Changes for page Mission Director Guide
Last modified by Klaus Meyer on 2025/03/31 16:39
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edited by Daniel Turner
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on 2023/08/22 19:05
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... ... @@ -1,13 +1,12 @@ 1 -The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users. 1 +The Mission Director (MD) is a subsystem of the game and interprets mission scripts, which are written in an XML-based language. The Mission Director in X Rebirth and X4 is based on the MD in X3: Terran Conflict, with some major changes based on feedback from MD users.\\ 2 2 3 3 An introduction to the original MD can be found in the [[Egosoft forums>>url:http://forum.egosoft.com/viewtopic.php?t=196971]]. There is also a PDF guide for the X3 Mission Director, which is partially used as a template for this document. 4 4 5 5 This document is primarily supposed to be a guide for MD users (people who use the MD to develop missions or write other MD scripts), not for MD programmers (people who work on the MD engine in C++). 6 6 7 -{{info}} 8 -The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible. 9 -{{/info}} 7 +{{info}}The general MD scripting system is the same in XR and X4, so this guide applies to both games. However, each game has its own set of supported script features (i.e. actions, conditions and properties), so in general scripts from different games are not compatible.{{/info}} 10 10 9 +(% id="md-scripts" %) 11 11 12 12 {{toc/}} 13 13 ... ... @@ -17,12 +17,12 @@ 17 17 18 18 MD files are XML files located in the game folder **md**. All XML files in that folder are loaded at game start. The file names are irrelevant, since the internally used script names are read from the XML root nodes. However, it's recommended to keep file name and internal script name identical to avoid having to look up the names. 19 19 20 -To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]] (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML. 19 +To edit MD scripts, an XML editing tool is needed. Microsoft Visual Studio (if available) or [[Microsoft Visual Web Developer>>url:http://www.microsoft.com/express/vwd/]](%%) (for free) are highly recommended because they have pretty good support for XML schemas (XSD). The provided Mission Director schema files help you create the XML file by displaying all available tags and attributes as you edit the XML. 21 21 22 22 This functionality is only available if the schema files **md.xsd** and **common.xsd** are in the correct folder. If you are editing the XML in the game folder directly, all is well and the files are loaded from the libraries folder. However, if you are editing in a separate folder, copy those XSD files from the libraries folder directly into the folder where your XML files are located. 23 23 24 24 {{info}} 25 -Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[ Conditions>>doc:||anchor="HConditions" style="outline-width: 0px !important; user-select: auto !important;"]]).24 +Even if your script is free of XSD errors, that does not mean that the script syntax is correct. For example, there are XML elements that require at least one of multiple attributes, but this requirement cannot be reflected in a schema (apart from documentation text). Please notice the XSD documentation of the elements and attributes, e.g. displayed via tooltips in Visual Studio / Visual Web Developer. Please also note additional requirements for MD cue attributes in this guide (see [[NULL|Conditions]]). 26 26 27 27 To check for errors, please pay attention to in-game error messages that are produced while your script is imported, and run-time errors while the script runs. The XSD files can help you a lot, but you should not rely on the absence of XSD errors." 28 28 {{/info}} ... ... @@ -33,19 +33,15 @@ 33 33 34 34 To collect all messages in a file, start the game with the following parameters on the command line: 35 35 36 -{{code language="xml"}} 37 --logfile debuglog.txt 38 -{{/code}} 35 +{{code language="xml"}}-logfile debuglog.txt{{/code}} 39 39 40 40 All messages, including enabled non-error messages, will be written into the log file. You can find it in your personal folder, where your save folder is located. To enable scripting-specific debug messages, add the following to the command line: 41 41 42 -{{code language="xml"}} 43 --debug scripts 44 -{{/code}} 39 +{{code language="xml"}}-debug scripts{{/code}} 45 45 46 -Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting. 41 +Other debug filters other than "scripts" can be enabled by repeating the -debug command for each filter name, but that is rarely needed for scripting.\\ 47 47 48 -The script action <debug_text> can be used to print debug messages from within a script. 43 +The script action <debug_text> can be used to print debug messages from within a script.\\ 49 49 50 50 = MD script structure = 51 51 ... ... @@ -82,15 +82,17 @@ 82 82 83 83 * **Disabled**: The parent cue has not become active yet, so this cue is basically non-existing. 84 84 * **Waiting**: Either this is a root cue, or the parent has become active. The cue is checking its conditions and will become active when they are met. 85 -* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state. 80 +* **Active**: The cue is about to perform the actions. Child cues have entered the waiting state.\\ 86 86 82 + 83 + 87 87 * **Complete**: The cue has finished performing its actions. 88 88 * **Cancelled**: The cue has been cancelled. This state cannot normally be reached but only if a cue actively cancels itself or another cue. No condition checks or actions are performed in this cue or any sub-(sub-)cue. 89 89 90 -{{info}} 91 -There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed. 92 -{{/info}} 87 +\\ 93 93 89 +{{info}}There can be a delay between the activation and performing the actions if the <delay> tag is used. In this case, sub-cues will be enter the waiting state before the parent's actions are performed.{{/info}} 90 + 94 94 This is how a cue node looks like: 95 95 96 96 {{code language="xml"}} ... ... @@ -153,8 +153,10 @@ 153 153 154 154 If a cue has a <conditions> node without any event, it must have one of the attributes //**onfail**// or //**checkinterval**//. 155 155 156 -* Use //onfail// if the conditions should be checked only once. The possible attribute values are "//cancel//" and "//complete//". If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions). 