Difference between revisions of "Surviving a reload"

From PioneerWiki
Jump to: navigation, search
(Use 'Event.Register')
(Don't serialize strings: fixup)
 
(24 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{outdated}}
 
 
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 = import("Event")
+
  local Event = require 'Event'
 
   
 
   
 
  local onChat = function (form, ref, option)
 
  local onChat = function (form, ref, option)
Line 29: Line 28:
  
 
==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,   -- This will be a table
+
     flavour = flavour, -- This will be a table
     facedata = facedata, -- 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 45: 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. I'll do that using the reference returned by <code>AddAvert()</code> as the key to a file-scoped local table:
+
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 all_flavours = Translate:GetFlavours('TestModule')
+
  local flavours = {}
  local all_adverts = {}
+
  local ads = {}
 
   
 
   
 
  local onChat = function (form, ref, option)
 
  local onChat = function (form, ref, option)
 
     form:Clear()
 
     form:Clear()
     form:SetFace(all_adverts[ref].facedata)
+
     form:SetFace(ads[ref].character)
     form:SetMessage(all_adverts[ref].flavour.title)
+
     form:SetMessage(ads[ref].flavour.title)
 
  end
 
  end
 
   
 
   
  local onDelete = function (advert_ref)
+
  local onDelete = function (ref)
     all_adverts[advert_ref] = nil
+
     ads[ref] = nil
 
  end
 
  end
 
   
 
   
 
  local onCreateBB = function (station)
 
  local onCreateBB = function (station)
     local flavour = all_flavours[Engine.rand:Integer(1,#all_flavours)]
+
     local flavour = flavours[Engine.rand:Integer(1, #flavours)]
     advert_ref = station:AddAdvert(flavour.title,onChat,onDelete)
+
     ref = station:AddAdvert(flavour.title, onChat, onDelete)
     local female = Engine.rand:Integer(1) == 1
+
     ads[ref] = {
    all_adverts[advert_ref] = {
 
 
         station = station,
 
         station = station,
 
         flavour = flavour,
 
         flavour = flavour,
         facedata = {
+
         character = Character.new()
            female = female,
 
            name = NameGen.FullName(female),
 
            seed = Engine.rand:Integer()
 
        }
 
 
     }
 
     }
 
  end
 
  end
Line 79: Line 74:
 
==Tracking missions==
 
==Tracking missions==
  
This is less of a challenge. Whenever <code>Player.AddMission()</code> is called, it returns a reference to the mission. That reference can be stored in a file-local table, and that table can be iterated through, and <code>Player.GetMission()</code> called on each one. We can wrap these functions up:
+
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 missionrefs = {}
+
  local missions = {}
 
   
 
   
  local AddMission = function(mission)
+
  local addMission = function(mission)
     table.insert(missionrefs,Game.player:AddMission(mission))
+
     table.insert(missions,Mission.New(mission))
    return missionrefs[#missionrefs]
 
 
  end
 
  end
 
   
 
   
  local RemoveMission = function(mref)
+
  local removeMission = function(mref)
     for i,m in ipairs(missionrefs) do
+
    local ref
         if m == mref then
+
     for i,v in pairs(missions) do
             table.remove(missionrefs,i)
+
         if v == mission then
 +
             ref = i
 +
            break
 
         end
 
         end
 
     end
 
     end
     Game.player:RemoveMission(mref)
+
     mission:Remove()
 +
    missions[ref] = nil
 
  end
 
  end
  
Now, instead of calling <code>Game.player:AddMission()</code> and <code>Game.Player:RemoveMission()</code>, we just directly call our local functions, <code>AddMission()</code> and <code>RemoveMission()</code>. They will send their argument on to the instance in <code>Game.player</code>, and also store or remove the mission ref in the missionrefs table. There is now a record of which missions belong to this script.
+
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 132: Line 129:
 
   
 
   
 
  local unserialize = function (data)
 
  local unserialize = function (data)
loaded_data = data
+
    loaded_data = data
 
  end
 
  end
 
   
 
   
Line 138: Line 135:
 
  Serializer:Register("TestModule", serialize, unserialize)
 
  Serializer:Register("TestModule", serialize, unserialize)
  
