
}