153 +* Use //onfail// if the conditions should be checked only once. The possible attribute values are "//cancel//" and "//complete//". If the conditions are met, the cue will activate and perform the cue actions. Otherwise it's a failure and the cue will be cancelled or completed, based on the onfail attribute. Typically //onfail="cancel"// is used to prevent any further action. //onfail="complete"// can be used to continue with the sub-cues even in case of failure (but skipping the current cue actions).\\ 157 157 155 + 156 + 158 158 * With //checkinterval//, you can specify a constant time interval between condition checks. The conditions will be checked regularly forever until they are met, unless the cue's state is changed explicitly by an external event. 159 159 160 160 Additionally, you can use the attribute **checktime** to set the time of the first condition check (also possible in combination with //onfail//). The //checktime// can be an expression with variables and is evaluated when the cue is enabled (when the condition checks would normally start ΓÇô for root cues that happens at game start, otherwise after the parent cue becomes active). ... ... @@ -181,10 +181,11 @@ 181 181 182 182 The attributes //onfail//, //checkinterval//, //checktime// are not allowed for cues with event conditions. 183 183 183 + 184 + 184 184 {{info}} 185 185 **Reminder** 186 -When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly. 187 -{{/info}} 187 +When using an XSD-capable editor, it's a great help, but you cannot rely on that alone to verify correctness. Please also check the documentation and look for errors in the game debug output. Concretely, the schema cannot tell whether the above cue attributes are used correctly.{{/info}} 188 188 189 189 == Actions == 190 190 ... ... @@ -216,12 +216,12 @@ 216 216 <actions> 217 217 {{/code}} 218 218 219 -{{info}} 220 -Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see [[Script debug output>>doc:||anchor="HScriptdebugoutput"]] 221 -{{/info}} 222 222 223 -Script debug output 224 224 221 +{{info}}Messages printed with <debug_text> are usually only visible when the "scripts" debug filter is enabled, see Script debug output{{/info}} 222 + 223 + 224 + 225 225 Each child action in a <do_any> node can have a //**weight**// attribute, which can be used to control the random selection of an action node. The default weight of a child node is 1. 226 226 227 227 Also available is **<do_if>**, which completes the enclosed action(s) only if one provided value is non-null or matches another. Directly after a <do_if> node, you can add one or more **<do_elseif>** nodes to perform additional checks only in case the previous conditions were not met. The node **<do_else>** can be used directly after a <do_if> or a <do_elseif>. It is executed only if none of the conditions are met. ... ... @@ -234,11 +234,10 @@ 234 234 235 235 Libraries are cues which are not created directly but only serve as templates for other cues. This allows for modularisation, so you can re-use library cues in many different missions. 236 236 237 -{{info}} 238 -The syntax of libraries is considerably different from the syntax in the MD of X3TC. 239 -{{/info}} 237 +{{info}}The syntax of libraries is considerably different from the syntax in the MD of X3TC.{{/info}} 240 240 241 241 240 + 242 242 Library cues are written like normal cues, they are also defined in a <cues> node, just with the difference that the XML tag is called library instead of cue: 243 243 244 244 {{code language="xml"}} ... ... @@ -288,10 +288,11 @@ 288 288 </library> 289 289 {{/code}} 290 290 291 -{{warning}} 292 -These examples are definitely **__not__ **examples of good scripting style. 293 -{{/warning}} 294 294 291 +{{warning}}These examples are definitely <u>not</u> examples of good scripting style.{{/warning}} 292 + 293 + 294 + 295 295 So when writing the library, you don't have to worry about name confusion, just use the names of cues in your library and it will work as expected when the library is used. Names of cues that do not belong to the library will not be available in expressions (see Foo in the example above), however, names of other libraries in the file are available when referencing them in the ref attribute. 296 296 297 297 Notes: ... ... @@ -298,7 +298,7 @@ 298 298 299 299 * It is //not// possible to directly call a cue which is 'inside' the library from 'outside' of the library, but it is possible to signal the library ref itself (possibly with parameters) and have a sub-cue inside the library listen to the signal on the library ref (possibly checking the parameters). 300 300 * You //can// access variables in the library root but generally this should be avoided in favor of parameterizing the library! 301 -** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching. 301 +** there are some cases where you do want to access these variables directly, for example for maintaining savegame compatibility when patching.(% id="library-parameters" %) 302 302 303 303 == Library Parameters == 304 304 ... ... @@ -343,7 +343,7 @@ 343 343 344 344 = Instantiation = 345 345 346 -One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** 346 +One of the possible cue attributes is //**instantiate**//. If you set it to true, this changes what happens when a cue's conditions are met. Normally, if a cue is not instantiated, the cue's actions are run (taking a delay node into account) and the cue is marked as completed. But with **instantiate'//, a// **copy of the cue** (and all its sub-cues) is made when the conditions are met, and it is this copy in which the actions are performed and it is the copy whose status is set to complete when they are finished - this means that the original cue (the so-called **static cue**) remains in the //waiting// state, and if the conditions are met again then the whole thing happens all over again.** 347 347 \\An instantiating cue should only be used with conditions that are only going to be met once (or a fairly limited number of times), or with conditions that include an event condition. Instantiation should not be used in a cue which, say, just depends on the game time being greater than a specific value as this will result in a copy of the cue being made after each check interval, which could increase memory usage a lot. The most common use of an instantiated cue is in responding to events such as the player ship changing sector, to react every time that event happens. 