HS-OBJECTS
From HSpace
HS-OBJECTS
Everything in HSpace is modeled as an object, thus making it an object-oriented system. Everything from a ship, to a planet, to the smallest particle of bug goo hitting the foreward shield of your vessel is modeled as an object in space. Each object has its own behavior and attributes, though many objects may be very similar to other objects (e.g. stars and planets).
Each object in space must belong to a universe, and it has one of two states: active or inactive. Active objects are those that can be seen (generally speaking) in space. They are not docked in another ship. They are not landed on the surface of a planet. They are, essentially, actively in the space that makes up the universe the object belongs to.
Each object in the HSpace must also have an object in the game. For example, a planet called Planet X must have an actual "thing" in the game called Planet X. The object creation command will require that you specify the object # to identify that HSpace object.
Some objects, like ships, can possess engineering systems and engage in combat, while other objects, such as worm holes, serve entirely different purposes. For this reason, each object must be "setup" differently than other objects. When you create a new object, you will most likely have to initialize that object's attributes, just like assembling a new car. You must paint the car, install the radio, etc. Just as you may set an attribute on an object, you can also retrieve attributes from objects. Each object provides a variety of attributes that can, then, be set and retrieved, though these to sets of attributes may not be identical.
See also: @space/addobject, @space/activate, HS-TYPES
