{_ Context }
{SetState('eddi_context_last_subject', 'fsd')}
{SetState('eddi_context_last_action', 'disengage')}
{SetState('eddi_context_system_name', event.system)}
{SetState('eddi_context_body_name', event.body)}
{SetState('eddi_context_body_system', event.system)}
{_ If following a glide event, pause is not required. _}
{if !(status.near_surface && status.fsd_status = "masslock"):
{Pause(5000)}
}
{OneOf("{ShipName()} has", "")}
{OneOf("left supercruise", "{OneOf(\"entered\", \"returned to\", \"dropped to\")} normal space")}
{if event.bodytype = 'Planet':
{set settlement to state.eddi_context_last_settlement}
{set station to StationDetails(settlement, event.system)}
{if station:
{SetState('eddi_context_body_name', settlement)}
{OneOf("near", "close to", "in the vicinity of")}
{station.model}, {P(settlement)}
{set station_missions to F("Mission check station")}
|else:
{OneOf("near", "close to", "in the vicinity of")} planet {P(event.body)}
}
{Pause(1000)}
{set body to BodyDetails(event.body, event.system)}
{if !body.name || body.name = "" || !body.gravity:
Planetary approach data not available.
|else:
{if body.landable:
{set gravity to round(body.gravity,2)}
{if gravity > 4:
Danger! {P(body.name)} is an extremely high gravity world, at {gravity} G.
|elif gravity > 2:
Caution! {P(body.name)} is a high gravity world, at {gravity} G.
|elif gravity > 0.5:
Warning! {P(body.name)} is a medium gravity world, at {gravity} G.
|else:
{P(body.name)} is a low gravity world, at {gravity} G.
}
}
}
{if station_missions:
{Pause(500)}
{station_missions}
}
|elif event.bodytype = 'Star':
{OneOf("near", "close to", "in the vicinity of")} star {P(event.body)}
|elif event.bodytype = 'Station':
{set station to StationDetails(event.body, event.system)}
{OneOf("near", "close to", "in the vicinity of")}
{station.model}, {P(event.body)}
{Pause(500)}
{F("Mission check station")}
|elif event.bodytype = 'PlanetaryRing':
Planetary Ring {P(token(event.body," Ring",0))}
}.