348 348 \\Instances that are created via //instantiate// are called **instantiated cues**. But sub-cues of instances are also instances (**sub-instances**) - they are created when they enter the waiting state. An instance is removed again (thereby freeing its memory) when it is complete or cancelled, and when all its instance sub-cues have been removed before. The simplest case is an instantiating cue with no sub-cues: The instance is created, the actions are performed, and the instance is removed immediately on completion. A pitfall could be an instance with a sub-cue that is forever in the waiting state (e.g. waiting for an event from an already destroyed object). It can never be removed, so you should clean up such a cue yourself, e.g. by cancelling it explicitly. 349 349 ... ... @@ -351,16 +351,16 @@ 351 351 352 352 Cancelling a cue with **<cancel_cue>** also cancels all its sub-cues, and cancelling a static cue stops it from instantiating more cues - but it does not cancel its instances. Resetting a cue with **<reset_cue>** resets both sub-cues and instantiated cues, but has the (desired) side effect that condition checks will start again if the parent cue's state allows it. Even a sub-instance that has been reset can return to the //waiting// state. Resetting an instantiated cue will stop it forever, because it is not supposed to be in the //waiting// state (only its static cue is). Resetting will also induce the clean-up reliably, but keep in mind that this is not the case for instance sub-cues. 353 353 354 -{{info}} 355 -<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards. 356 -{{/info}} 354 +{{info}}<cancel_cue> and <reset_cue> only take effect after all remaining actions of the current cue are performed. So you can even safely cancel the cue that you are currently in (keyword "'''this'''") or any ancestor cue, and still perform more actions afterwards.{{/info}} 357 357 358 358 == Access to instances == 359 359 360 -{{info}} 361 -This sub-section requires basic knowledge of script expressions. 362 -{{/info}} 363 363 359 + 360 +{{info}}This sub-section requires basic knowledge of script expressions.{{/info}} 361 + 362 + 363 + 364 364 In case of instances with sub-instances, you will often want to access a related instance from the current one. Like in the non-instance case, you can simply write the cue name in an expression to reference that cue. However, you should be aware of the pitfalls that are accompanied by this. 365 365 366 366 When you use a cue name from the same script in an expression, it will always be resolved to some cue - usually a static cue, even if it is still in the disabled state, but it can also be an instance, if it is "related" to the current one. ... ... @@ -369,7 +369,7 @@ 369 369 370 370 Example chart: 371 371 372 -[[~[~[image:Mission 372 +[[~[~[image:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png~|~|width="800px"~]~]>>attach:ARCHIVE_XRWIKI_Modding_support_Mission_Director_GuideMission_Director_Guide_-_Instantiation.png]]\\ 373 373 374 374 This chart represents a script of 5 cues: Foo, Bar, SubBar, Baz and SubBaz. Continuous arrows denote parent-child relationship. Foo and Baz are instantiating cues (highlighted with red border). The static cues always exist, although static children of instantiating cues can never become active. Instances only exist as long as they are needed. 375 375 ... ... @@ -394,11 +394,15 @@ 394 394 395 395 Some additional common pitfalls with respect to instantiation are listed here. There may be more. 396 396 397 -* **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword: 397 +* **Conditions with results:** If the instantiating cue has conditions with results, those results are stored in variables - but in the variables of the static cue, not of the instance! So in the <actions> you have to access the variables via the **static **keyword:\\ 398 398 399 -{{code language="xml"}}<debug_text text="static.$foo"/>{{/code}} 399 +{{code language="xml"}} 400 + <debug_text text="static.$foo"/> 401 +{{/code}} 400 400 It may even be necessary to copy the variables over to the instance because the static variables can be overwritten by the next condition check: 401 -{{code language="xml"}}<set_value name="$foo" exact="static.$foo"/>{{/code}} 403 +{{code language="xml"}} 404 +<set_value name="$foo" exact="static.$foo"/> 405 +{{/code}} 402 402 403 403 * **Resetting completed/cancelled instances:** As explained above, sub-instances are only created when needed (when going to the //waiting// state) and are destroyed when they are not needed any more (when they are completed or cancelled, including all sub-cues). There are cases in which you want to access cues that don't exist any more - it simply doesn't work. In some cases you are safe: You can be sure that all your ancestors exist, and instantiating cues won't be removed until they are cancelled. In some other cases you simply don't know and have to check if the instance is already (or still) there. 404 404 * **Lifetime of instances:** Do not make assumptions about when an instance is removed! Just looking at it in the Debug Manager keeps it alive for the time being. So, sometimes you could still have a completed instance that wouldn't exist under other circumstances. ... ... @@ -413,12 +413,12 @@ 413 413 * {{code language="xml"}}5e12{{/code}} (float in exponent notation, "times ten to the power of") 414 414 * {{code language="xml"}}0xCAFE{{/code}} (hexadecimal integer number) 415 415 416 -{{info}} 417 -Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered." 418 -{{/info}} 419 419 420 420 422 +{{info}}Since octal numbers are hardly ever used (usually unknowingly), the parser is will produce a warning if an octal number is encountered."{{/info}} 421 421 424 + 425 + 422 422 You can write string literals by putting the string in single quotes: 423 423 424 424 * {{code language="xml"}}'Hello world'{{/code}} ... ... @@ -425,11 +425,10 @@ 425 425 * {{code language="xml"}}''{{/code}} (empty string) 426 426 * {{code language="xml"}}'String with a line break\n'{{/code}} 427 427 428 -{{info}} 429 -Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), you'll have to escape them as '''< > " &''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and ''' 430 -''' for the backslash itself. 431 -{{/info}} 432 432 433 + 434 +{{info}}Since expressions are written in XML attribute values, you have to use the single quotes inside the double quotes for the actual attribute value. To write characters like '''< > " &''' in an expression string (or anywhere else in an XML attribute value), you'll have to escape them as '''< > " &''' respectively. The backslash '''\''' can be used in strings for escape characters like in C/C++. Most important are '''\'''' for a single quote as part of the string, and '''\\''' for the backslash itself.