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= Multiplayer server setup =
= Scripting overview =


== GUI for multiplayer server ==
== Basic concepts ==
Scripting is done via actions that custom scripts can subscribe to. There are a number of actions that are called by servers automatically, plus users can create their own actions and call them when needed. This also makes it possible for users to create scripting frameworks/libraries for others to use.
Each action has one argument (ΓÇ£argsΓÇ¥) that is a JavaScript object containing several properties depending on which action is being called. In some actions this ΓÇ£argsΓÇ¥ object can be empty. But either way, it allows for a unified format for all actions within the scripting system.


'''Currently in development'''
=== Scripting naming convention ===
We are planning to create a gui for Windows, Mac and Linux to provide easy, user-friendly server setup and management.
* String IDΓÇÖs in mods can only contain alphanumeric characters and underscores. Any other characters are illegal.
However, on console-based systems, like FreeBSD, there's always available server setup and management with console commands.
* Use underscore for variables and properties.
* Use CamelCase for functions and methods.
* zxc_q - ΓÇ£qΓÇ¥ in the variable always represents ΓÇ£quantityΓÇ¥ or ΓÇ£number of ...ΓÇ¥.
* zxc_id - ΓÇ£idΓÇ¥ always means either a string id from a XML file if it is of the type of string, or if it is a uint then it is an entity (instance) id of some object.
* zxc_req - ΓÇ£reqΓÇ¥ always means ΓÇ£requirementsΓÇ¥.
* All mods should prefix their variables, functions, classes, storage keys, etc with a key for isolation from other mods. An example of such a prefix would be ΓÇ£prf_ΓÇ¥ -> ΓÇ£prf_some_variableΓÇ¥, ΓÇ£prf_SomeFunctionΓÇ¥.


=== Internal scripts (Overridable) ===
{{Main|VoidExpanse/Internal_scripts|Internal scripts}}
These scripts are usually only called once and only in a particular situation. Each of these script files must exist in only one instance. If a new script is added the previous one will be overridden. Each of the script files must implement only one script action. Usually players should not modify these scripts unless they want to completely re-implement some game feature.


== Multiplayer server setup ==
=== Global scripts (called in the world dynamically) ===
{{Main|VoidExpanse/Global_scripts|Global scripts}}
Global scripts are executed continuously during gameplay. For each event there could be many bound scripts. Also it is possible to create custom actions and subscribe to them.
Please note: OnInit() method is executed only for Global and Internal scripts.


To launch a multiplayer server on any system, your system needs to meet following requirements:
=== Object scripts ===
* .Net/Mono, compatible with .net framework 4.0
{{Main|VoidExpanse/Object_scripts|Object scripts}}
Object scripts are scripts attached to a particular game object. When that object starts an action, if a script has an appropriate handler for this action it will be executed.


=== Installation ===
=== Events ===
1. Copy the following files from game distributive to your server machine:
[[VoidExpanse/events|List of Events]]
* folder Server
* folder Mods


Installation complete!


=== Launch ===
== VoidExpanse Scripting API ==


====Windows====
=== Library inclusion and scopes usage ===
Launch AtomicTorch.SpaceRPG.Server.RuntimeWin.exe from ./Server/ folder.
Preprocessor directive <code>include(libname.js);</code> includes a library script into the current JS instance. Library scripts can also include other libraries (no echo effect will appear).


====Other system with Mono====
Allows modders to use functions and objects of these libraries in this particular script instance.
Launch AtomicTorch.SpaceRPG.Server.RuntimeWin.exe from ./Server/Mono folder with mono,
* Include directive must be the first lines in the script file (not necessarily, but preferably - to maintain order in scripts).
like this:
* All include directives must be before the first function declaration in the file.
<pre>mono AtomicTorch.SpaceRPG.Server.RuntimeWin.exe</pre>


Preprocessor directive <code>using(scopename);</code> allows modders to use a specific scope in a specific script. Scope name must be an existing scope name (see scopes below). Except for some specific scopes (like topic or npc), which are available only in specific places, like topic scripts or AI behaviors.


Launch complete!
=== Scopes ===
Each scope contains a number of functions available from it.


=== Settings ===
* [[VoidExpanse/scope-config]] (available: global)
* [[VoidExpanse/scope-script]] (available: global)
* [[VoidExpanse/scope-actions]] (available: global)
* [[VoidExpanse/scope-items]] (available: global)
* [[VoidExpanse/scope-server]] (available: global)
* [[VoidExpanse/scope-generator]] (available: global)
* [[VoidExpanse/scope-spawn]] (available: global)
* [[VoidExpanse/scope-station]] (available: global)
* [[VoidExpanse/scope-chat]] (available: global)
* [[VoidExpanse/scope-console]] (available: global)
* [[VoidExpanse/scope-storage]] (available: global)
* [[VoidExpanse/scope-game]] (available: global)
* [[VoidExpanse/scope-ship]] (available: global)
* [[VoidExpanse/scope-visual]] (available: global)
* [[VoidExpanse/scope-player]] (available: global)
* [[VoidExpanse/scope-topic]] (available: only in topics)
* [[VoidExpanse/scope-topics]] (available: global)
* [[VoidExpanse/scope-relations]] (available: global)
* [[VoidExpanse/scope-npc]] (available: global)
* [[VoidExpanse/scope-timer]] (available: global)
* [[VoidExpanse/scope-debug]] (available: global)


'''SettingsServer.xml'''
== Device scripts ==
Most of settings are stored in SettingsServer.xml, which is located in the same folder as server .exe file.
{{Main|VoidExpanse/Device_scripts|Device scripts}}
If it's not there, launch server once with "-new" argument, and it'll be created automatically.
Devices uses effect scripts, which is similar to any object scripts, but uses itΓÇÖs own special system of arguments. These scripts are shared between instances of the same device type, therefore global variables in these scripts are denied.


