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Expansion AsteroidRemover

Content

Warnings

  1. http://wiki.alioth.net/index.php/AsteroidRemover -> 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 Remove blasted asteroids between save games. Reset after witchspace jump. Remove blasted asteroids between save games. Reset after witchspace jump.
Identifier oolite.oxp.SMax.AsteroidRemover oolite.oxp.SMax.AsteroidRemover
Title AsteroidRemover AsteroidRemover
Category Mechanics Mechanics
Author SMax SMax
Version 0.3 0.3
Tags Asteroid Asteroid
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/4/44/AsteroidRemover_0.3.oxz n/a
License CC-BY-NC-SA 4.0 CC-BY-NC-SA 4.0
File Size n/a
Upload date 1610873286

Documentation

README.md

AsteroidRemover

By S Max

Remove blasted asteroids between save games.
Reset after witchspace jump.

License
=======
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/

Version History
===============
0.1

- Initial release

0.2

- New way to remove asteroids
- Improved compatibility with other plugins

0.3

- Bugfix (OXP fails when destroyed all asteroids)
- Improved compatibility with other plugins

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
Config/script.js
/* global missionVariables system log*/

this.name = "AsteroidRemover";
this.author = "SMax";
this.copyright = "2016 SMax";
this.licence = "CC-BY-NC-SA 4.0";
this.description = "Remove blasted asteroids between save games. Reset after witchspace jump.";
this.version = "0.3";

"use strict";

this._DEBUG = false;
this._SHOW_DATA = false;

this._StoredShipsID = [];
this._StoredShipsNames = [];

this.startUpComplete = function() {
	this._InitAsteroids();

	if (this._SHOW_DATA) {
		this._logger("LOAD AsteroidRemover_DATA: " + missionVariables.AsteroidRemover_DATA);
	}
	var ships = JSON.parse(missionVariables.AsteroidRemover_DATA);
	if (!ships) {
		ships = [];
	}

	var t = system.shipsWithPrimaryRole("asteroid");

	if (t) {
		this._logger("LOAD Asteroids in system: " + t.length);
		for (var i = 0; i < t.length; i++) {
			if (this._testShip(t[i])) {
				var name = this._getShipName(t[i], t[i].position);
				if (ships.indexOf(name) != -1) {
					t[i].remove();
					this._logger("REMOVE: " + name);
				}
			}
		}
	}
};

this.playerWillSaveGame = function() {

	var t = system.shipsWithPrimaryRole("asteroid");

	var ships = [];

	if (t) {
		this._logger("SAVE Asteroids in system: " + t.length);
		for (var i = 0; i < t.length; i++) {
			if (this._testShip(t[i])) {
				var ID = this._getShipID(t[i]);
				ships.push(ID);
			}
		}
	}

	var toSaveData = [];

	for (var i = 0; i < this._StoredShipsID.length; i++) {
		var ID = this._StoredShipsID[i];
		if (ships.indexOf(ID) == -1) {
			var name = this._StoredShipsNames[i];
			toSaveData.push(name);
			this._logger("SAVE " + name);
		}
	}

	missionVariables.AsteroidRemover_DATA = JSON.stringify(toSaveData);
	if (this._SHOW_DATA) {
		this._logger("SAVE AsteroidRemover_DATA: " + missionVariables.AsteroidRemover_DATA);
	}
};

this.shipExitedWitchspace = function() {
	this._InitAsteroids();
};

this._logger = function(msg) {
	if (this._DEBUG) {
		log(this.name, msg);
	}
};

this._testShip = function(ship) {
	return ship.isShip && ship.AI == "dumbAI.plist";
};

this._InitAsteroids = function() {
	this._StoredShipsID = [];
	this._StoredShipsNames = [];
	var t = system.shipsWithPrimaryRole("asteroid");

	if (t) {
		this._logger("INIT Asteroids in system: " + t.length);
		for (var i = 0; i < t.length; i++) {
			if (this._testShip(t[i])) {
				var ID = this._getShipID(t[i], t[i].position);
				var name = this._getShipName(t[i], t[i].position);

				this._StoredShipsID.push(ID);
				this._StoredShipsNames.push(name);

				this._logger("INIT " + name);
			}
		}
	}
};

this._getShipID = function(ship, position) {
	return ship.entityPersonality;
};
this._getShipName = function(ship, position) {
	var name = {
		k: ship.dataKey,
		p: position.toArray()
	};

	return JSON.stringify(name);
};