Difference between revisions of "Surviving a reload"
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When a game is saved, a script is responsible for informing Pioneer exactly which of its data need to be saved. If nothing is specified, nothing will be saved at all. Similarly, after a game is loaded, a script is responsible for restoring all of its saved data; re-creating bulletin board adverts, the player's mission details, and any run-time state. | When a game is saved, a script is responsible for informing Pioneer exactly which of its data need to be saved. If nothing is specified, nothing will be saved at all. Similarly, after a game is loaded, a script is responsible for restoring all of its saved data; re-creating bulletin board adverts, the player's mission details, and any run-time state. | ||
Here is a simple form. If a new game is started, you will see this on every bulletin board that you visit: | Here is a simple form. If a new game is started, you will see this on every bulletin board that you visit: | ||
+ | local Event = require 'Event' | ||
+ | |||
local onChat = function (form, ref, option) | local onChat = function (form, ref, option) | ||
form:Clear() | form:Clear() | ||
Line 10: | Line 11: | ||
local onCreateBB = function (station) | local onCreateBB = function (station) | ||
− | station:AddAdvert('Click here for a greeting',) | + | station:AddAdvert('Click here for a greeting', onChat) |
end | end | ||
− | + | Event.Register("onCreateBB", onCreateBB) | |
If, however, you save the game, then reload, you will not see it on any bulletin board that had been created in the current system before you saved. onCreateBB will be triggered for any subsequently created bulletin boards, but not for those that already existed. It isn't appropriate to have scripts create new adverts just because a player has loaded; instead, it's the responsibility of the script to tell Pioneer what to save, and to use those saved data to restore all adverts after the game is loaded. The same goes for player missions, and any working data that the script is using. | If, however, you save the game, then reload, you will not see it on any bulletin board that had been created in the current system before you saved. onCreateBB will be triggered for any subsequently created bulletin boards, but not for those that already existed. It isn't appropriate to have scripts create new adverts just because a player has loaded; instead, it's the responsibility of the script to tell Pioneer what to save, and to use those saved data to restore all adverts after the game is loaded. The same goes for player missions, and any working data that the script is using. | ||
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==Tracking adverts== | ==Tracking adverts== | ||
− | + | It's important to be able to re-create an advert, so part of the process of making one should be storing that information. Your script will need to make a note of in which station the advert was placed, which flavour was used (if you have flavours), the face data that was used on the form and any unique information that was used, such as specific mission details, reward, etc. The simplest way to keep all of this together is in a table, gathering up the variables by name into keys of the same name. It could look something like this: | |
− | It's important to be able to re-create an advert, so part of the process of making one should be storing that information. Your script will need to make a note of in which station the advert was placed, which flavour was used (if you have flavours), the face data that was used on the form and any unique information that was used, such as specific mission details, reward, etc. The simplest way to keep all of this together is in a table, gathering up the variables by name into keys of the same name: | ||
local advert = { | local advert = { | ||
station = station, | station = station, | ||
− | flavour = flavour, | + | flavour = flavour, -- This will be a table |
− | + | client = client, -- This will be a table (a character) | |
target = target, | target = target, | ||
destination = destination, | destination = destination, | ||
reward = reward, | reward = reward, | ||
} | } | ||
+ | |||
+ | In the case of the 'greeting', the first example above, we would just have to save the message ('Hello!'), Advert string ('Click here for a greeting') and the station. It's a very simple example but there are real modules that aren't much more complex than that. | ||