{{/info}} 435 + 433 433 == Numeric data types and suffixes == 434 434 435 435 Numbers can have a suffix that determines their numeric type. There are also numerical data types like "money" or "time" which can only be expressed by using an appropriate unit suffix: ... ... @@ -480,9 +480,7 @@ 480 480 \\24h|Time in milliseconds, seconds, minutes, or hours, respectively. A time value is always stored in seconds. 481 481 ))) 482 482 483 -{{info}} 484 -All unit data types are floating point types, except for money, which is an integer data type. 485 -{{/info}} 486 +{{info}}All unit data types are floating point types, except for money, which is an integer data type.{{/info}} 486 486 487 487 == Operators == 488 488 ... ... @@ -496,10 +496,10 @@ 496 496 |true|constant|{{code language="xml"}}null == 0{{/code}}|{{code language="xml"}}true{{/code}}|Integer value 1, useful in Boolean expressions 497 497 |pi|constant|{{code language="xml"}}2 * pi{{/code}}|{{code language="xml"}}6.2831853rad{{/code}}|╧Ç as an angle (same as 180deg) 498 498 |()|delimiter|{{code language="xml"}}(2 + 4) * (6 + 1){{/code}}|{{code language="xml"}}42{{/code}}|Parentheses for arithmetic grouping 499 -|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>> doc:||anchor="HLists" style="outline-width: 0px !important; user-select: auto !important;"]] of values500 -|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>> doc:||anchor="HTables" style="outline-width: 0px !important; user-select: auto !important;"]] of values500 +|[]|delimiter|{{code language="xml"}}[1, 2, 2+1, 'string']{{/code}}|{{code language="xml"}}[1, 2, 3, 'string']{{/code}}|[[List>>MediaWiki.NULL]] of values 501 +|table[]|delimiter|{{code language="xml"}}table[$foo='bar', {1+1}=40+2]{{/code}}|{{code language="xml"}}table[$foo='bar', {2}=42]{{/code}}|[[Table>>MediaWiki.NULL]] of values 501 501 |{}|delimiter|{{code language="xml"}}{101, 3}{{/code}}|{{code language="xml"}}'Some text'{{/code}}|Text lookup (page ID and text ID) from TextDB 502 -\\(Note: Braces are also used for [[property lookups>> doc:||anchor="HValueproperties" style="outline-width: 0px !important; user-select: auto !important;"]])503 +\\(Note: Braces are also used for [[property lookups>>MediaWiki.NULL]]) 503 503 |+|unary|{{code language="xml"}}+21 * (+2){{/code}}|{{code language="xml"}}42{{/code}}|Denotes positive number (no effect) 504 504 |-|unary|{{code language="xml"}}-(21 * -2){{/code}}|{{code language="xml"}}42{{/code}}|Negates the following number 505 505 |not|unary|{{code language="xml"}}not (21 == 42){{/code}}|{{code language="xml"}}true{{/code}}|Yields true if the following expression is false (equal to zero), false otherwise ... ... @@ -556,7 +556,7 @@ 556 556 {{code language="xml"}}1 ge 3{{/code}} 557 557 \\{{code language="xml"}}1 <= 3{{/code}}|{{code language="xml"}}false{{/code}}|Greater than or equal to 558 558 |((( 559 - 560 += = 560 560 )))|binary|{{code language="xml"}}1 + 1 == 2.0{{/code}}|{{code language="xml"}}true{{/code}}|Equal to 561 561 |~!=|binary|{{code language="xml"}}1 + 1 != 2.0{{/code}}|{{code language="xml"}}false{{/code}}|Not equal to 562 562 |and|binary|{{code language="xml"}}true and false{{/code}}|{{code language="xml"}}false{{/code}}|Logical AND (short-circuit semantics) ... ... @@ -568,8 +568,10 @@ 568 568 \\{{code language="xml"}}if 1 == 2 then 'F' else 'T'{{/code}}| 569 569 {{code language="xml"}}null{{/code}} 570 570 \\{{code language="xml"}}'T'{{/code}}|Conditional operator ("inline if") 571 -))) 572 572 573 +)))(% id="operator-precedence-rules" %) 574 +(%%) 575 + 573 573 === Operator precedence rules === 574 574 575 575 You can group sub-expressions using parentheses, but if you don't, the following order of operations is applied, so that 5-1+2*3 == 10 as you would expect. The order is the same as in the table above, but there are operators with the same precedence - these are applied from left to right. ... ... @@ -584,6 +584,8 @@ 584 584 * or 585 585 * if/then/else (lowest precedence) 586 586 590 +(% id="type-conversion" %) 591 + 587 587 === Type conversion === 588 588 589 589 When a binary arithmetic operator is used on numbers of different types, they will be converted to a suitable output type. The resulting type depends on whether a unit data type is involved (types that are not plain integers or floats). The following cases may occur: ... ... @@ -612,6 +612,7 @@ 612 612 613 613 As you can see, operators of the same precedence (+ in this case) are always evaluated from left to right. 614 614 620 +(% id="boolean-operators" %) 615 615 616 616 === Boolean operators === 617 617 ... ... @@ -625,9 +625,11 @@ 625 625 * Unlike != and ==, the comparison operators <, <=, >, >= are only supported **for numeric values**, **difficulty levels**, and **attention levels**. Comparing other non-numeric values will result in an error and an undefined result. 626 626 * <, <=, >, >= cannot be used in XML directly, so lt, le, gt, ge are provided as alternatives. In some cases you won't have to use them, though - using [[range checks>>MediaWiki.NULL]] with additional XML attributes can be more readable. 627 627 628 -(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 629 629 630 630 636 +(% id="categorybroken_macroanchorstrings-and-formatting" %)== Strings and formatting== 637 +(% id="categorybroken_macroanchorstrings-and-formatting" %) 638 + 631 631 {{{==}}} 632 632 633 633 You can concatenate string literals using the + operator, but there is also a printf-like formatting syntax, which is easier to use than concatenating lots of small pieces: ... ... @@ -653,10 +653,16 @@ 653 653 * If "," is used without "." then any fractional digits are discarded. 654 654 * "." must be followed by a single digit (0-9). In case of ".0" any fractional digits are discarded (rounding towards zero, not half away from zero). 655 655 656 -{{info}} 657 -There are also special methods to [[NULL|format money values and time values]] using the "formatted" property. 658 -{{/info}} 659 659 665 + 666 +{{info}}There are also special methods to [[NULL|format money values and time values]] using the "formatted" property.