JavaScript Support

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Revision as of 21:21, 24 November 2020 by Ikzann (talk | contribs)
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As of revision 20509, KoLmafia supports scripting in JavaScript! You can run JS code from the CLI using js <code>, and you can call scripts through any of the normal methods. Consult and "lifecycle" scripts (e.g. betweenBattleScript) are supported as well as of revision 20519.

  • All the methods in the ASH runtime library are available on the Lib global object in JS, with names of methods converted to camelCase. So, for example, print_html in ASH becomes Lib.printHtml in JS.
  • ASH maps are converted to plain JS objects, and ASH arrays are converted to JS arrays.
  • You can look at the type reference for the JS Lib with jsref, which works just like ashref.
  • Objects like monsters and items can be constructed via the Monster and Item global objects, along with the rest of ASH's enumerated types (stat, phylum, location, etc.). Monster.get takes a number or a string, just like $monster in ASH, or an array of numbers and strings to construct an array of monsters. Monster.all works like $monsters[] in ASH; it takes no arguments and returns an array of all monsters.
  • Mafia supports require for both ASH and JS scripts. For ASH scripts, it will execute top-level code but only export functions, not variables, in the top scope.
  • If you want Mafia to run your main function, you must export it by adding it to module.exports, just as you would for a Node module.