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Expansion More Moolah

Content

Warnings

  1. http://wiki.alioth.net/index.php/More%20Moolah -> 404 Not Found
  2. Information URL mismatch between OXP Manifest and Expansion Manager string length at character position 0

Manifest

from Expansion Manager's OXP list from Expansion Manifest
Description An enhanced and extended Market for the zealous merchanter. 5 (five) new commodities for industrial and agricultural economies; 10 (ten) recast display aliases for the Oolite goods. Full descriptions and advice for all 18 commodities via the F8F8 Market screen. More variety, more realism, more trade possibilities, more moolah. MM makes an ideal pairing with Merchanter's Zeal (MM + MZ = $$$) An enhanced and extended Market for the zealous merchanter. 5 (five) new commodities for industrial and agricultural economies; 10 (ten) recast display aliases for the Oolite goods. Full descriptions and advice for all 18 commodities via the F8F8 Market screen. More variety, more realism, more trade possibilities, more moolah. MM makes an ideal pairing with Merchanter's Zeal (MM + MZ = $$$)
Identifier oolite.oxp.Reval.More_Moolah oolite.oxp.Reval.More_Moolah
Title More Moolah More Moolah
Category Mechanics Mechanics
Author Reval Reval
Version 1.5 1.5
Tags
Required Oolite Version
Maximum Oolite Version
Required Expansions
Optional Expansions
Conflict Expansions
Information URL n/a
Download URL https://wiki.alioth.net/img_auth.php/4/49/More_Moolah.oxz n/a
License CC-BY-NC-SA 4.0 CC-BY-NC-SA 4.0
File Size n/a
Upload date 1672816087

Documentation

Equipment

This expansion declares no equipment. This may be related to warnings.

Ships

This expansion declares no ships. This may be related to warnings.

Models

This expansion declares no models. This may be related to warnings.

Scripts

Path
Scripts/mm_script.js
"use strict"
this.name = "More Moolah";
this.author = "Reval";
this.license = "CC-BY-NC-SA 4.0";
this.version = "1.5";
this.description = "An enhanced and extended Market for the zealous merchanter. 5 (five) new commodities for industrial and agricultural economies; 10 (ten) recast display aliases for the Oolite goods. Full descriptions and advice for all 18 commodities via the F8F8 Market screen. More variety, more realism, more trade possibilities, more moolah. MM makes an ideal pairing with Merchanter's Zeal (MM + MZ = $$$)";

/* ALL credit and homage to Spara for this code! The only things Reval changed were the content, and order of the items in the commodities array; also introduced conditional for the loop and a try catch() to reduce the logged errors. When, oh when will the devs fix this persistent Oolite BUG that even now, with version 1.91, forces workarounds and kludges like this? Shows how much _they_ care about Trading, eh? */

//1.1 save every market on save and restore when spawning. now it's fully compatible with market inquirer.

this.startUp = function() {
	if (missionVariables.marketRestorePrimaryRoles) {
		this.$primaryRoles = JSON.parse(missionVariables.marketRestorePrimaryRoles);
		this.$markets = JSON.parse(missionVariables.marketRestoreMarkets);
	}
	else {
		this.$primaryRoles = new Array();
		this.$markets = new Array();
		delete this.shipSpawned;
	}
}

//restore market when station is spawned
this.shipSpawned = function(ship) {
	if (ship.isStation) {
		var index = this.$primaryRoles.indexOf(ship.primaryRole);
		if (index !== -1) {
			var commodities  = ["slaves","androids","robots","luxuries","computers","live_animals","furs","leather_goods","firearms","machinery","medicines","narcotics","alloys","liquor_wines","textiles","food","minerals","radioactives","gold","platinum","gem_stones","alien_items"];		
			var market = this.$markets.splice(index, 1)[0];
			if (market!=null) {
				var i, commodity;
				for (i = 0; i < market.length; i++) {
					commodity = commodities[i];
					try {
						ship.setMarketQuantity(commodity, market[i][0]);
						ship.setMarketPrice(commodity, market[i][1]);
					} catch(err) {}
				}
				this.$primaryRoles.splice(index, 1);
			}
		}		
	}
}

//wipe everything when leaving system
this.shipWillEnterWitchSpace = function() {
	this.$primaryRoles = new Array();
	this.$markets = new Array();
	delete this.shipSpawned;
}

//save primaryRoles and markets (prices and quantities) of all stationary stations
this.playerWillSaveGame = function() {
	function stations(entity) {return (entity.isStation && !entity.isMainStation && !entity.maxSpeed)};
	var i, j, station, commodity;
	var stationMarket = new Array();
	var primaryRoles = this.$primaryRoles.concat();
	var markets = this.$markets.concat();
	var commodities  = ["slaves","androids","robots","luxuries","computers","live_animals","furs","leather_goods","firearms","machinery","medicines","narcotics","alloys","liquor_wines","textiles","food","minerals","radioactives","gold","platinum","gem_stones","alien_items"];	
	var oxpStations = system.filteredEntities(this, stations, player.ship);
	for (i = 0; i < oxpStations.length; i++) {
		station = oxpStations[i];
		primaryRoles.push(station.primaryRole);
		stationMarket = new Array();
		for (j = 0; j < commodities.length; j++) {
			commodity = commodities[j];
			try {
				stationMarket.push([station.market[commodity].quantity, station.market[commodity].price]);
			} catch(err) {}
		}
		markets.push(stationMarket);
	}
	if (primaryRoles.length > 0) {
		missionVariables.marketRestorePrimaryRoles = JSON.stringify(primaryRoles);
		missionVariables.marketRestoreMarkets = JSON.stringify(markets);
	}
	else {
		delete missionVariables.marketRestorePrimaryRoles;
		delete missionVariables.marketRestoreMarkets;
	}
}