Remember, the <code>AddAdvert()</code> method takes three arguments: The advert text, the <code>onChat</code> function and the <code>onDelete</code> function. It also returns a unique number, which lends itself nicely to storing the information away. That same unique number is passed to the onChat function, allowing onChat to check that stored information. | Remember, the <code>AddAdvert()</code> method takes three arguments: The advert text, the <code>onChat</code> function and the <code>onDelete</code> function. It also returns a unique number, which lends itself nicely to storing the information away. That same unique number is passed to the onChat function, allowing onChat to check that stored information. | ||
Line 43: | Line 45: | ||
The <code>onDelete()</code> function (again, we call it that by convention only) also accepts this reference as its argument, and is called whenever an advert is destroyed, whether that destruction be explicit (<code>RemoveAdvert()</code>) or implicit (the player hyperspaces away). | The <code>onDelete()</code> function (again, we call it that by convention only) also accepts this reference as its argument, and is called whenever an advert is destroyed, whether that destruction be explicit (<code>RemoveAdvert()</code>) or implicit (the player hyperspaces away). | ||
− | So, we can track adverts that have been created, and stop tracking any that have gone away. | + | So, we can track adverts that have been created, and stop tracking any that have gone away. We'll do that using the reference returned by <code>AddAdvert()</code> as the key to a file-scoped local table: |
− | local | + | local flavours = {} |
− | local | + | local ads = {} |
local onChat = function (form, ref, option) | local onChat = function (form, ref, option) | ||
form:Clear() | form:Clear() | ||
− | form:SetFace( | + | form:SetFace(ads[ref].character) |
− | form:SetMessage( | + | form:SetMessage(ads[ref].flavour.title) |
end | end | ||
− | local onDelete = function ( | + | local onDelete = function (ref) |
− | + | ads[ref] = nil | |
end | end | ||
local onCreateBB = function (station) | local onCreateBB = function (station) | ||
− | local flavour = | + | local flavour = flavours[Engine.rand:Integer(1, #flavours)] |
− | + | ref = station:AddAdvert(flavour.title, onChat, onDelete) | |
− | + | ads[ref] = { | |
− | |||
station = station, | station = station, | ||
flavour = flavour, | flavour = flavour, | ||
− | + | character = Character.new() | |
− | |||
− | |||
− | |||
− | |||
} | } | ||
end | end | ||
− | + | Event.Register("onCreateBB", onCreateBB) | |
==Tracking missions== | ==Tracking missions== | ||
− | This is less of a challenge. | + | This is less of a challenge. Missions created with <code>Mission.New()</code> are stored in the <code>PersistentCharacters.player.missions</code> table. You also need to register them locally in your script. When <code>Mission.New()</code> is called, it returns a reference to the mission. That reference can be stored in a file-local table that can be iterated through when we need to access a mission. We can wrap these functions up: |
− | local | + | local missions = {} |
− | local | + | local addMission = function(mission) |
− | table.insert( | + | table.insert(missions,Mission.New(mission)) |
− | |||
end | end | ||
− | local | + | local removeMission = function(mref) |
− | for i, | + | local ref |
− | if | + | for i,v in pairs(missions) do |
− | + | if v == mission then | |
+ | ref = i | ||
+ | break | ||
end | end | ||
end | end | ||
− | + | mission:Remove() | |
+ | missions[ref] = nil | ||
end | end | ||
− | Now, instead of calling <code> | + | Now, instead of directly calling <code>Mission.Add()</code> and <code>mission:Remove()</code>, we call our local functions, <code>addMission()</code> and <code>removeMission()</code>. They will send their argument on to the instance in '''Mission.lua''', and also store or remove the mission ref in the missions table. There is now a record of which missions belong to this script. <code>addMission()</code> and <code>removeMission()</code> in the example above is taken from '''SearchRescue.lua'''. Look how <code>removeMission()</code> is used in the '''[https://github.com/pioneerspacesim/pioneer/blob/b78a07bc84076887adb484924fb632d9cfa1bc22/data/modules/SearchRescue/SearchRescue.lua#L283-L294 Search and Rescue module]'''. |
==Serializing: Packing away for saving and loading== | ==Serializing: Packing away for saving and loading== | ||
Line 130: | Line 129: | ||
local unserialize = function (data) | local unserialize = function (data) | ||
− | + | loaded_data = data | |
end | end | ||
− | + | Event.Register("onGameStart", onGameStart) | |
