Cholmondely wrote: ↑Wed Jun 02, 2021 1:10 pm
but am aware that better external search engines exist (which I'm unable to get to function!).
To get Google to just search the wiki for a word or phrase, use this format in the search bar:
Code: Select all
mysearchwords site:wiki.alioth.net
hiran wrote: ↑Wed Jun 02, 2021 8:39 pm
the algorithm tries to find a page on the Wiki, and the URL is constructed like this:
It might be simpler to start with what the OXP has defined in it's manifest. If there is an Information URL that has the text "wiki.alioth.net" in it, do a lookup to see if it exists. If you get a hit, then the OXP has a wiki. If there's no info URL, or the lookup failed, then go to the build-your-own URL technique and try that as the last resort. I think trying to construct an algorithm that will catch every variation of the quite "adventurous" wiki naming conventions is going to lead ultimately to frustration.
What you could do is, after deciding what the ideal wiki name should be for all OXP's is to put the suggested URL into the OXP page, or compile a list of all the existing wiki URL's, as defined by the manifest files, that don't match the ideal, as a way of identifying the work to be done.
hiran wrote: ↑Wed Jun 02, 2021 11:56 am
Is there a way to identify those that should stay "invisible"?
Equipment items have the "visible" property, which is probably the best thing to use for those. This property, if false, will hide the item on the F3 Outfitting page, as well as on the F5 screen if the item is actually equipped.
For ships, that's trickier. First, if anything has "is_template = yes", if can't be created directly anyway, so can be left off. Next, if a ship identifier is used anywhere in the shipdata.plist file in a "subentity_key" (see the "Broadcast Array Arm", key "broadcast_array_arm", from the "Tionisla Chronicle Array" OXP), then that's probably only part of a larger ship and can be left off as well.
After that it's much harder to define. For instance, in the "Breakable WItch Drive" OXP, it has one ship entity, named "Malfunction...Malfunction", id "btd_dummy_entity". This entity is used to pull the player ship out of torus when it's malfunctioning. It's not a ship that you will ever see in the game, but there's no way, other than by looking through the code and working out how it keeps the ship from appearing on the scanner when it's spawned (FWIW, it changes the scanner color to "clear", essentially making it invisible).
I think your best bet is to look at the "roles" property of the ship, and seeing it if includes any of the standard spawning roles ("pirate-*", "assassin-*", "trader*", etc). Also check the "scan_class" for "CLASS_STATION", as that might be a way of picking up what could spawn (the Broadcast Array from the Tionisla Chronicle Array is an example of where the "roles" property probably won't help, but the scan_class might. The scan_class might also help if it says "CLASS_NO_DRAW", as that item won't be seen in the game. scan_class = "CLASS_POLICE" should only be used for police vessels, and could pick up a bit more.
I think this is going to take a bit of refinement before we've got something robust and accurate. Sorry I can't give you a more definitive list.