The plugins and scripts for vmsACARS are written in Typescript, and then transpiled to JS. Typescript ensures that the interfaces required are following, and that the proper things are returned so ACARS can run them. While Typescript isn't required, it's best to use it to ensure proper values are passed - especially around enums.
This PDK includes build scripts to:
- Convert Typescript to JS, with type checking/linting
- Stamp the distribution package with versioning
- Github Actions to build and deploy
- Scripts to help with development
- nodejs/npm
- Typescript
- Gulp
Run:
npm install
Next, copy the .env.default
to .env
. Then edit this file to change the profile name.
The available options:
ACARS_PROFILE_NAME
- The default profile to use for testingACARS_CONFIG_PATH
- The default usually works, but you can change this to the path where you put ACARS, if you did a local installACARS_SCRIPTS_PATH
- Uses theACARS_PROFILE_NAME
to build the path to where the scripts should be sent after a buildACARS_DIST_ZIP
- The distribution filename
Then there are multiple commands you can use:
This creates a dist
directory, with all of the JS files in it
npm run build
This doesn't copy it anywhere, just runs a compile and build
This creates a dist.zip
(you can rename it in the .env
file) after running a compile.
You can modify the gulpfile.mjs
to include other files in the dist/
directory - this
directory is simply zipped and placed into the dist/
directory. You can then configure
Github Actions to then upload this zip somewhere for ACARS to download.
This will setup a watch, and then automatically transpile and then copy the contents of the
dist
folder into the ACARS_PROFILE_PATH
directory that's defined in the .env
file.
npm run dev
It's recommended to run this after you've started ACARS, or, in the ACARS configuration, disable the remote-download of configs:
TODO: Guide on how to disable remote config downloading
There are several core files/interfaces that are included:
This describes the globally available functions, including the logging methods available through console
and
Acars
.
This contains all of the base types:
Pirep
- data that's available about a PIREP, and it's associated interfaces (Airport
,Runway
, etc)Telemetry
- telemetry information that's come out of the simulatorUser
- information about the current user
It also includes other detailed type information, for example Length
, so you can retrieve that type of information.
Aircraft rules are required to inherit the AircraftConfig
abstract class. An example class would look like:
import { AircraftConfigSimType, AircraftFeature, FeatureType } from '../defs'
// Additional mports are left out for now
export default class FenixA320 extends AircraftConfig {
meta: Meta = {
id: 'fenix_a320',
name: 'Fenix A320',
sim: AircraftConfigSimType.MsFs,
enabled: true,
priority: 2,
}
features: FeatureAddresses = {
// Aircraft feature
[AircraftFeature.BeaconLights]: {
'lvar name': FeatureType.Int,
},
}
flapNames: FlapNames = {
0: 'UP',
1: 'CONF 1',
2: 'CONF 1+F',
3: 'CONF 2',
4: 'CONF 3',
5: 'FULL',
}
match(title: string, icao: string, config_path: string): boolean {
// Check the aircraft title and return true/false if this matches
}
beaconLights(lvar_value: number): FeatureState {
// Check the lvar_value if the
}
}
The configuration is a class which has a few different components.
meta
, which gives some general information about the configuration:name
- a name for this scriptsim
- The simulator it's forAircraftConfigSimType.XPlane
AircraftConfigSimType.Fsuipc
AircraftConfigSimType.MsFs
enabled
priority
- from 1 (lowest) to 10 (highest). If there are multiple rules which match this, then which one takes priority. All the built-in rules are at a priority 1, and aircraft specifics rules are priority 2. I recommend using a priority of 3 or higher. More on this below
features
- this is the typeFeatureAddresses
- seedefs.ts
for the definitions- MSFS - the lookups you enter are LVars
- X-Plane - the looks ups are via datarefs
- FSUIPC - the lookups are offsets
flapNames
- see belowmatch()
- This needs to return a boolean
- A method (
match()
) which passes some information about the starting aircraft- For MSFS, it's the aircraft ICAO
- For FSX/P3d, the value looked at is the aircraft title field, offset
0x3D00
- For X-Plane, the value looked at is
sim/aircraft/view/acf_descrip
- This method can be used to determine if this rule should match
- Methods for the different features (see below)
- The maps - a group of datarefs or offsets which constitute that feature being "on" or "enabled"
In the above example, for the Fenix A320, the landing lights are controlled by two datarefs, both of which the values need to be 1 or 2 for the landing lights to be considered "on".
