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here are some helpful syntax. ( had to google it all to get started )
for (let x of list){}
Math.min
Math.floor
`almost an ${"fstring"}`
var wee = {}
wee[key] = value
if (key in wee) {}
// foo.js
export function foo(boo){
null}
import * as name from "./foo.ns"
name.foo(wee)
I'm not going to get into the philosophy of whether Javascript is good or bad. I have a background in data science/deep learning applications that are based on Python/Anaconda, so between Python and R, I'm not really interested in packing another computer language into my few remaining brain cells.
It is actually pretty easy to convert NS1 scripts into NS2, so I'd highly recommend it. There are certain goals in the game that are certainly impossible in NS1. (Automatic contract solver, SF -1, etc...)
*Coming from a .net engineer who hasn't touched .js since school and only uses Python to do the things you're really not supposed to be doing behind QA's back.
NS1 is not compiled or anything, just interpreted, which is why it is slow. NS2 runs natively as a real javascript program. So using NS2 you are using javascript and are doing real programming really. Just in a pretend kind of context of a game.
I've actually been naming my scripts .js and using pretty much all of the ES6 native javascript I can do. The dev has rightly ruled out a few things that deal with parallel asynchronous processing, and I'm pretty sure that emits and other node-ey things will break something too. But real coding? Yup. Classes and functions and .reduce() magic? Absolutely. I haven't tried setting up import patterns but I probably should.
But you can even go so far as to wget code out of github, so technically this game is actually multiplayer.
https://brython.info/static_doc/en/intro.html