Add Mission Script API

Bruno Carneiro 2026-02-13 20:24:44 +00:00
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# Mission Script API — Documentation
This folder documents the API available to mission scripts. Mission scripts derive from `AMission` and are loaded by the game at runtime.
Mission scripts also use additional types such as `LimbNames`, `NamedDamageTypes`, `Point2d`, and `Point3d`; those are summarized in [external-types.md](external-types.md).
## How mission scripts are loaded
1. The game loads a **battle** (one `ABattle` instance) via `IScriptRemote.loadBattleScript`.
2. Missions are attached with `loadMissionScript(fileName, missionNumber, scriptFileName)`, which instantiates a class named `Mission` that inherits from `AMission`.
3. Each missions `Init(battle, missionNumber)` is called; then the battle runs and invokes the missions virtual `On*` methods in response to game events.
## Documentation index
### Core
| Document | Description |
|----------|-------------|
| [01-mission-and-battle.md](01-mission-and-battle.md) | **AMission**, **ABattle**, **IBattle**, **DoTimeout** |
| [02-gameplay.md](02-gameplay.md) | **IGamePlay** — main interface to the game (actors, HUD, triggers, section files, etc.) |
| [03-time-and-difficulty.md](03-time-and-difficulty.md) | **ITime**, **DifficultySetting** |
| [04-player.md](04-player.md) | **Player** |
| [05-events-and-section-file.md](05-events-and-section-file.md) | **GameEventId**, **ISectionFile** |
| [06-pathfinding-and-terrain.md](06-pathfinding-and-terrain.md) | **RecalcPathState**, **PathType**, **LandTypes**, **IRecalcPathParams**, **ActorName** |
| [07-script-loading.md](07-script-loading.md) | **IScriptRemote**, **ScriptRemote** |
| [external-types.md](external-types.md) | Additional types used by missions (limbs, damage, geometry) |
### World
| Document | Description |
|----------|-------------|
| [world/README.md](world/README.md) | Index of world types |
| [world/01-actor-hierarchy.md](world/01-actor-hierarchy.md) | **AiActor**, **AiPerson**, **AiCart**, **AiGroup**, damage types, **CrewFunction** |
| [world/02-air.md](world/02-air.md) | **AiAircraft**, **AiAirGroup**, air waypoints, enums, **EnemyAirInterf** |
| [world/03-ground.md](world/03-ground.md) | **AiGroundActor**, **GroundStationary**, buildings, bomb explosion, enums |
| [world/04-triggers-spawns-targets.md](world/04-triggers-spawns-targets.md) | **AiTrigger**, **AiAction**, **AiBirthPlace**, **AiAirport**, **AiTarget**, **Regiment** |
| [world/05-time-and-user-labels.md](world/05-time-and-user-labels.md) | **ITime** (cross-link), **GPUserLabel**, **GPUserIconType** |
## Quick start
1. Create a class `Mission` that inherits from `AMission`.
2. Override `OnBattleInit`, `OnBattleStarted`, and any `On*` events you need (e.g. `OnTrigger`, `OnActorCreated`, `OnAircraftKilled`).
3. Use `GamePlay` (IGamePlay) for querying actors, triggers, spawning groups, HUD messages, and section files.
4. Use `Time` (ITime) for game time and tick conversion (e.g. with `Timeout`).
Reference the API documented here when building your mission script project.