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Game objects

This section describes various game objects defined by the script interface, and which are both accepted by functions and returned by them. Changing the fields of a game object has no effect on the game before it is passed to a function that does something with the game object.

Research

Describes a research item. The following properties are defined:

  • power Number of power points needed for starting the research.
  • points Number of research points needed to complete the research.
  • started A boolean saying whether or not this research has been started by current player or any of its allies.
  • done A boolean saying whether or not this research has been completed.
  • name A string containing the full name of the research.
  • id A string containing the index name of the research.
  • type The type will always be RESEARCH_DATA.

Structure

Describes a structure (building). It inherits all the properties of the base object (see below). In addition, the following properties are defined:

  • status The completeness status of the structure. It will be one of BEING_BUILT and BUILT.
  • type The type will always be STRUCTURE.
  • cost What it would cost to build this structure. (3.2+ only)
  • stattype The stattype defines the type of structure. It will be one of HQ, FACTORY, POWER_GEN, RESOURCE_EXTRACTOR, LASSAT, DEFENSE, WALL, RESEARCH_LAB, REPAIR_FACILITY, CYBORG_FACTORY, VTOL_FACTORY, REARM_PAD, SAT_UPLINK, GATE and COMMAND_CONTROL.
  • modules If the stattype is set to one of the factories, POWER_GEN or RESEARCH_LAB, then this property is set to the number of module upgrades it has.
  • canHitAir True if the structure has anti-air capabilities. (3.2+ only)
  • canHitGround True if the structure has anti-ground capabilities. (3.2+ only)
  • isSensor True if the structure has sensor ability. (3.2+ only)
  • isCB True if the structure has counter-battery ability. (3.2+ only)
  • isRadarDetector True if the structure has radar detector ability. (3.2+ only)
  • range Maximum range of its weapons. (3.2+ only)
  • hasIndirect One or more of the structure's weapons are indirect. (3.2+ only)

Feature

Describes a feature (a game object not owned by any player). It inherits all the properties of the base object (see below). In addition, the following properties are defined:

  • type It will always be FEATURE.
  • stattype The type of feature. Defined types are OIL_RESOURCE, OIL_DRUM and ARTIFACT.
  • damageable Can this feature be damaged?

Droid

Describes a droid. It inherits all the properties of the base object (see below). In addition, the following properties are defined:

  • type It will always be DROID.
  • order The current order of the droid. This is its plan. The following orders are defined:
    • DORDER_ATTACK Order a droid to attack something.
    • DORDER_MOVE Order a droid to move somewhere.
    • DORDER_SCOUT Order a droid to move somewhere and stop to attack anything on the way.
    • DORDER_BUILD Order a droid to build something.
    • DORDER_HELPBUILD Order a droid to help build something.
    • DORDER_LINEBUILD Order a droid to build something repeatedly in a line.
    • DORDER_REPAIR Order a droid to repair something.
    • DORDER_PATROL Order a droid to patrol.
    • DORDER_DEMOLISH Order a droid to demolish something.
    • DORDER_EMBARK Order a droid to embark on a transport.
    • DORDER_DISEMBARK Order a transport to disembark its units at the given position.
    • DORDER_FIRESUPPORT Order a droid to fire at whatever the target sensor is targeting. (3.2+ only)
    • DORDER_COMMANDERSUPPORT Assign the droid to a commander. (3.2+ only)
    • DORDER_STOP Order a droid to stop whatever it is doing. (3.2+ only)
    • DORDER_RTR Order a droid to return for repairs. (3.2+ only)
    • DORDER_RTB Order a droid to return to base. (3.2+ only)
    • DORDER_HOLD Order a droid to hold its position. (3.2+ only)
    • DORDER_REARM Order a VTOL droid to rearm. If given a target, will go to specified rearm pad. If not, will go to nearest rearm pad. (3.2+ only)
    • DORDER_OBSERVE Order a droid to keep a target in sensor view. (3.2+ only)
    • DORDER_RECOVER Order a droid to pick up something. (3.2+ only)
    • DORDER_RECYCLE Order a droid to factory for recycling. (3.2+ only)
  • action The current action of the droid. This is how it intends to carry out its plan. The C++ code may change the action frequently as it tries to carry out its order. You never want to set the action directly, but it may be interesting to look at what it currently is.
  • droidType The droid's type. The following types are defined:
    • DROID_CONSTRUCT Trucks and cyborg constructors.
    • DROID_WEAPON Droids with weapon turrets, except cyborgs.
    • DROID_PERSON Non-cyborg two-legged units, like scavengers.
    • DROID_REPAIR Units with repair turret, including repair cyborgs.
    • DROID_SENSOR Units with sensor turret.
    • DROID_ECM Unit with ECM jammer turret.
    • DROID_CYBORG Cyborgs with weapons.
    • DROID_TRANSPORTER Cyborg transporter.
    • DROID_SUPERTRANSPORTER Droid transporter.
    • DROID_COMMAND Commanders.
  • group The group this droid is member of. This is a numerical ID. If not a member of any group, will be set to \emph{null}.
  • armed The percentage of weapon capability that is fully armed. Will be \emph{null} for droids other than VTOLs.
  • experience Amount of experience this droid has, based on damage it has dealt to enemies.
  • cost What it would cost to build the droid. (3.2+ only)
  • isVTOL True if the droid is VTOL. (3.2+ only)
  • canHitAir True if the droid has anti-air capabilities. (3.2+ only)
  • canHitGround True if the droid has anti-ground capabilities. (3.2+ only)
  • isSensor True if the droid has sensor ability. (3.2+ only)
  • isCB True if the droid has counter-battery ability. (3.2+ only)
  • isRadarDetector True if the droid has radar detector ability. (3.2+ only)
  • hasIndirect One or more of the droid's weapons are indirect. (3.2+ only)
  • range Maximum range of its weapons. (3.2+ only)
  • body The body component of the droid. (3.2+ only)
  • propulsion The propulsion component of the droid. (3.2+ only)
  • weapons The weapon components of the droid, as an array. Contains 'name', 'id', 'armed' percentage and 'lastFired' properties. (3.2+ only)
  • cargoCapacity Defined for transporters only: Total cargo capacity (number of items that will fit may depend on their size). (3.2+ only)
  • cargoSpace Defined for transporters only: Cargo capacity left. (3.2+ only)
  • cargoCount Defined for transporters only: Number of individual \emph{items} in the cargo hold. (3.2+ only)
  • cargoSize The amount of cargo space the droid will take inside a transport. (3.2+ only)

Base Object

Describes a basic object. It will always be a droid, structure or feature, but sometimes the difference does not matter, and you can treat any of them simply as a basic object. These fields are also inherited by the droid, structure and feature objects. The following properties are defined:

  • type It will be one of DROID, STRUCTURE or FEATURE.
  • id The unique ID of this object.
  • x X position of the object in tiles.
  • y Y position of the object in tiles.
  • z Z (height) position of the object in tiles.
  • player The player owning this object.
  • selected A boolean saying whether 'selectedPlayer' has selected this object.
  • name A user-friendly name for this object.
  • health Percentage that this object is damaged (where 100 means not damaged at all).
  • armour Amount of armour points that protect against kinetic weapons.
  • thermal Amount of thermal protection that protect against heat based weapons.
  • born The game time at which this object was produced or came into the world. (3.2+ only)

Template

Describes a template type. Templates are droid designs that a player has created. The following properties are defined:

  • id The ID of this object.
  • name Name of the template.
  • cost The power cost of the template if put into production.
  • droidType The type of droid that would be created.
  • body The name of the body type.
  • propulsion The name of the propulsion type.
  • brain The name of the brain type.
  • repair The name of the repair type.
  • ecm The name of the ECM (electronic counter-measure) type.
  • construct The name of the construction type.
  • weapons An array of weapon names attached to this template.