Javascript API documentation

For AI and campaign script related discussions and questions
Post Reply
Per
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 3755
Joined: 03 Aug 2006, 19:39

Javascript API documentation

Post by Per » 29 Dec 2011, 19:00

I am starting to generate the API documentation for the new scripting system based on Javascript. It is in a PDF where most of its content is automatically generated from documentation inside the source code. This is a work in progress - it is not recommended to start working with this scripting system yet.

However, if you have any feedback on the documentation or the API design, feel free to post your thoughts in this thread.

The new scripting system is already being used to determine winners and losers, set up bases and starting techs, and control scavengers. I am also in the process of converting the Semperfi AI to the new system -- it currently builds some trucks and does some research, and that is about it. Be patient, please :lecture:
javascript.pdf
(71.48 KiB) Downloaded 540 times


Master docs autogenerated by the buildbot:
One page: http://buildbot.wz2100.net/files/javasc ... cript.html
Multi page table of contents: http://buildbot.wz2100.net/files/javasc ... index.html

Chojun
Regular
Regular
Posts: 518
Joined: 25 Nov 2006, 17:49
Contact:

Re: Javascript API documentation

Post by Chojun » 29 Dec 2011, 20:31

/aside: LaTeX reminds me of my school days :hmm:

User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: Javascript API documentation

Post by milo christiansen » 29 Dec 2011, 21:26

Yay!!!!!! just what I've been waiting for :!!!:

I think I shall go start the Per fan club :wink:
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual

cybersphinx
Inactive
Inactive
Posts: 1689
Joined: 01 Sep 2006, 19:17

Re: Javascript API documentation

Post by cybersphinx » 29 Dec 2011, 23:48

Don't know about the formatting needs, but since we use that anyway it could be in asciidoc format instead of latex.
We want information... information... information.

User avatar
NoQ
Special
Special
Posts: 6199
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: Javascript API documentation

Post by NoQ » 30 Dec 2011, 05:58

DORDER_PATROL
Hmm, so all those "secondaries" are now deprecated? Also, what about some "DORDER_REARM" for VTOLs? (a wrong place to ask?)
Well, anyway, that's nice to hear! I don't care about format as long as it's searchable (:
/aside: LaTeX reminds me of my school days
(:

Per
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 3755
Joined: 03 Aug 2006, 19:39

Re: Javascript API documentation

Post by Per » 30 Dec 2011, 16:23

There are some orders missing. I am mostly adding stuff as needed at the moment. Not sure how much of the underlying complexity that should be exposed, as some of it is rather painful. If you read carefully, you'll see that I've removed templates from the scripting system -- you now just pass the list of components directly to the factory, and the underlying code handles the templates stuff for you.

User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: Javascript API documentation

Post by milo christiansen » 04 Jan 2012, 17:51

It would be really nice if some cam oriented stuff got in sometime... The biggest need would be unit spawning.

Other than the missing stuff it looks very well done, reading the docs is like reading a Christmas list of things I wanted :wink:

Is there any way to list a JavaScript script in a wrf at this time?
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual

Per
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 3755
Joined: 03 Aug 2006, 19:39

Re: Javascript API documentation

Post by Per » 04 Jan 2012, 19:45

milo christiansen wrote:Is there any way to list a JavaScript script in a wrf at this time?
Yes. Just use the "JAVASCRIPT" keyword.
milo christiansen wrote:It would be really nice if some cam oriented stuff got in sometime... The biggest need would be unit spawning.
Ok, then I just added unit spawning. See addDroid() in the new version of the doc attached below. It creates a unit out of the supplied components. Does that look ok?

Anything else you need - just ask. :)
javascript.pdf
(74.13 KiB) Downloaded 418 times

User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: Javascript API documentation

Post by milo christiansen » 05 Jan 2012, 01:26

Cool, Thanks!
Per wrote:Anything else you need - just ask.
Well everything that's in WZScript might be nice :P
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual

User avatar
NoQ
Special
Special
Posts: 6199
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: Javascript API documentation

Post by NoQ » 05 Jan 2012, 06:38

3.4 eventDroidBuilt
...
3.5 eventDroidBuilt
Typo or actually overriden function? Cause "eventStructureBuilt" looks right here.
pickStructLocation(droid, structure type, x, y)
For some time I've been curious: what is the "droid" parameter good for?

Per
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 3755
Joined: 03 Aug 2006, 19:39

Re: Javascript API documentation

Post by Per » 05 Jan 2012, 14:45

Yeah, typo. Will fix. The droid parameter for pickStructLocation() is to make sure we suggest a placement that is (at least theoretically) reachable by that droid.

User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base
Contact:

Re: Javascript API documentation

Post by Goth Zagog-Thou » 05 Jan 2012, 17:32

How are INTMESSAGE's going to be handled? Same way as before?

Per
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 3755
Joined: 03 Aug 2006, 19:39

Re: Javascript API documentation

Post by Per » 05 Jan 2012, 18:40

Goth Zagog-Thou wrote:How are INTMESSAGE's going to be handled? Same way as before?
Maybe. Got any better ideas? :-)

User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base
Contact:

Re: Javascript API documentation

Post by Goth Zagog-Thou » 06 Jan 2012, 02:10

Actually.. yeah. :D At least partially.

Let's take beacons, for example. You know, the ones on missions that are dropped onto the map to show the player mission objectives and things? Currently requires:

1.) an entry in the .vlo
2.) an entry in the .slo
3.) a PROX.txt file of some sort, containing all the particulars of that beacon
4.) another .txt file that mirrors it (and it IS required to be there for some reason)
5.) yet ANOTHER .txt file that shows what the beacon is named when the player clicks on it.

All of the above should be handled by a single command in the script.

My proposal:

Code: Select all

addMarker (internalName, location[x], location[y], location[z], color[red, green, blue, and perhaps yellow too?], soundFile[something.ogg], "[message(in quotes)]") 
and of course, the command to remove it:

Code: Select all

removeMarker (internalName)
For other messages, we can simply use console(string) and do any text output needs that way.

That's my idea. :)

User avatar
vexed
Inactive
Inactive
Posts: 2471
Joined: 27 Jul 2010, 02:07

Re: Javascript API documentation

Post by vexed » 07 Jan 2012, 09:23

They had a reason for all that ugliness... Not sure that can be done like that.

Also, I did a quick fastplay tutorial conversion to JS to see how it was like, it did work IIRC, but I don't think any of that code made it into the codebase with all the changes that were needed.
(It was a 1:1 conversion more or less, not the "correct" way so to speak)
/facepalm ...Grinch stole Warzone🙈🙉🙊 contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.

Post Reply