Serializer:Register("TestModule", serialize, unserialize) | Serializer:Register("TestModule", serialize, unserialize) | ||
− | + | ==Complete module== | |
− | + | Now we can finally start to put together complete modules that will save, reload, and behave consistently throughout the game. Many of the modules in Pioneer don't register a mission. As an example of this, see '''BreakdownServicing''', '''DonateToCranks''', and '''CrewContracts'''. In the same spirit, let's complete the first example above, 'Click here for a greeting', and make it survive a reload. | |
− | + | ||
− | + | <pre> | |
− | + | local Event = require 'Event' | |
− | + | local Serializer = require 'Serializer' | |
− | + | ||
− | + | local ads = {} | |
− | + | ||
− | + | local onChat = function (form, ref, option) | |
− | + | local ad = ads[ref] | |
− | + | form:Clear() | |
− | + | form:SetMessage(ad.bodytext) | |
− | + | end | |
− | + | ||
− | + | local onDelete = function (ref) | |
− | + | ads[ref] = nil | |
− | + | end | |
− | + | ||
− | + | -- when we enter a system the BBS is created and this function is called | |
− | + | local onCreateBB = function (station) | |
− | + | ||
− | + | local ad = { | |
− | + | headline = 'Click here for a greeting', | |
− | + | bodytext = "Hello!", | |
− | + | station = station | |
− | + | } | |
− | + | ||
− | + | -- create one per BBS | |
− | + | local ref = station:AddAdvert({ | |
− | + | description = ad.headline, | |
− | + | onChat = onChat, | |
− | + | onDelete = onDelete} | |
− | + | ) | |
− | + | ads[ref] = ad | |
− | + | end | |
− | + | ||
− | + | local loaded_data | |
− | + | ||
− | + | local onGameStart = function () | |
− | + | ads = {} | |
− | + | ||
− | + | if not loaded_data or not loaded_data.ads then return end | |
− | + | ||
− | + | for k,ad in pairs(loaded_data.ads or {}) do | |
− | + | local ref = ad.station:AddAdvert({ | |
− | + | description = ad.headline, | |
− | + | onChat = onChat, | |
− | + | onDelete = onDelete}) | |
− | + | ads[ref] = ad | |
− | + | end | |
− | + | ||
− | + | loaded_data = nil | |
− | + | end | |
− | + | ||
− | + | local serialize = function () | |
− | + | return { ads = ads } | |
− | + | end | |
− | + | ||
− | + | local unserialize = function (data) | |
− | + | loaded_data = data | |
− | + | end | |
− | + | ||
− | + | Event.Register("onCreateBB", onCreateBB) | |
− | + | Event.Register("onGameStart", onGameStart) | |
− | + | ||
− | + | Serializer:Register("message", serialize, unserialize) | |
− | + | </pre> | |
− | + | ||
− | + | The '''Advice''' module generously gave up parts of its code to complete this script. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
Although the example is functional, it has been coded with brevity alone in mind. I would not recommend using this as the basis for a mission without at least completely rewriting <code>onChat()</code>, and possibly tidying up the temporary loop variable names. | Although the example is functional, it has been coded with brevity alone in mind. I would not recommend using this as the basis for a mission without at least completely rewriting <code>onChat()</code>, and possibly tidying up the temporary loop variable names. | ||
− | The codedoc is complete and accurate, and the scripts provided with Pioneer are good examples themselves. The API is extensive, but if you find that there are | + | ==Don't serialize strings== |
+ | |||
+ | When we add the strings literally to the ad as we did in the example above, they will be serialized and saved on game end. Considering this is happening on all active stations, this will waste disk space. | ||
+ | |||
+ | local ad = { | ||
+ | headline = 'Click here for a greeting', | ||
+ | bodytext = 'Hello!', | ||
+ | station = station | ||
+ | } | ||
+ | |||
+ | What we want to do instead is save the information to recreate the same strings. If for instance we have a set of flavours that are selected with a random number, then generate that number and save it in a variable. The ad example above can then be rewritten as such. We only need the station and the flavour number to recreate the ad. | ||
+ | |||
+ | local ad = { | ||
+ | station = station, | ||
+ | n = n | ||
+ | } | ||
+ | |||
+ | The working example in the paragraph above can be updated in this way. When you have the translated strings in a separate module you would start the script by pulling in the strings to the script in an array or set of arrays. In the following example we instead add the strings to an array directly but it shows the general idea. | ||
+ | |||
+ | <pre> | ||
+ | local Engine = require 'Engine' | ||