{{/info}} 667 + 668 + 669 + 670 +\\ 671 + 672 +(% id="categorybroken_macroanchorlists" %) 673 + 660 660 == Lists == 661 661 662 662 Another example for a non-numeric value is a list: It is an ordered collection of other arbitrary values (called array or vector in other languages). It can be constructed within an expression using the [[~[~] syntax>>MediaWiki.NULL]]. It may also be generated by special actions and conditions, and there are actions that can [[insert or remove values>>MediaWiki.NULL]]. ... ... @@ -663,43 +663,56 @@ 663 663 664 664 A list can contain values of arbitrary data types, even mixed in the same list - so a list can actually contain other lists. However, some of the things that you can do with lists require that all contained elements are of a certain type. The contents of a list can be accessed via properties, see the section about [[value properties>>MediaWiki.NULL]]. Lists can be empty, these are written as "[ ]". 665 665 666 -{{info}} 667 -When accessing a list's elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages." 668 -{{/info}} 680 +{{info}}When accessing a list's elements, the numbering is '''1-based''', so the first element has number 1. This is intuitive but different from 0-based numbering in most programming languages."{{/info}} 669 669 682 + 683 + 670 670 Lists are stored in variables as references, so multiple variables can refer to the same **shared list**: If you change a shared list through a variable, e.g. by changing the value of an element, you change it as well for all other variables. However, the operators == and != can also be used on two distinct lists to compare their elements. 671 671 672 -{{info}} 673 -When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 686 +{{info}}When using <remove_from_list/>, be aware that all elements are checked and potentially removed during the action. Do not provide this action with a index lookup of that list as it may become out of bounds. 674 674 675 675 Bad usage attempting to remove the last element of the list: <remove_from_list name="$List" exact="$List.{$List.count}"/> 676 676 677 -If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/> 678 -{{/info}} 690 +If you know the index, simply use <remove_value/> e.g. <remove_value name="$List.{$List.count}"/>{{/info}} 679 679 692 + 693 + 694 +\\ 695 + 680 680 (% id="categorybroken_macroanchortables" %) 697 + 681 681 == Tables == 682 682 683 -Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created. 700 +Tables are associative arrays - they are like lists, but you can assign values to (almost) arbitrary keys, not just to index numbers. A table is constructed within an expression using the [[table~[~] syntax>>MediaWiki.NULL]]. See the section about [[value properties>>MediaWiki.NULL]] for how to access the contents of a table. [[Creating and removing entries>>MediaWiki.NULL]] works similarly to lists, but instead of inserting, you simply assign a value to a table key. If the key does not exist yet, it will be created.\\ 684 684 685 685 Almost all values are allowed as table keys, but there are a few exceptions: 686 686 687 687 * Strings must start with '$', like variables 688 688 * null cannot be used as table key (but the number 0 is valid) 689 -* Lists, tables, groups and buildplans cannot be used as table keys 706 +* Lists, tables, groups and buildplans cannot be used as table keys\\ 690 690 708 + 709 + 691 691 These restrictions only apply to the keys, there are no restrictions for values that you assign to them. For example: 692 692 693 693 * {{code language="xml"}}table[]{{/code}} ⟹ creates an empty table 694 -* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null 713 +* {{code language="xml"}}table[{0} = null]{{/code}} ⟹ creates a table that maps the number 0 to null\\ 695 695 715 + 716 + 696 696 * {{code language="xml"}}table[{'$foo'} = 'bar']{{/code}} ⟹ a table that maps the string '$foo' to the string 'bar' 697 697 * {{code language="xml"}}table[$foo = 'bar']{{/code}} ⟹ exactly the same, just a shorter notation for string keys 698 698 * {{code language="xml"}}table[foo = 'bar']{{/code}} ⟹ error, 'foo' does not start with a '$' 699 -* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table 720 +* {{code language="xml"}}table[{1} = [], {2} = table[]] {{/code}} ⟹ a table that maps 1 to an empty list and 2 to an empty table\\ 700 700 701 -Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above). 702 702 723 + 724 +Just like lists, tables are stored as references, so it's possible that multiple variables reference the same table (see above).\\ 725 + 726 +\\ 727 + 728 +(% id="categorybroken_macroanchorvalue-properties" %) 729 + 703 703 == Value properties == 704 704 705 705 Properties are a crucial concept in script expressions. In the previous sections you have seen mostly constant expressions, which are already evaluated when they are parsed at game start. For reading and writing variables and evaluating the game's state, properties are used. ... ... @@ -720,22 +720,28 @@ 720 720 * {{code language="xml"}}[100, 200, 300, 400].{1}{{/code}} ⟹ 100 (reading the first element) 721 721 * {{code language="xml"}}[100, 200, ['Hello ', 'world']] .{3}.{2}{{/code}} ⟹ 'world' (second element of the inner list, which is the third element of the outer list) 722 722 * {{code language="xml"}}[].{'count'}{{/code}} ⟹ 0 723 -* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42 750 +* {{code language="xml"}}table[{21} = 42].{21}{{/code}} ⟹ 42\\ 724 724 752 + 753 + 725 725 In most cases the property key is a fixed string, like "name" or "class". You can write this like above: 726 726 727 727 * {{code language="xml"}}[42].{'count'}{{/code}} 728 728 * {{code language="xml"}}$ship.{'name'}{{/code}} 729 729 * {{code language="xml"}}$ship.{'class'}{{/code}} 730 -* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}} 759 +* {{code language="xml"}}table[$foo='bar'].{'$foo'}{{/code}}\\ 731 731 761 + 762 + 732 732 But it is easier just to write the property key without braces, which is equivalent: 733 733 734 734 * {{code language="xml"}}[0].count{{/code}} 735 735 * {{code language="xml"}}$ship.name{{/code}} 736 736 * {{code language="xml"}}$ship.class{{/code}} 737 -* {{code language="xml"}}table[$foo='bar'].$foo{{/code}} 768 +* {{code language="xml"}}table[$foo='bar'].$foo{{/code}}\\ 738 738 770 + 771 + 739 739 (In this case, $ship is a variable. All variables start with a "$", so they cannot be confused with keywords.) 740 740 741 741 A list has even more properties: ... ... @@ -763,27 +763,36 @@ 763 763 * '**clone'** creates a shallow copy of the table 764 764 * '**keys'** allows you to access data about the table's keys 765 765 766 -However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example: 799 +However, 'keys' alone will not give you a result. 