Progress
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- ffutures
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Re: Progress
One thing that might be worth considering re the route planning functions: currently the choices (in 1.80) are "best time" or "lowest number of jumps," but sometimes the best time routes only shave off a small amount of time for a large number of jumps, and make extra fuel stops essential. I think there needs to be some sort of optimisation which takes the extra fuel stops into account, a "best of both worlds" route which falls somewhere between the extremes.
- phkb
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Re: Progress
IfNote that as a consequence theplayer.ship.targetSystem
property may be pointing to an out-of-range system during witchspace entry and countdown events, which it previously couldn't. This may require minor adjustments to a few OXPs
player.ship.targetSystem
now points to an out of range system, what property returns the next jump?Also, would it make more sense to retain the original purpose of
player.ship.targetSystem
, and add a new property like player.ship.longRangeTargetSystem
, so existing OXP's don't get broken, or are there behind the scenes reasons for the change?- Wildeblood
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Re: Progress
Try player.ship.destinationSystem I dunno whether destinationSystem works for the player ship (it should), and if so, when. It might work always, in playerStartedJumpCountdown, only in shipWillEnterWitchspace or never.phkb wrote:IfNote that as a consequence theplayer.ship.targetSystem
property may be pointing to an out-of-range system during witchspace entry and countdown events, which it previously couldn't. This may require minor adjustments to a few OXPsplayer.ship.targetSystem
now points to an out of range system, what property returns the next jump?
- phkb
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Re: Progress
For my purposes,
player.ship.destinationSystem
is not set when I need it to be, which is as soon as the player chooses a destination system on the F6 screen.Re: Progress
destinationSystem
(and its counterpart homeSystem
) only really make sense for NPCs who aren't going to change their mind on this.No property at the moment, but as mentioned recently, in 1.81 there's a second parameter given tophkb wrote:If player.ship.targetSystem now points to an out of range system, what property returns the next jump?
shipWillEnterWitchspace
specifying where the jump is going. I'll add a property for it as well.One purpose - that there is code both OXP and core already using - is to determine which system the player has selected on F6. That purpose is being retained under the original name. It's going to cause problems in some cases either way.phkb wrote:Also, would it make more sense to retain the original purpose of player.ship.targetSystem
- Wildeblood
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Re: Progress
That's a bit vague, cim. I know it was only intended for NPCs but you haven't unequivocally said whether it is actually set on the player ship or is always null? It also presupposes no-one writes an AI for NPCs that has them changing their "minds".cim wrote:destinationSystem
(and its counterparthomeSystem
) only really make sense for NPCs who aren't going to change their mind on this.
- phkb
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Re: Progress
In my tests it doesn't get set for the player ship. But I haven't tested all scenarios, just up to the point where the player has selected a destination on the F6 screen. It might get set when the player enters a wormhole, but even if it did it's tool late for my purposes.
Re: Progress
Nothing in the core game sets it on the player ship. The JS property isn't marked player-read-only, so you could set it from an OXP - maybe some sort of "file your flight plan in advance" scenario?Wildeblood wrote:That's a bit vague, cim. I know it was only intended for NPCs but you haven't unequivocally said whether it is actually set on the player ship or is always null?
That's a controlled case, though.Wildeblood wrote:It also presupposes no-one writes an AI for NPCs that has them changing their "minds".
Re: Progress
You should now get a warning on your console if you try to dock with a station without clearance and clearance is needed - hopefully soon enough that you can do something about it.
Let me know if you notice anything not quite right with it, or with other parts of the docking process.
Let me know if you notice anything not quite right with it, or with other parts of the docking process.
Re: Progress
New HUD dial to go with the other four
data_source
dials from earlier - drawCustomImage:
. It basically works like an image legend, except it's drawn during the dial rendering stage and you can change the image it points to with the data_source
property.- Wildeblood
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Re: Progress
Good on you, sir.cim wrote:New HUD dial to go with the other fourdata_source
dials from earlier -drawCustomImage:
. It basically works like an image legend, except it's drawn during the dial rendering stage and you can change the image it points to with thedata_source
property.
Something I've been meaning to raise: when I tried out the custom text dials, once I had defined a data source I couldn't remove it again by setting it to null as I expected to be able to. So an unwanted text had to be set to "". If HUDs are being switched, and each sets its own custom dials & data sources, but those data sources cannot be removed again when the HUD switches, the player ship could build up a very long list of them.
Re: Progress
HUD
message_gui
can now have permanent = yes;
set. You'll probably need a HUD setup quite a way from the default one for this to be a good idea, though.- phkb
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Re: Progress
With regard to
For cargo in particular,
playerCompletedContract
, what situations create the different result types?For cargo in particular,
success
is, obviously, when you complete the contract in time. short
is when you arrive in time but with less than the agreed amount of cargo. But what is the difference between late
and failed
? I can trigger the late
type by turning up after the agreed time, but I'm not sure how to trigger the failed
event.- phkb
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Re: Progress
Ah, got it.
late
is when you dock in the target system after the deadline, failed
is you dock in a non-target system after the deadline.Re: Progress
Some additions to the OXP Verifier:
- Javascript syntax of
- Syntax of all (fixed-name) plist files will be checked
It's now a lot more worthwhile to run it before bothering to load Oolite in full.
- Javascript syntax of
Scripts/*.js
files will be checked- Syntax of all (fixed-name) plist files will be checked
It's now a lot more worthwhile to run it before bothering to load Oolite in full.