+ | local Event = require 'Event' | ||
+ | local Game = require 'Game' | ||
+ | local Rand = require 'Rand' | ||
+ | local Serializer = require 'Serializer' | ||
+ | |||
+ | local ads = {} | ||
+ | |||
+ | local flavours = { | ||
+ | {flavour = 'flavour 1', title = 'title 1', text = 'text 1'}, | ||
+ | {flavour = 'flavour 2', title = 'title 2', text = 'text 2'}, | ||
+ | {flavour = 'flavour 3', title = 'title 3', text = 'text 3'} | ||
+ | } | ||
+ | local onChat = function (form, ref, option) | ||
+ | local ad = ads[ref] | ||
+ | form:Clear() | ||
+ | form:SetMessage(flavours[ad.n].text) | ||
+ | end | ||
+ | |||
+ | local onDelete = function (ref) | ||
+ | ads[ref] = nil | ||
+ | end | ||
+ | |||
+ | -- when we enter a system the BBS is created and this function is called | ||
+ | local onCreateBB = function (station) | ||
+ | |||
+ | local rand = Rand.New(Game.time) | ||
+ | local n = rand:Integer(1, #flavours) | ||
+ | |||
+ | local ad = { | ||
+ | station = station, | ||
+ | n = n | ||
+ | } | ||
+ | |||
+ | -- create one per BBS | ||
+ | local ref = station:AddAdvert({ | ||
+ | title = flavours[n].title, | ||
+ | description = flavours[n].flavour, | ||
+ | onChat = onChat, | ||
+ | onDelete = onDelete} | ||
+ | ) | ||
+ | ads[ref] = ad | ||
+ | end | ||
+ | |||
+ | local loaded_data | ||
+ | |||
+ | local onGameStart = function () | ||
+ | ads = {} | ||
+ | |||
+ | if not loaded_data or not loaded_data.ads then return end | ||
+ | |||
+ | for k,ad in pairs(loaded_data.ads or {}) do | ||
+ | local ref = ad.station:AddAdvert({ | ||
+ | title = flavours[ad.n].title, | ||
+ | description = flavours[ad.n].flavour, | ||
+ | onChat = onChat, | ||
+ | onDelete = onDelete}) | ||
+ | ads[ref] = ad | ||
+ | end | ||
+ | |||
+ | loaded_data = nil | ||
+ | end | ||
+ | |||
+ | local serialize = function () | ||
+ | return { ads = ads } | ||
+ | end | ||
+ | |||
+ | local unserialize = function (data) | ||
+ | loaded_data = data | ||
+ | end | ||
+ | |||
+ | Event.Register("onCreateBB", onCreateBB) | ||
+ | Event.Register("onGameStart", onGameStart) | ||
+ | |||
+ | Serializer:Register("message", serialize, unserialize) | ||
+ | </pre> | ||
+ | |||
+ | |||
+ | The codedoc is complete and accurate, and the scripts provided with Pioneer are good examples themselves. The API is extensive, but if you find that there are additional things you would like to be able to do, or information you would like from Pioneer, the dev team are willing to extend the API to accommodate script writers. Simply create a new issue on the [https://github.com/pioneerspacesim/pioneer/issues Github issue tracker]. | ||
− | Help is also always available on the [ | + | Help is also always available on the [https://forum.pioneerspacesim.net/ Pioneer dev forum], and many of the dev team can be found on [[IRC]] at all hours. |
Latest revision as of 13:36, 5 January 2023
When a game is saved, a script is responsible for informing Pioneer exactly which of its data need to be saved. If nothing is specified, nothing will be saved at all. Similarly, after a game is loaded, a script is responsible for restoring all of its saved data; re-creating bulletin board adverts, the player's mission details, and any run-time state.
Here is a simple form. If a new game is started, you will see this on every bulletin board that you visit:
local Event = require 'Event' local onChat = function (form, ref, option) form:Clear() form:SetMessage("Hello!") end local onCreateBB = function (station) station:AddAdvert('Click here for a greeting', onChat) end Event.Register("onCreateBB", onCreateBB)
If, however, you save the game, then reload, you will not see it on any bulletin board that had been created in the current system before you saved. onCreateBB will be triggered for any subsequently created bulletin boards, but not for those that already existed. It isn't appropriate to have scripts create new adverts just because a player has loaded; instead, it's the responsibility of the script to tell Pioneer what to save, and to use those saved data to restore all adverts after the game is loaded. The same goes for player missions, and any working data that the script is using.
There are two things we need to do to achieve all of this.
- We need to track everything that the script is doing.
- We need to be able to pack this away for saving, and bring it back after loading.
Contents
Tracking everything that we are doing
Any local table that is declared in file scope is visible to the entire script, without affecting any other scripts. Essential data should be kept in such tables.