'keys' must be followed by another keyword to retrieve the desired information, for example:\\ 767 767 768 768 769 769 770 -* {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric) 803 +* {{code language="xml"}}$table.keys.list{{/code}}: Yields a list of all keys in the table (reliably sorted by key if all keys are numeric)\\ 771 771 805 + 806 + 772 772 * {{code language="xml"}}$table.keys.sorted{{/code}}: Yields a list of all keys in the table, sorted by their associated values (which requires that all values are numeric) 773 773 * {{code language="xml"}}$table.keys.random{{/code}}: A randomly chosen key (which requires that the table is non-empty) 774 774 775 -{{info}} 776 -The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}. 777 -{{/info}} 778 778 779 -=== (% id="lookup-tests-and-suppressing-errors" %)Lookup tests and suppressing errors(%%) === 780 780 812 +{{info}}The string formatting syntax that you have seen [[NULL|above]] is also based on the property system. You basically pass a list as property key to a string. Braces around the brackets are not required, so 'foo'.[...] is just a convenient alternative notation for 'foo'.{[...]}.{{/info}} 813 + 814 + 815 + 816 +(% id="lookup-tests-and-suppressing-errors" %)=== Lookup tests and suppressing errors 817 + 818 + 819 +{{{===}}} 820 + 781 781 If you look up a property that does not exist, there will be an error, and the result will be null. To test whether a property exists, you can append a question mark "?" to the lookup, which yields true or false: 782 782 783 783 * {{code language="xml"}}$list.{5}{{/code}} ⟹ The fifth element of a list - however, if $list has less than 5 elements (and if it's also not a table with the key 5), there will be an error 784 784 * {{code language="xml"}}$list.{5}?{{/code}} ⟹ true if $list exists and has the property 5, false otherwise 785 -* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key' 825 +* {{code language="xml"}}$table.$key?{{/code}} ⟹ Analogously, true if $table exists and has the string property '$key'\\ 786 786 827 + 828 + 787 787 The question mark can even be applied to variables: 788 788 789 789 * {{code language="xml"}}$list{{/code}} ⟹ The value stored under the name $list, or an error if there is no such variable ... ... @@ -797,6 +797,10 @@ 797 797 798 798 As you can see, an error is already prevented if any link in the property chain does not exist. But use the @ prefix with care, since error messages are really helpful for detecting problems in your scripts. The @ prefix only suppresses property-related error messages and does not change any in-game behaviour. 799 799 842 +\\ 843 + 844 +(% id="static-lookups" %) 845 + 800 800 === Static lookups === 801 801 802 802 There are a few data types which are basically enumerations: They only consist of a set of named values, e.g. the "class" data type, which is used for the component classes that exist in the game. For all these static enumeration classes there is a lookup value of the same name, from which you can get the named values as properties by their name. So for the type "class", there is a value "class" that can be used to access the classes. ... ... @@ -805,6 +805,10 @@ 805 805 806 806 (% style="margin-left: 0.0px;" %) 807 807 ((( 854 +\\ 855 + 856 + 857 + 808 808 |Data type (= value name)|Examples|Description 809 809 |class| 810 810 class.ship ... ... @@ -849,21 +849,22 @@ 849 849 \\faction.argongovernment|Factions 850 850 ))) 851 851 852 -{{id name="typeof" /}} 853 -{{info}} 854 -With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 902 +{{info}}With the ''typeof'' operator you can get the datatype of any expression and compare it with what you expect, for example: 855 855 856 856 <code>typeof $value == datatype.faction</code> 857 857 858 858 However, you should not compare the type to datatype.string because there are strings that have different data types. To check for a string you should use the datatype's property "'''isstring'''" instead. For example, to check if the variable $value is a string, use the following term: 859 859 860 -<code>(typeof $value).isstring</code>" 861 -{{/info}} 908 +<code>(typeof $value).isstring</code>"{{/info}} 862 862 863 -{{info}} 864 -There is also the datatype "tag" with the lookup name "tag" - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like "tag.mision" instead of "tag.mission", there won't be an error because any name is valid for a tag, and the tag "mision" is created on its first use." 865 -{{/info}} 910 +{{info}}There is also the datatype "tag" with the lookup name "tag" - however, this is not an enumeration type. Looking up a value by name never fails, you actually create a tag value for a given name if it does not exist. For example, if you have a typo, like "tag.mision" instead of "tag.mission", there won't be an error because any name is valid for a tag, and the tag "mision" is created on its first use."{{/info}} 866 866 912 +\\ 913 + 914 + 915 + 916 +(% id="player-properties" %) 917 + 867 867 === Player properties === 868 868 869 869 You can access many player-related game properties via the keyword "player": ... ... @@ -871,15 +871,20 @@ 871 871 * player.**name**: The player's name 872 872 * player.**age**: The passed in-game time since game start 873 873 * player.**money**: The money in the player's account 874 -* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station 925 +* player.**ship**: The ship the player is currently on (not necessarily the player's ship), or null if the player is on a station\\ 875 875 927 + 928 + 876 876 * player.**primaryship**: The player's own ship (but the player is not necessarily on board) 877 -* player.**entity**: The actual player object 930 +* player.**entity**: The actual player object\\ 878 878 932 + 933 + 879 879 * player.**zone**, player.**sector**, player.**cluster**, player.**galaxy**: Location of the player entity 880 880 * player.**copilot**: The co-pilot NPC 881 881 882 882 The game consists of objects of different classes (zones, ships, stations, NPCs). They have the common datatype "component", however, they have different properties, e.g. NPCs have the property "race", but ships don't. 938 +\\(% id="safe-properties" %) 883 883 884 884 === Safe properties === 885 885 ... ... @@ -894,21 +894,28 @@ 894 894 895 895 These properties will not cause errors when used on "null" or on a destroyed object (which may still be accessible from scripts in some cases), and produce null or false as results, respectively. (The keyword "available" is used for trades, not for objects. Trades can also become invalid.) However, when using such a property on a different data type like a number, there will still be an error. 