Features are essentially stored in a dictionary of dictionaries, of type FeatureAddresses
:
features: FeatureAddresses = {
// Aircraft feature
[AircraftFeature.BeaconLights]: {
'lvar name': FeatureType.Int,
},
}
In the above example:
AircraftFeature.BeaconLights
is an enum value of the feature type. It's put in[]
because it's a variable name- It's set to an object, where the keys are the lookup address or lvar.
FeatureType.Int
- is the type of value that's returned.
The different features available are:
- beaconLights
- landingLights
- logoLights
- navigationLights
- strobeLights
- taxiLights
- wingLights
- flaps
The different features contain how to look up the value, and the type. You can have multiple variables to be read and looked at for a feature. Each feature then corresponds to a method which is called to return if that feature is on or off. That method will have the equivalent number of arguments for each data reference
Example:
export default class Example extends AircraftConfig {
features: FeatureAddresses = {
// Aircraft feature
[AircraftFeature.BeaconLights]: {
'sample/dataref/1': FeatureType.Bool,
'sample/dataref/2': FeatureType.Bool,
},
}
beaconLights(dataref_1: boolean, dataref_2: boolean): FeatureState {
if (dataref_1 && dataref_2) {
return true;
}
return false;
}
}
To ignore a feature in the rules (for example, if a feature doesn't work properly), set the feature to false:
import { AircraftFeature } from './defs'
features: FeatureAddresses = {
// Aircraft feature
[AircraftFeature.BeaconLights]: {
'lvar name': FeatureType.Int,
},
[AircraftFeature.LandingLights]: false,
}
If there are two scripts which match a particular aircraft, and a feature is omitted, it will use the lower priority one in place. For example:
import { FeatureAddresses } from './aircraft'
export default class Example extends AircraftConfig {
meta: Meta = {
// ...
priority: 1
}
features: FeatureAddresses = {
[AircraftFeature.BeaconLights]: {
'sample/dataref/1': FeatureType.Bool,
'sample/dataref/2': FeatureType.Bool,
},
[AircraftFeature.LandingLights]: {
'sample/landing/light/1': FeatureType.Bool,
'sample/landing/light/2': FeatureType.Bool,
},
}
}
export default class ExampleOverride {
meta: Meta = {
// ...
priority: 10
}
features: FeatureAddresses = {
[AircraftFeature.LandingLights]: {
'override/landing/light/1': FeatureType.Bool,
'override/landing/light/2': FeatureType.Bool,
},
}
}
In this case, the lookups used for the rules will be:
- beaconLights -
sample/dataref/1|2
- landingLights -
override/landing/light/1|2
A rule looks like this:
export default class ExampleRule implements Rule {
meta: Meta = {
id: 'ExampleRule',
name: 'An Example Rule',
enabled: true,
message: 'A example rule!',
states: [],
repeatable: false,
cooldown: 60,
max_count: 3,
}
violated(pirep: Pirep, data: Telemetry, previousData?: Telemetry): RuleValue {
}
}
A rule also has several components:
- Needs to implement the
Rule
interface - Has a
meta
, section, hich gives some general information about the configuration:id
- A unique ID for this rulename
- a name for this rule, it's used as the referenceenabled
message
- a default message when the rule is violatedstates
- a list ofPirepState
of when this rule is to be runrepeatable
- if it can be violated multiple timescooldown
- The amount of time, in seconds, between violationsmax_count
- if it's repeatable, how many times it can maximally be vioalted
- A
violated()
method, which returns aRuleValue
- Passed the
pirep
and thedata
(Telemetry
type)
- Passed the
To lookup the state of an aircraft feature, look at the data.Features
dictionary. The following
rule is evaluated during pushback, and checks that the battery is on:
import { AircraftFeature, PirepState } from './defs'
export default class BatteryOnDuringPushback implements Rule {
meta: Meta = {
id: 'ExampleRule',
name: 'An Example Rule',
enabled: true,
message: 'A example rule!',
states: [PirepState.Pushback],
repeatable: false,
cooldown: 60,
max_count: 3,
}
violated(pirep: Pirep, data: Telemetry, previousData?: Telemetry): RuleValue {
// First check that the battery is declared as part of the aircraft's feature set
if (AircraftFeature.Battery in data.features
// And then check its value to see if it's on or off
&& data.features[AircraftFeature.Battery] === false) {
return ['The battery must be on during pushback']
}
}
}
The return value has multiple possible values, sending on
export type RuleValue = undefined | boolean | [string?, number?]
If a rule is passing/hasn't been violated:
return
return false
If a rule has been violated:
return true
Or, if you want to return a custom message:
return ['message']
Or, if you want to return a message and points:
return ['message', points]
If you want to return just the points, you can return:
return ['', points]
points
and message
are optional - if omitted, they're pulled from the meta
block