Tracking adverts
It's important to be able to re-create an advert, so part of the process of making one should be storing that information. Your script will need to make a note of in which station the advert was placed, which flavour was used (if you have flavours), the face data that was used on the form and any unique information that was used, such as specific mission details, reward, etc. The simplest way to keep all of this together is in a table, gathering up the variables by name into keys of the same name. It could look something like this:
local advert = { station = station, flavour = flavour, -- This will be a table client = client, -- This will be a table (a character) target = target, destination = destination, reward = reward, }
In the case of the 'greeting', the first example above, we would just have to save the message ('Hello!'), Advert string ('Click here for a greeting') and the station. It's a very simple example but there are real modules that aren't much more complex than that.
Remember, the AddAdvert()
method takes three arguments: The advert text, the onChat
function and the onDelete
function. It also returns a unique number, which lends itself nicely to storing the information away. That same unique number is passed to the onChat function, allowing onChat to check that stored information.
The onDelete()
function (again, we call it that by convention only) also accepts this reference as its argument, and is called whenever an advert is destroyed, whether that destruction be explicit (RemoveAdvert()
) or implicit (the player hyperspaces away).
So, we can track adverts that have been created, and stop tracking any that have gone away. We'll do that using the reference returned by AddAdvert()
as the key to a file-scoped local table:
local flavours = {} local ads = {} local onChat = function (form, ref, option) form:Clear() form:SetFace(ads[ref].character) form:SetMessage(ads[ref].flavour.title) end local onDelete = function (ref) ads[ref] = nil end local onCreateBB = function (station) local flavour = flavours[Engine.rand:Integer(1, #flavours)] ref = station:AddAdvert(flavour.title, onChat, onDelete) ads[ref] = { station = station, flavour = flavour, character = Character.new() } end Event.Register("onCreateBB", onCreateBB)
Tracking missions
This is less of a challenge. Missions created with Mission.New()
are stored in the PersistentCharacters.player.missions
table. You also need to register them locally in your script. When Mission.New()
is called, it returns a reference to the mission. That reference can be stored in a file-local table that can be iterated through when we need to access a mission. We can wrap these functions up:
local missions = {} local addMission = function(mission) table.insert(missions,Mission.New(mission)) end local removeMission = function(mref) local ref for i,v in pairs(missions) do if v == mission then ref = i break end end mission:Remove() missions[ref] = nil end
Now, instead of directly calling Mission.Add()
and mission:Remove()
, we call our local functions, addMission()
and removeMission()
. They will send their argument on to the instance in Mission.lua, and also store or remove the mission ref in the missions table. There is now a record of which missions belong to this script. addMission()
and removeMission()
in the example above is taken from SearchRescue.lua. Look how removeMission()
is used in the Search and Rescue module.
Serializing: Packing away for saving and loading
The Serializer
object provides one method: Register
. It takes three arguments. The first is a name; a simple string with which to uniquely identify this script. It's probably sensible to re-use the name that was used for the Translate
object's flavour methods. The second argument is the name of a function which will return a single table. The third argument is a function that will accept a single table.
The second argument is your serializer function. The third is your unserializer function. By convention, we name these serialize
and unserialize
.
serialize
must return a table. This table must contain everything that you need to store to get your script working after a reload. It will be run when the player saves the game. The table can contain any pure-lua types, and SystemPath, Body and SceneGraph.ModelSkin core types, anything else will explode, like a ShipDef/EquipDef or a StarSystem.
unserialize
accepts a table, and does something with it. It will be run by the serializer after the game is loaded, immediately before the onGameStart
event is triggered. It is passed the data that serialize returned at save time.
