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Excerpt

Extend the Players API and Players Objects with your own features...

 

Syntax

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Players.mod(key, getter, setter, target, refresh, self);

Parameters

ParameterTypeMandatoryNotesAPI Version
keyString

(tick)

The name of the property you want to add.

Note: You cannot override existing properties (sorry).

1.0
getter

Variant

(tick)

The getter function, method, or value to associate with the key.

1.0
setter

Function

Null

Boolean

(error)

The type of this parameter determines what sort of property the key will be:

  • function – the key will be a getter/setter (accessor) property
  • null – the key will be a getter (read-only accessor) property
  • false – the key will be either a method (if getter is a function) or a data property (if getter is not a function)

Default: false

(warning)  If you want null, you have to specify null – don't just leave the parameter undefined, because if you do it will default to false.

1.0
target

See notes

(error)

Defines the target of your mod:

  • true – the main Players[] array (useful when adding new filters, etc)
  • false – all Players Objects
  • function – when passed a players object, return true to mod it or false to leave it alone

Default: false

1.0
refreshFunction(error)

An optional function to call should Players.refresh() be invoked. Your refresh function will be invoked after the refresh (so all players objects will be available). Useful if you want to reset or update private variables in closures.

Specify null or leave undefined if you don't want a refresh function.

Default: null (no refresh function)

1.0
selfSelf Descriptor Object(error)An optional (but recommended) self descriptor object to associate any error messages generated while modding with your script (eg. adding your script name and version to the start of the error).1.0

Return values

ValueTypeNotesAPI Version
undefinedUndefinedThe mod() method doesn't currently return anything.1.0
<error>Error

An error occurred whilst applying the mod.

Most likely causes are:

  • Invalid parameters or parameter combinations
  • Trying to overwrite an existing "key"
1.0

Example: Read-only accessors

Read-only getters are probably going to be the most common mod because they keep external code concise and easy to read.

Several examples are shown below illustrating the different approaches to targetting where your mod is applied...

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titleAdd a read-only .spectators accessor to the Players array
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// add a spectators property to the Players[] array
// will return an array of spectators player objects
Players.mod(
  // key name
  "spectators",
 
  // getter function
  function() {
	// note: see Players.js source for examples of caching the list
    return this.filter(function(player) {
      return player.isSpectator;
    });
  },
 
  // read-only accessor
  null,
 
  // target = main Players[] array
  true
);
 
// Let's use our new accessor:
Players.spectators // an array of spectator players objects
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titleAdd a read-only .isMe accessor to all players objects
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// add .isMe to all players objects (no target specified)
// will return true if that player is me, otherwise false
Players.mod(
  // key name
  "isMe",
  // getter function
  function() {
    return this.id == me;
  },
 
  // read-only accessor
  null
 
  // target = all players objects (default)
);
 
// Let's use our new accessor:
Players.forEach(function(player) {
  player.isMe // true if player.id == me, otherwise false
});
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titleAdd a read-only .isUSM accessor to only the scavenger players object
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var found = false; // cache result in the closure
 
// add .isUSM only to Scavenger players object
// will return true if Ultimate Scavenger Mod is detected
Players.mod(
  // key name
  "isUSM",
 
  // getter function
  function() {
    // might take several attempts to spot something USM-like
    // so can't really treat isUSM == false as certain
    if (found) return true;
    // only USM has Cranes...
    return (enumDroid(this.id, DROID_CONSTRUCT).some(function(truck) {
      if (truck.name == "Crane") {
        found = true; // cache that we detected USM
        return true;
      }
    }));
  },
 
  // read-only accessor
  null,
 
  // target = only players objects this function approves
  function(player) {
    return player.isScavenger; // approve if player.isScavenger
  }
);
 

// Let's use our new accessor:
Players.scavenger.isUSM // true if USM, otherwise false
 
// Other players objects didn't get approved:
Players.me.isUSM // ReferenceError (property not defined)

Example: Normal accessors

In the previous examples we focussed on adding read-only accessors to different bits of the Players API.

In this example, we'll add a read-write accessor (getter/setter) but focus on how to properly encapsulate your mod in a sandbox, complete with dependency checking...

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titleAdd a .notes accessor to all players objects
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void (function exampleMod() { // sandbox
 
  // self descriptor object
  var self = {
    file: "exampleMod.js",
    ver : 0.1
  };
  // define dependencies
  var dependencies = {
    "Players.js": 1.0 // obviously set to the right version
  }
  // check dependencies available (throws error if not)
  uNeed(self, dependencies); // Util.js
 
  // a place to store some values
  // will be accessible to all functions in this sandbox,
  // even when they are put in to the Players API
  // (learn about 'closures' if you don't know why)
  var values = {};
 
  // initialise our values (set them all to null)
  Players.forEach(function(player) {
    values[player.id] = null;
  });
 
  // define our getter function
  var getter = function() {
    // 'this' will be the players object the getter is invoked on
    return values[this.id];
  }
 
  // define or setter function
  var setter = function(value) {
    values[this.id] = value;
  }
 
  // define a refresh function that clears all our notes
  // this will be invoked after Players.refresh() is invoked
  var refresh = function() {
    Object.keys(values).forEach(function(key) {
      values[key] = null;
    });
  }
 
  // mod the players API (will throw an error if something is wrong)
  Players.mod(
    "notes", // key name
    getter,  // getter
    setter,  // setter
    false,   // target = all players objects
    refresh, // refresh function
    self     // self descriptor
  );
 
  // indicate our mod is available
  uProvide(self);
 
})(); // close sandbox and run it
 
// Let's use our new accessor:
Players.me.notes = "This is me!!";
 
console(Players.me.notes); // "This is me!!"
 
Players.refresh(); // will clear all our notes due to refresh function
 
console(Players.me.notes); // "null"
 
// Optionally we can check the mod was applied before using the 'notes' accessor:
if (uHas("exampleMod.js")) {
  // this code only runs if the mod was applied
  Players.scavenger.notes = "Those pesky marauders!";
  console(Players.scavenger.notes); // "Those pesky marauders!"
}

The uHas() function, part of Util API, allows other scripts to check if your mod is available.

Example: Data properties

Data properties are read-only values added on to the desired target. Let's keep this example simple:

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titleAdd a .fish data property to Players[] array
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Players.mod(
  "fish",    // key
  "haddock", // getter = the property value
  false,     // setter = treat as data property
  true       // target = Players[]
);
 
console(Players.fish);   // "haddock"
Players.fish = "kipper"; // .fish is read-only
console(Players.fish);   // still "haddock"

Example: Method properties

Basically the same as a data property, only our data is a function so we end up defining a method...

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titleAdd a .fish() method to Players[] array
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var getter = function() {
  return "halibut";
}
 
Players.mod(
  "fish", // key
  getter, // getter = the method we're adding
  false,  // setter = treat as data property
  true    // target = Players[]
);
 
console( Players.fish   ); // "function"
console( Players.fish() ); // "halibut"
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See also

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Players API

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