Players.mod()

(info) This AI is still in early stages of development.

Players.mod()

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

 

Syntax

Players.mod(key, value, accessor, target, refresh, self);

Parameters

Parameter

Type

Mandatory

Notes

API Version

key

String

The name of the property you want to add.

Note: You cannot override existing properties (sorry).

1.0

value

Variant

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

1.0

accessor

Function

Boolean

Should the key be an accessor (getter/setter) or data (value/function) property?

  • true – the key is an accessor property, value must be a function (the "getter")

  • function – same as true, and use this accessor function as the "setter"

  • false – the key is a data property, with a read-only value

Default: false

1.0

target

See notes

Does your mod target Players Objects?

  • false – no, it targets the main Players[] array (useful when adding new filters, etc)

  • true – yes, it targets all Players Objects within the array

  • a function – yes, it targets specific Players Objects within the array (function passed an object, if it returns true the object is targeted)

Default: false

1.0

refresh

Function

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, invalidate caches, etc.

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

Default: null (no refresh function)

1.0

self

Self Descriptor Object

An optional (but recommended) self descriptor object to associate any error messages generated while modding with your script (your script name and version will be used as the error prefix).

Default: Use Players API's self descriptor object

1.0

Return values

Value

Type

Notes

API Version

true

Boolean

The mod() was successfully applied.

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

Examples: Accessor properties

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...

Add a read-only .spectators accessor to the Players array
// add a spectators property to the Players[] array // will return an array of spectators player objects Players.mod( // key name "spectators",   // value: getter function function() { // note: see Players.js source for examples of caching the list return this.filter(function(player) { return player.isSpectator; }); },   // accessor? true = read-only (no setter function) true,   // target players objects?: false = target main Players[] array false );   // Let's use our new accessor: Players.spectators // an array of spectator players objects
Add a read-only .isMe accessor to all players objects
// add .isMe to all players objects (no target specified) // will return true if that player is me, otherwise false Players.mod( // key name "isMe", // value: getter function function() { return this.id == me; },   // accessor? true = read-only (no setter function) true   // target not specified, so default to all players objects (true) );   // Let's use our new accessor: Players.forEach(function(player) { player.isMe // true if player.id == me, otherwise false });
Add a read-only .isUSM accessor to only the scavenger players object
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",   // value: 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; } })); },   // accessor? true = read-only (no setter function) 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)

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

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

Add a .notes accessor to all players objects
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 = {};    // 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 // so we can safely use Players.forEach() var refresh = function() { Players.forEach(function(player) { values[player.id] = null; }); }   // initialise our values (set them all to null) refresh(); // mod the players API (will throw an error if something is wrong) Players.mod( "notes", // key name getter, // value: getter function setter, // accessor? yes, with setter function true, // 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(); // invokes our refresh function, so all notes cleared   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 Check.has() function, part of Util API, allows other scripts to check if your mod is available.

Examples: Data properties

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

Add a .fish data property to Players[] array
Players.mod( "fish", // key "haddock", // value false, // accessor? no, it's a data property false // target = Players[] );   console(Players.fish); // "haddock" Players.fish = "kipper"; // .fish is read-only console(Players.fish); // still "haddock"

Method properties are just data properties where the value is a function...

Add a .fish() method to Players[] array
var method = function() { // note: 'this' in a method = object the method is added to return "halibut"; }   Players.mod( "fish", // key method, // value: function false, // accessor? no, it's a data property false // target = Players[] ); console( Players.fish ); // "function" because treated as a data property console( Players.fish() ); // "halibut" because invoked as a method() property