In SettingsServer, '''do not modfify misc and network parts'''! It may cause malifunction.
There are four possible functions for device script.


You may, however, modify <server> part on your own risk.


== Consumables scripting ==
{{Main|VoidExpanse/Consumable_scripting|Consumables scripting}}
Consumables can be programmed with standard xml-values, but, in order to implement something
special, one can use special techniques described in this article.


'''Create a new game'''
{{Modding}}
When server starts, you can create a new game, or load an existing one.
To create a new game, type to create a new server^
<pre>-new [seed_key]</pre>
Seed_key is a word, which is used like seed value for random-based generation, like "voidexpance" or "hellyeah", which will affect world generation on server.
For example, if you type
<pre>-new myworld</pre>
random world will be created, always the same for "myworld" seed key. And if you type
<pre>-new hellyeah</pre>
random world will be created too, but different from the one you'll get with "myworld".
In other words, seed_key word defines generated world.
Feel free to experiment, type in you nickname to create your personal world =)
 
 
====Saving game====
In multiplayer mode, server automatically saves game every time interval, specified in SettingsServer.xml (autosave_delay parameter).
You can save server game with console command ''savegame''.
<pre>savegame</pre> - will save you game to slot 0 under the name "CurrentWorld".
<pre>savegame 5 ServerNameWord</pre> - will save you game to slot 5 under the name "ServerNameWord".
 
====Loading game====
When server starts, you can create a new game, or load an existing one.
To load an existing game, use command
<pre>-load [slot_number]</pre>, for example, <pre>-load 0</pre>.
You can use the same command not only when server starts, but even during the game, just type in console:
<pre>load 0</pre>, and game from specified slot will be loaded.

Latest revision as of 08:29, 20 April 2015

Scripting overview

Basic concepts

Scripting is done via actions that custom scripts can subscribe to. There are a number of actions that are called by servers automatically, plus users can create their own actions and call them when needed. This also makes it possible for users to create scripting frameworks/libraries for others to use. Each action has one argument (ΓÇ£argsΓÇ¥) that is a JavaScript object containing several properties depending on which action is being called. In some actions this ΓÇ£argsΓÇ¥ object can be empty. But either way, it allows for a unified format for all actions within the scripting system.

Scripting naming convention

  • String IDΓÇÖs in mods can only contain alphanumeric characters and underscores. Any other characters are illegal.
  • Use underscore for variables and properties.
  • Use CamelCase for functions and methods.
  • zxc_q - ΓÇ£qΓÇ¥ in the variable always represents ΓÇ£quantityΓÇ¥ or ΓÇ£number of ...ΓÇ¥.
  • zxc_id - ΓÇ£idΓÇ¥ always means either a string id from a XML file if it is of the type of string, or if it is a uint then it is an entity (instance) id of some object.
  • zxc_req - ΓÇ£reqΓÇ¥ always means ΓÇ£requirementsΓÇ¥.
  • All mods should prefix their variables, functions, classes, storage keys, etc with a key for isolation from other mods. An example of such a prefix would be ΓÇ£prf_ΓÇ¥ -> ΓÇ£prf_some_variableΓÇ¥, ΓÇ£prf_SomeFunctionΓÇ¥.

Internal scripts (Overridable)

Main article: Internal scripts
These scripts are usually only called once and only in a particular situation. Each of these script files must exist in only one instance. If a new script is added the previous one will be overridden. Each of the script files must implement only one script action. Usually players should not modify these scripts unless they want to completely re-implement some game feature.

Global scripts (called in the world dynamically)

Main article: Global scripts
Global scripts are executed continuously during gameplay. For each event there could be many bound scripts. Also it is possible to create custom actions and subscribe to them. Please note: OnInit() method is executed only for Global and Internal scripts.

Object scripts

Main article: Object scripts
Object scripts are scripts attached to a particular game object. When that object starts an action, if a script has an appropriate handler for this action it will be executed.

Events

List of Events


VoidExpanse Scripting API

Library inclusion and scopes usage

Preprocessor directive include(libname.js); includes a library script into the current JS instance. Library scripts can also include other libraries (no echo effect will appear).

Allows modders to use functions and objects of these libraries in this particular script instance.

  • Include directive must be the first lines in the script file (not necessarily, but preferably - to maintain order in scripts).
  • All include directives must be before the first function declaration in the file.

Preprocessor directive using(scopename); allows modders to use a specific scope in a specific script. Scope name must be an existing scope name (see scopes below). Except for some specific scopes (like topic or npc), which are available only in specific places, like topic scripts or AI behaviors.

Scopes

Each scope contains a number of functions available from it.

Device scripts

Main article: Device scripts
Devices uses effect scripts, which is similar to any object scripts, but uses itΓÇÖs own special system of arguments. These scripts are shared between instances of the same device type, therefore global variables in these scripts are denied.

There are four possible functions for device script.


Consumables scripting

Main article: Consumables scripting
Consumables can be programmed with standard xml-values, but, in order to implement something special, one can use special techniques described in this article.


VoidExpanse Modding (Edit template)

Using mods: Installing and using mods

Overview articles: Modding (main article), Package files structure

Topic specific articles: Assets modding, Content Modding, Scripting overview, Scripting API, Scripting Events system, Localization

Detailed scripting articles: Internal scripts, Global scripts, object scripts, Device scripts, Consumable scripting

Tools: VE Physics Adjuster, VE Mod Uploader (Steam), AT Localization Utility