896 896 897 - ===(% id="categorybroken_macroanchormoney-and-time-formatting" %)Money and time formatting(%%) ===953 +(% id="categorybroken_macroanchormoney-and-time-formatting" %)=== Money and time formatting 898 898 955 + 956 +{{{===}}} 957 + 899 899 **[New as of X Rebirth 4.0]** 900 900 \\Numbers don't have any properties, except for money and time: They have a "**formatted**" property, which allows you to get a custom string representation with more advanced options than the [[generic formatting method>>MediaWiki.NULL]] for numbers. 901 901 902 902 * {{code language="xml"}}$money.formatted.{'formatstring'}{{/code}} 903 -* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s') 962 +* {{code language="xml"}}$money.formatted.default{{/code}} (using default format string '%s')\\ 904 904 964 + 965 + 905 905 * {{code language="xml"}}$time.formatted.{'formatstring'}{{/code}} 906 906 * {{code language="xml"}}$time.formatted.default{{/code}} (using default format string '%T') 907 907 908 908 In scripts, money is stored in cents, not Credits. The formatted representation always shows the value in Credits, including thousands separators. 909 909 910 -When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options: 971 +When formatting the money value, any specifier (such as '%s') in the format string is replaced by the money value, so usually the format string only consists of this one specifier. The following modifiers can be used between '%' and the specifier character, to enable formatting options:\\ 911 911 973 + 974 + 912 912 |1-9|Truncation|To enable truncation, specify the number of relevant digits that should be displayed. If the money string is too long, it can be truncated and a metric unit prefix (e.g. k = kilo) is appended. (All digits are shown unless truncation is enabled.) 913 913 |c|Colouring|If truncation is enabled, the metric unit prefixes (e.g. k, M, G) can be coloured when displayed on the screen, using the escape sequence '\033C'. 914 914 |.|Cents|Usually money values have no cent part, since cents are not used in accounts or trades. However, single ware prices can have a non-zero cent part. (Cents are not displayed if money is truncated) ... ... @@ -923,10 +923,14 @@ 923 923 * %G: Credits (truncated) in Giga format 924 924 * %T: Credits (truncated) in Tera format 925 925 * %Cr: Localised "Cr" string 926 -* %%: A % sign 989 +* %%: A % sign\\ 927 927 928 -Examples: 929 929 992 + 993 +Examples:\\ 994 + 995 + 996 + 930 930 * {{code language="xml"}}(1234Cr).formatted.{'%s'}{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} 931 931 * {{code language="xml"}}(1234Cr).formatted.default{{/code}}⟹{{code language="xml"}}'1,234'{{/code}} (same as {'%s'}) 932 932 * {{code language="xml"}}(1234Cr).formatted.{'%.s %Cr'}{{/code}}⟹{{code language="xml"}}'1,234.00 Cr'{{/code}} ... ... @@ -942,19 +942,23 @@ 942 942 * {{code language="xml"}}(151s).formatted.{'%.3T'}{{/code}} ⟹ {{code language="xml"}}'00:02:31.000'{{/code}} 943 943 * {{code language="xml"}}(151s).formatted.{'%h:%M'}{{/code}} ⟹ {{code language="xml"}}'0:02'{{/code}} 944 944 1012 +(% id="complete-property-documentation" %) 1013 + 945 945 === Complete property documentation === 946 946 947 947 To access the script property documentation that is included in the game, you can extract the required files from the game's catalog files using the [[X Catalog Tool>>url:https://forum.egosoft.com/viewtopic.php?t=363625]]. Extract the HTML file __scriptproperties.html__ in the game's root folder, and all files in the "libraries" sub-folder. For resolving text references in the browser automatically, also extract 0001-L044.xml in the "t" sub-folder. 948 948 949 -The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser. 1018 +The raw documentation data is located in libraries/scriptproperties.xml, but it is recommended to open scriptproperties.html in a browser.\\ 950 950 951 -{{info}} 952 -scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required: 953 953 1021 + 1022 +{{info}}scriptproperties.html has to load files from different folders, which modern browsers do not allow by default for security reasons. In order to open scriptproperties.html, the following is required: 1023 + 954 954 * Firefox: On the about:config page, the value of "security.fileuri.strict_origin_policy" has to be changed to "false". 955 -* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files-- 956 -{{/info}} 1025 +* Chrome: The Chrome launcher has to be started with the command-line parameter --allow-file-access-from-files{{/info}} 957 957 1027 + 1028 + 958 958 This provides you with a complete list of all supported "base keywords" and properties. To filter in this list, you can enter an expression in the text field: 959 959 960 960 * Enter the beginning of a base keyword ... ... @@ -963,14 +963,26 @@ 963 963 * After the dot, you can enter a property name 964 964 * You can also enter a dot (".") as first character to search globally for a property 965 965 966 -{{info}} 967 -The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype "component", but have different properties based on their component class. 968 -{{/info}} 1037 +\\ 969 969 1039 + 1040 + 1041 +{{info}}The documentation contains some data types that are no real script data types, but which are useful for documentation purposes. For example, ships and stations are both of datatype "component", but have different properties based on their component class.{{/info}} 1042 + 1043 + 1044 + 1045 +\\ 1046 + 1047 +(% id="md-refreshing-and-patching" %) 1048 + 970 970 = MD refreshing and patching = 971 971 972 972 When a saved game is loaded, the saved MD state is restored, but also all MD files are reloaded and changes in them are applied to the MD state. This is called "refresh". It is also possible to refresh the MD at run-time using the command "refreshmd" on the in-game command line. This is a convenient way to update MD scripts while the game is already running. 973 973 1053 +\\ 1054 + 1055 +(% id="details-and-restrictions" %) 1056 + 974 974 == Details and restrictions == 975 975 976 976 Here are some noteworthy facts about refreshing scripts and cues, and the restrictions: ... ... @@ -990,14 +990,20 @@ 990 990 * Changing instantiate="false" to "true" turns the cue into "waiting" state if it was active or complete before. 991 991 * Changing instantiate="true" to "false" removes all instantiated cues and their descendants. 