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1  Introduction

Warzone 2100 contains a scripting language for implementing AIs, campaigns and some of the game rules. It uses JavaScript, so you should become familiar with this language before proceeding with this document. A number of very good guides to JavaScript exist on the Internet.

The following hard-coded files exist for game rules that use this API:

Default game rules - base setup, starting research, winning and losing.
Scavenger AI. This script is active if scavengers are.

For ordinary AI scripts, these are controlled using ’.ai’ files that are present in the ’multiplayer/skirmish’ directory. Here is an example of an ’.ai’ file that defines an AI implemented using this API:

[AI] name = "Semperfi JS" js = semperfi.js

It references a ’.js’ JavaScript file that needs to be in the same directory as the ’.ai’ file.

The code in a javascript file is accessed through specially named functions called ’events’. These are defined below. An event is expected to carry out some computation then return immediately. The game is on hold while an event is processed, so do not do too many things at once, or else the player will experience stuttering.

All global variables are saved when the game is saved. However, do not try to keep JavaScript objects that are returned from API functions defined here around in the global scope. They are not meant to be used this way, and bad things may happen. If you need to keep static arrays around, it is better to keep them locally defined to a function, as they will then not be saved and loaded.

One error that it is easy to make upon initially learning JavaScript and using this API, is to try to use the ’for (... in ...)’ construct to iterate over an array of objects. This does not work! Instead, use code like the following:

var droidlist = enumDroid(me, DROID_CONSTRUCT); for (var i = 0; i < droidlist.length; i++) { var droid = droidlist[i]; ... }

The above code gets a list of all your construction droids, and iterates over them one by one.

The droid object that you receive here has multiple properties that can be accessed to learn more about it. These propertie are read-only, and cannot be changed. In fact, objects that you get are just a copies of game state, and do not give any access to changing the game state itself.

Any value written in ALL_CAPS_WITH_UNDERSCORES are enums, special read-only constants defined by the game.

1.1  Challenges

Challenges may load scripts as well, if a [scripts] section is present in the challenge file, and has the keys "extra" or "rules". The "extra" key sets up an additional script to be run during the challenge. The "rules" key sets up an alternative rules file, which means that the "rules.js" mentioned above is not run. In this case, you must implement your own rules for winning and losing, among other things. Here is an example of such a scripts section:

[scripts] rules = towerdefense.js

You can also specify which AI scripts are to be run for each player. These must be given a path to the script, since you may sometimes want them from the AI directory ("multiplay/skirmish/") and sometimes from the challenge directory ("challenges/"). If you do not want an AI script to be loaded for a player (for example, if you want this player to be controlled from one of your challenge scripts), then you can give it the special value "null". Here is an example if a challenge player definition with its AI specified:

[player_2] name = "Enemy" team = 1 difficulty = "Medium" position = 4 ai = multiplay/skirmish/semperfi.js

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