Now, combining that with the examples above, we get the following, which will save and load both the adverts and the missions that the script created:
+
==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 all_flavours = Translate:GetFlavours('TestModule')
+
<pre>
local all_adverts = {}
+
local Event = require 'Event'
local missionrefs = {}
+
local Serializer = require 'Serializer'
+
 
local onGameStart = function ()
+
local ads = {}
all_adverts = {}
+
 
missions = {}
+
local onChat = function (form, ref, option)
+
    local ad = ads[ref]
if not loaded_data then return end
+
    form:Clear()
+
    form:SetMessage(ad.bodytext)
for k,ad in pairs(loaded_data.all_adverts) do
+
end
local ref = ad.station:AddAdvert(ad.flavour.title, onChat, onDelete)
+
 
all_adverts[ref] = ad
+
local onDelete = function (ref)
end
+
    ads[ref] = nil
for k,mission in pairs(loaded_data.missions) do
+
end
local mref = Game.player:AddMission(mission)
+
 
table.insert(missions,mref)
+
-- when we enter a system the BBS is created and this function is called
end
+
local onCreateBB = function (station)
+
 
loaded_data = nil
+
    local ad = {
end
+
        headline = 'Click here for a greeting',
+
        bodytext = "Hello!",
local onChat = function (form, ref, option)
+
        station  = station
    form:Clear()
+
    }
    form:SetFace(all_adverts[ref].facedata)
+
 
    form:SetMessage(all_adverts[ref].flavour.title)
+
    -- create one per BBS
    -- some selective code here that will add missions, etc.
+
    local ref = station:AddAdvert({
end
+
        description = ad.headline,
+
        onChat      = onChat,
-- Other event handlers here that might change or remove missions or adverts
+
        onDelete    = onDelete}
+
    )
local onDelete = function (advert_ref)
+
    ads[ref] = ad
    all_adverts[advert_ref] = nil
+
end
end
+
 
+
local loaded_data
local onCreateBB = function (station)
+
 
    local flavour = all_flavours[Engine.rand:Integer(1,#all_flavours)]
+
local onGameStart = function ()
    advert_ref = station:AddAdvert(flavour.title,onChat,onDelete)
+
    ads = {}
    local female = Engine.rand:Integer(1) == 1
+
 
    all_adverts[advert_ref] = {
+
    if not loaded_data or not loaded_data.ads then return end
        station = station,
+
 
        flavour = flavour,
+
    for k,ad in pairs(loaded_data.ads or {}) do
        facedata = {
+
        local ref = ad.station:AddAdvert({
            female = female,
+
            description = ad.headline,
            name = NameGen.FullName(female),
+
            onChat      = onChat,
            seed = Engine.rand:Integer()
+
            onDelete    = onDelete})
        }
+
        ads[ref] = ad
    }
+
    end
end
+
 
+
    loaded_data = nil
local AddMission = function(mission)
+
end
    table.insert(missionrefs,Game.player:AddMission(mission))
+
 
    return missionrefs[#missionrefs]
+
local serialize = function ()
end
+
    return { ads = ads }
+
end
local RemoveMission = function(mref)
+
 
    for i,m in ipairs(missionrefs) do
+
local unserialize = function (data)
        if m == mref then
+
    loaded_data = data
            table.remove(missionrefs,i)
+
end
        end
+
 
    end
+
Event.Register("onCreateBB", onCreateBB)
    Game.player:RemoveMission(mref)
+
Event.Register("onGameStart", onGameStart)
end
+
 
+
Serializer:Register("message", serialize, unserialize)
local serialize = function ()
+
</pre>
    local missions_in_full = {}
+
 
    for k,mref in ipairs(missions) do
+
The '''Advice''' module generously gave up parts of its code to complete this script.
        table.insert(missions_in_full,Game.player:GetMission(mref))
 
    end
 
    return { all_adverts = all_adverts, missions = missions_in_full }
 
end
 
 
local unserialize = function (data)
 
    loaded_data = data
 
end
 
 
Event.Register("onGameStart", onGameStart)
 
Event.Register("onCreateBB", onCreateBB)
 
Serializer:Register("TestModule", serialize, unserialize)
 
  
 
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 additonal 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].
+
==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 [http://pioneerspacesim.net/forum Pioneer forum] on SpaceSimCentral.com, and many of the dev team can be found on [[IRC]] at all hours.
+
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.

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.