The most common way to deal with this is as follows (and this is very cut down):
local table_stuff_this_script_uses = {} local loaded_data -- The rest of the script goes here! local onGameStart if loaded_data then for k,v in loaded_data.table_stuff_this_script_uses do table_stuff_this_script_uses[k] = v end loaded_data = nil else -- New game; do other stuff here perhaps end end local serialize = function () return {table_stuff_this_script_uses = table_stuff_this_script_uses} end local unserialize = function (data) loaded_data = data end Event.Register("onGameStart", onGameStart) Serializer:Register("TestModule", serialize, unserialize)
Complete module
Now we can finally start to put together complete modules that will save, reload, and behave consistently throughout the game. Many of the modules in Pioneer don't register a mission. As an example of this, see BreakdownServicing, DonateToCranks, and CrewContracts. In the same spirit, let's complete the first example above, 'Click here for a greeting', and make it survive a reload.
local Event = require 'Event' local Serializer = require 'Serializer' local ads = {} local onChat = function (form, ref, option) local ad = ads[ref] form:Clear() form:SetMessage(ad.bodytext) end local onDelete = function (ref) ads[ref] = nil end -- when we enter a system the BBS is created and this function is called local onCreateBB = function (station) local ad = { headline = 'Click here for a greeting', bodytext = "Hello!", station = station } -- create one per BBS local ref = station:AddAdvert({ description = ad.headline, onChat = onChat, onDelete = onDelete} ) ads[ref] = ad end local loaded_data local onGameStart = function () ads = {} if not loaded_data or not loaded_data.ads then return end for k,ad in pairs(loaded_data.ads or {}) do local ref = ad.station:AddAdvert({ description = ad.headline, onChat = onChat, onDelete = onDelete}) ads[ref] = ad end loaded_data = nil end local serialize = function () return { ads = ads } end local unserialize = function (data) loaded_data = data end Event.Register("onCreateBB", onCreateBB) Event.Register("onGameStart", onGameStart) Serializer:Register("message", serialize, unserialize)
The Advice module generously gave up parts of its code to complete this script.
Although the example is functional, it has been coded with brevity alone in mind. I would not recommend using this as the basis for a mission without at least completely rewriting onChat()
, and possibly tidying up the temporary loop variable names.
Don't serialize strings
When we add the strings literally to the ad as we did in the example above, they will be serialized and saved on game end. Considering this is happening on all active stations, this will waste disk space.
local ad = { headline = 'Click here for a greeting', bodytext = 'Hello!', station = station }
What we want to do instead is save the information to recreate the same strings. If for instance we have a set of flavours that are selected with a random number, then generate that number and save it in a variable. The ad example above can then be rewritten as such. We only need the station and the flavour number to recreate the ad.
local ad = { station = station, n = n }
The working example in the paragraph above can be updated in this way. When you have the translated strings in a separate module you would start the script by pulling in the strings to the script in an array or set of arrays. In the following example we instead add the strings to an array directly but it shows the general idea.
local Engine = require 'Engine' local Event = require 'Event' local Game = require 'Game' local Rand = require 'Rand' local Serializer = require 'Serializer' local ads = {} local flavours = { {flavour = 'flavour 1', title = 'title 1', text = 'text 1'}, {flavour = 'flavour 2', title = 'title 2', text = 'text 2'}, {flavour = 'flavour 3', title = 'title 3', text = 'text 3'} } local onChat = function (form, ref, option) local ad = ads[ref] form:Clear() form:SetMessage(flavours[ad.n].text) end local onDelete = function (ref) ads[ref] = nil end -- when we enter a system the BBS is created and this function is called local onCreateBB = function (station) local rand = Rand.New(Game.time) local n = rand:Integer(1, #flavours) local ad = { station = station, n = n } -- create one per BBS local ref = station:AddAdvert({ title = flavours[n].title, description = flavours[n].flavour, onChat = onChat, onDelete = onDelete} ) ads[ref] = ad end local loaded_data local onGameStart = function () ads = {} if not loaded_data or not loaded_data.ads then return end for k,ad in pairs(loaded_data.ads or {}) do local ref = ad.station:AddAdvert({ title = flavours[ad.n].title, description = flavours[ad.n].flavour, onChat = onChat, onDelete = onDelete}) ads[ref] = ad end loaded_data = nil end local serialize = function () return { ads = ads } end local unserialize = function (data) loaded_data = data end Event.Register("onCreateBB", onCreateBB) Event.Register("onGameStart", onGameStart) Serializer:Register("message", serialize, unserialize)
The codedoc is complete and accurate, and the scripts provided with Pioneer are good examples themselves. The API is extensive, but if you find that there are additional things you would like to be able to do, or information you would like from Pioneer, the dev team are willing to extend the API to accommodate script writers. Simply create a new issue on the Github issue tracker.
Help is also always available on the Pioneer dev forum, and many of the dev team can be found on IRC at all hours.