992 992 993 -{{warning}} 994 -Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case. 995 -{{/warning}} 1076 +\\ 996 996 997 -{{warning}} 998 -When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary. 999 -{{/warning}} 1000 1000 1079 + 1080 +{{warning}}Be aware that completed instances can be auto-deleted, and so added sub-cues will not become active in such a case.{{/warning}} 1081 + 1082 +{{warning}}When adding a variable in a new MD script version and using that variable in multiple places, be aware that the variable doesn't exist yet in older savegames. You may have to check the existence of the variable before accessing it, or add some patch logic that initiailses the variable after loading the savegame, if necessary.{{/warning}} 1083 + 1084 + 1085 + 1086 +\\ 1087 + 1088 +(% id="patching" %) 1089 + 1001 1001 == Patching == 1002 1002 1003 1003 Cues can have **<patch>** elements with actions that will be performed when an old savegame is loaded. To control which savegames should be affected, you can add a //**version **//attribute to the <cue> node and a //**sinceversion**// attribute in the patch. When a cue is loaded from a savegame that has an older version than //sinceversion//, the <patch> actions will be performed immediately after loading. ... ... @@ -1016,14 +1016,22 @@ 1016 1016 1017 1017 A sequence of multiple <patch> elements is possible. They will be performed in order of appearance, checking the //sinceversion// and //state// attributes in each case. Patches are also applied to all users of a library and to instances. 1018 1018 1019 -{{info}} 1020 -The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames." 1021 -{{/info}} 1108 +{{info}}The <patch> elements will be ignored when refreshing the MD at run-time. They only affect loaded savegames."{{/info}} 1022 1022 1110 + 1111 + 1112 +\\ 1113 + 1114 +(% id="common-attribute-groups" %) 1115 + 1023 1023 = Common attribute groups = 1024 1024 1025 1025 There are many commonly used actions and conditions which share groups of attributes. The most important ones are explained here. 1026 1026 1120 +\\ 1121 + 1122 +(% id="categorybroken_macroanchorvalue-comparisons" %) 1123 + 1027 1027 == Value comparisons == 1028 1028 1029 1029 There are many conditions and conditional actions that require a value comparison, for example the condition <check_value>: ... ... @@ -1043,10 +1043,12 @@ 1043 1043 <check_value value="$attention" min="attention.visible"/> 1044 1044 {{/code}} 1045 1045 1046 -{{info}} 1047 -Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator." 1048 -{{/info}} 1143 +{{info}}Values of most enumeration types cannot be compared via ''min'' or ''max'' (also not via lt, gt, etc.). The only data types that can be used with ''min'' and ''max'' are numbers and the enumeration types ''level'' and ''attention'' (see Boolean operators). The ''exact'' attribute can be used with any type, and is equivalent to using the == operator."{{/info}} 1049 1049 1145 + 1146 + 1147 +\\ 1148 + 1050 1050 == Random ranges == 1051 1051 1052 1052 If an action requires a value, e.g. when you set a variable to a value, you can have some randomisation. To specify an exact value, e.g. in <set_value>, you can write this: ... ... @@ -1076,11 +1076,15 @@ 1076 1076 <set_value name="$foo" min="-20" max="20" profile="profile.increasing" scale="4"/> 1077 1077 {{/code}} 1078 1078 1178 +\\(% id="variables-and-namespaces" %) 1079 1079 1080 1080 = Variables and namespaces = 1081 1081 1082 1082 As you have seen above, you can easily access variables by writing their name (including $ prefix) in an expression. Namespaces define in which cue the variables are actually stored (and from which cue they are read). 1083 1083 1184 + 1185 +\\\\\\(% id="categorybroken_macroanchorcreating-and-removing-variables" %) 1186 + 1084 1084 == Creating and removing variables == 1085 1085 1086 1086 You can create variables with certain actions and conditions, such as the <set_value> action: ... ... @@ -1131,6 +1131,7 @@ 1131 1131 1132 1132 Removing an entry from a list shifts all following elements down by one. If you want to clear an entry without removing it from the list, just use <set_value> instead. 1133 1133 1237 +(% id="accessing-remote-variables" %) 1134 1134 1135 1135 == Accessing remote variables == 1136 1136 ... ... @@ -1150,6 +1150,8 @@ 1150 1150 <set_value name="$baz" exact="this.$bar.$foo" /> 1151 1151 {{/code}} 1152 1152 1257 +\\\\\\(% id="namespaces" %) 1258 + 1153 1153 == Namespaces == 1154 1154 1155 1155 In the examples above, a variable was written to and read from the "this" cue. This can be necessary: the expression "$foo" may be different from the expression "this.$foo". The reason for that are namespaces. ... ... @@ -1172,6 +1172,8 @@ 1172 1172 1173 1173 You can also use the keyword "**namespace**" in expressions to get the namespace cue. 1174 1174 1281 +(% id="defining-a-cues-namespace" %) 1282 + 1175 1175 === Defining a cue's namespace === 1176 1176 1177 1177 When writing a cue, you can specify what the namespace of the cue should be, by adding the //**namespace**// attribute. The following values are possible: ... ... @@ -1180,13 +1180,13 @@ 1180 1180 * **static**: Same as "this", but when instantiated, use the static cue: $foo == static.$foo 1181 1181 * **default**: The namespace is inherited from the parent cue. The default for root cues and for libraries is the same as "static". 1182 1182 1183 -{{warning}} 1184 -Although in general the expression "$foo == namespace.$foo" is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent's namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parent's namespace. Example: 1185 1185 1292 +{{warning}}Although in general the expression "$foo == namespace.$foo" is true, there is one exception: When library parameters are evaluated in the referencing cue, variables are resolved using the parent's namespace. However, the referencing cue creates a new namespace, so the namespace keyword already points to the library, not to the parent's namespace. Example: 1293 + 1186 1186 {{code language="xml"}} 1187 1187 <cue name="LibRef" ref="Lib"> 1188 - < cke:param name="Param1" value="$foo"></cke:param> <!-- $foo from parent namespace -->1189 - < cke:param name="Param2" value="namespace.$foo"></cke:param> <!-- LibRef.$foo (error) -->1296 + <param name="Param1" value="$foo" /> <!-- $foo from parent namespace --> 1297 + <param name="Param2" value="namespace.$foo" /> <!-- LibRef.$foo (error) --> 1190 1190 </cue> 1191 -{{/code}} 1299 +{{/code }} 1192 1192 {{/warning}}
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