Scripts/classicSuperPythonsScript.js |
"use strict";
// Standard attributes
this.name = "classicSuperPythonsScript.js";
this.author = "Smivs";
this.copyright = "© Smivs";
this.licence = "Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License";
this.version = "1.0";
this.description = "Script to render ship derelict upon ejection of pilot, and to slightly shorten service intervals of PCC."
// - PCC only - reduce serviceLevel by 1 after approximately 50% of witchjumps to reflect higher frequency servicing requirements of older ships
this.shipExitedWitchspace = function()
{
this.serviceIntervalVariable = Math.random();
if(player.ship.name === "Python Class Cruiser" && serviceIntervalVariable < 0.6)
{
return;
}
if (player.ship.name === "Python Class Cruiser" && serviceIntervalVariable >= 0.6)
{
player.ship.serviceLevel = player.ship.serviceLevel -=1;
}
}
// Ship_going_derelict functions
this.shipLaunchedEscapePod = function()
{
this.switchFlashersAITimer = new Timer(this, this.$switchFlashersOff,8); // timer to switch off flashers after 8 seconds
this.switchHullTexTimer = new Timer(this, this.$switchHullTex,12); // timer to switch off hull lights emission map after 12 seconds
this.rotateDerelictTimer = new Timer(this, this.$rotateDerelict,25); // timer to start derelict rotation after 25 seconds
this.switchEngineTexTimer = new Timer(this, this.$switchEngineTex,35); // timer to switch engines textures to derelict version after 35 seconds
}
this.$switchFlashersOff = function()
{
this.ship.lightsActive = false; // turns flashers off
}
this.$switchHullTex = function()
{
// use scriptInfo key to build ship's default texture names
var $classicShipsTexture1 = this.ship.scriptInfo.classicShipsTexture1;
var $classicShipsTexture2 = this.ship.scriptInfo.classicShipsTexture2;
var $classicShipsTexture3 = this.ship.scriptInfo.classicShipsTexture3;
// use scriptInfo key to build ship's diffuse_map names
var $classicShipsDiffuse1 = this.ship.scriptInfo.classicShipsDiffuse1;
var $classicShipsDiffuse2 = this.ship.scriptInfo.classicShipsDiffuse2;
var $classicShipsDiffuse3 = this.ship.scriptInfo.classicShipsDiffuse3;
// use scriptInfo key to build ship's emission_map names
var $classicShipsLighting1 = this.ship.scriptInfo.classicShipsLighting1;
var $classicShipsLighting2 = this.ship.scriptInfo.classicShipsLighting2;
var $classicShipsLighting3 = this.ship.scriptInfo.classicShipsLighting3;
// use scriptInfo key to build ship's normal_map names
var $classicShipsNormal1 = this.ship.scriptInfo.classicShipsNormal1;
var $classicShipsNormal2 = this.ship.scriptInfo.classicShipsNormal2;
var $classicShipsNormal3 = this.ship.scriptInfo.classicShipsNormal3;
// use scriptInfo key to build ship's specular_map names
var $classicShipsSpecular1 = this.ship.scriptInfo.classicShipsSpecular1;
var $classicShipsSpecular2 = this.ship.scriptInfo.classicShipsSpecular2;
var $classicShipsSpecular3 = this.ship.scriptInfo.classicShipsSpecular3;
// use scriptInfo key to build derelict emission_map names
var $classicShipsDerelict = this.ship.scriptInfo.classicShipsDerelict;
// declare variables
var material1 = new Object();
var material2 = new Object();
var material3 = new Object();
// set up material entries
material1[$classicShipsTexture1] = {diffuse_map:$classicShipsDiffuse1, emission_map:$classicShipsDerelict, normal_map:$classicShipsNormal1, specular_map:$classicShipsSpecular1};
material2[$classicShipsTexture2] = {diffuse_map:$classicShipsDiffuse2, emission_map:$classicShipsDerelict, normal_map:$classicShipsNormal2, specular_map:$classicShipsSpecular2};
material3[$classicShipsTexture3] = {diffuse_map:$classicShipsDiffuse3, emission_map:$classicShipsDerelict, normal_map:$classicShipsNormal3, specular_map:$classicShipsSpecular3};
// apply material
this.ship.setMaterials(material1, material2, material3);
}
this.$rotateDerelict = function()
{
this.rotateVector = Vector3D.randomDirection(); // creates a random axis of rotation.
this.rotateSpeedFactor = (Math.random() * (0.05) + 0.05); // creates a random rotate speed factor between 0.05 and 0.1 - 0.1 will result in a rotation speed of approx 1 full rotation every 63 seconds, 0.05 in a rotation speed of approx 1 full rotation every 126 seconds.
this.rotateDerelictCallBack = addFrameCallback(this.rotateFunction.bind(this)); // create FrameCallback
}
this.rotateFunction = function(delta) // delta is the time in game seconds since the last frame.
{
if (!this.ship.isValid){removeFrameCallback(this.rotateDerelictCallback);delete this.rotateDerelictCallback;return;} // end FrameCallback if ship has died;
if (delta === 0){return;} // do nothing if game is paused;
var newOrientation = this.ship.orientation.rotate(this.rotateVector,delta*this.rotateSpeedFactor); // calculates new orientation, using delta as a factor so that rotation speed is constant across varying frame rates. delta*this.rotateSpeedFactor is a value in radians. There are approx 6.3 radians in a full rotation.
this.ship.orientation = newOrientation; // applies new orientation;
}
this.$switchEngineTex = function()
{
var $onTexture; // declare variable
var $offTexture; //declare variable
var material = new Object(); // declare variable
var subents = this.ship.subEntities; // create array of subents
var counter = 0; // set up loop to check if subent is an engine and if so change texture to derelict version
var subentsLength = subents.length;
for (counter = 0; counter < subentsLength;counter++)
{
if (subents[counter].scriptInfo.engineOnTexture)
{
$onTexture = subents[counter].scriptInfo.engineOnTexture; // uses scriptInfo key to build engine texture name
$offTexture = subents[counter].scriptInfo.engineOffTexture; // uses scriptInfo key to build derelict engine texture name
material[$onTexture] = {emission_map:$offTexture}; // set up material entry
subents[counter].setMaterials(material); // sets material
}
}
}
this.entityDestroyed = function()
// stop timers if ship is destroyed
{
if(this.switchFlashersAITimer)
{
if (this.switchFlashersAITimer.isRunning)
{
this.switchFlashersAITimer.stop();
delete this.switchFlashersAITimer;
}
}
if(this.switchHullTexTimer)
{
if (this.switchHullTexTimer.isRunning)
{
this.switchHullTexTimer.stop();
delete this.switchHullTexTimer;
}
}
if(this.rotateDerelictTimer)
{
if (this.rotateDerelictTimer.isRunning)
{
this.rotateDerelictTimer.stop();
delete this.rotateDerelictTimer;
}
}
if(this.switchEngineTexTimer)
{
if (this.switchEngineTexTimer.isRunning)
{
this.switchEngineTexTimer.stop();
delete this.switchEngineTexTimer;
}
}
}
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