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General discussion for players of Oolite.

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JensAyton
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Post by JensAyton »

Fixed a number of bugs in the new ship registry system, in particular stuff related to like_ships handling. PAGroove_Stations 1.2.1 now works with the trunk version, but generates three error messages on first launch or when rebuilding the cache. The new is_template property can be used to indicate that a shipdata.plist entry is intended only to be used as a template for like_ships, which suppresses the error messages. (Such templates are completely removed from the ship registry after like_ship relationships are resolved.)

Also improved robustness and error messages when failing to set up a station properly.
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Post by pagroove »

@Ahruman

But after the generated error messages it works I assume? Great work btw developing this game 8)
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JensAyton
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Post by JensAyton »

pagroove wrote:
But after the generated error messages it works I assume?
Indeed. The “problem” ships are removed from the registry, but after like_ship relationships have been “flattened”, so they’re not needed any more. Exactly the same happens with is_template, only without the error message.
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Post by JensAyton »

Equipment restrictions are now applied when adding/awarding equipment, not just when shopping. Added new restrictions requires_free_passenger_berth, requires_full_fuel and requires_non_full_fuel, which are probably not very useful except that two of them are used for EQ_FUEL and EQ_PASSENGER_BERTH_REMOVAL. Awarding a damaged equipment item now removes any working version of the same equipment, instead of trying to remove EQ_FOO_DAMAGED_DAMAGED.
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Post by JensAyton »

Shipyard now uses the “new” ship registry stuff. Woohoo, etc. Shouldn’t make a noticeable difference, except that shipyard-overrides.plist now works.

Note to localizers: "equipment-not-available" = " (N/A)" has been replaced with "equipment-@-not-available" = "%@ (N/A)".
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Post by Cmdr. Maegil »

Ahruman wrote:
Shipyard now uses the “new” ship registry stuff. Woohoo, etc. Shouldn’t make a noticeable difference, except that shipyard-overrides.plist now works.
Does this mean I can make the missile variants OXP work?
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Post by JensAyton »

Cmdr. Maegil wrote:
Does this mean I can make the missile variants OXP work?
Dunno. What does it do? :-)

(Oh, and by “now works” I meant “should now work”, I haven’t tested it yet.)
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Post by Lestradae »

Ahruman wrote:
shipyard-overrides.plist now works.
:D
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Post by Cmdr. Maegil »

Ahruman wrote:
Cmdr. Maegil wrote:
Does this mean I can make the missile variants OXP work?
Dunno. What does it do? :-)

This. :?
(Oh, and by “now works” I meant “should now work”, I haven’t tested it yet.)
Oh!...
You know those who, having been mugged and stabbed, fired, dog run over, house burned down, wife eloped with best friend, daughters becoming prostitutes and their countries invaded - still say that "all is well"?
I'm obviously not one of them.
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Post by JensAyton »

As far as I can see, that has no connection to shipyards whatsoever…
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Post by another_commander »

And as far as I can tell, it works already in 1.71.2 ;-)
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Post by Commander McLane »

Ahruman wrote:
Note to localizers: "equipment-not-available" = " (N/A)" has been replaced with "equipment-@-not-available" = "%@ (N/A)".
Noted (and implemented).
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Post by JensAyton »

Working on splitting Split player JS object into two, player and player.ship. Tthe following properties and methods are still in player:
  • name
  • score
  • credits
  • alertCondition
  • alertTemperature
  • alertMassLocked
  • alertAltitude
  • alertEnergy
  • alertHostiles
  • trumbleCount
  • specialCargo
  • contractReputation
  • passengerReputation
  • increaseContractReputation()
  • decreaseContractReputation()
  • increasePassengerReputation()
  • decreasePassengerReputation()
  • commsMessage()
  • consoleMessage()
The following properties and methods have been moved to player.ship, along with everything inherited from Ship and Entity:
  • fuelLeakRate
  • alertCondition
  • docked
  • dockedStation
  • specialCargo
  • galacticHyperspaceBehaviour
  • galacticHyperspaceFixedCoords
  • awardEquipment()
  • removeEquipment()
  • hasEquipment()
  • equipmentStatus()
  • setEquipmentStatus()
  • launch()
  • awardCargo()
  • canAwardCargo()
  • removeAllCargo()
  • useSpecialCargo()
  • setGalacticHyperspaceBehaviour()
  • setGalacticHyperspaceFixedCoords()
The equipment-related ones will probably be moving up to Ship at some point.

This is the last major scripting-related change I expect to do before MNSR. I want to go over all the property and method names for consistency, though.

Edit: hmm, that was surprisingly easy. I wonder what I’m missing.
Last edited by JensAyton on Mon Jul 28, 2008 5:14 pm, edited 1 time in total.
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Post by Eric Walch »

Ahruman wrote:
hmm, that was surprisingly easy. I wonder what I’m missing.
specialCargo. Probably a missing deletion in player.
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JensAyton
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Post by JensAyton »

Eric Walch wrote:
specialCargo. Probably a missing deletion in player.
Indeed. (Also, I’m working on compatibility forwarders. There are a lot…)
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