---
title: "Planet rescue missions: API"
package: "@phaser-ae/oids-rescue"
tier: Pro
version: 3.0.0-1
released: 2026-10-19
updated: 2026-10-20
description: "Rescue objectives for a gravity cave-flyer, where you blast open factories, land so the walkers inside can board, and dock under a mothership to deliver them."
url: https://phaser.io/packs/oids-rescue/api
site: Phaser - https://phaser.io
---

# Planet rescue missions: API

`@phaser-ae/oids-rescue` — Rescue rules for cave-flyer: factories blasted open, walkers boarding a landed ship, the mothership's probe and docking, onward to the next planet, as in Oids.

## The pack

### `oidsRescue`

```ts
function oidsRescue(): Pack<{ oidsRescue: typeof api }>
```

Install the oids-rescue API (`game.oidsRescue`): its rules for cave-flyer and its preset.

## Helpers

### `OIDS_RESCUE`

```ts
const OIDS_RESCUE: RescueOptions
```

Oids' rescue rules as the preset plays them: release, walking, boarding, docking, scoring and the journey.

### `OIDS_SHIP_OUTLINE`

```ts
const OIDS_SHIP_OUTLINE: Vec2[]
```

The V-Wing drawn upright: a delta, the two rear corners its landing feet.

### `oidsBaseKinds`

```ts
function oidsBaseKinds(rate = 1): Record<string, BaseKind>
```

Base kinds (sizes, toughness, guns). Rates are scaled by the difficulty.

### `oidsFlyers`

```ts
function oidsFlyers(rate = 1): Record<string, FlyerKind>
```

Flyer kinds: the home bases' Hell Jets and the shielded Biocrete mothership.

### `oidsLeft`

```ts
function oidsLeft(game: CaveFlyer): number
```

Free Oids left to collect on this planet (in factories, out, walking).

### `oidsPlanets`

```ts
function oidsPlanets(kinds: Record<string, BaseKind> = oidsBaseKinds()): CavePlanetDef[]
```

The introductory galaxy: three planetoids in the style of the original's Novoids.

### `oidsPreset`

```ts
function oidsPreset(o: OidsPresetOptions = {}): CaveFlyerDef
```

Oids (1987). Arcade is the hardest of the original's per-planetoid difficulty settings as we estimate it; Normal
and Easy scale Biocrete fire, launch rates and projectile speed (x0.7 and x0.45 fire, x0.85 and x0.7 speed).

### `oidsProjectiles`

```ts
function oidsProjectiles(speed = 1): Record<string, ProjectileKind>
```

Projectile kinds: photons, hunting spheres, heat-seeking missiles.

### `oidsRidge`

```ts
function oidsRidge(points: Array<[number, number]>, seed = 1, jitter = 2.5): Vec2[]
```

A jagged mountain line through control points: horizontal stretches stay perfectly flat (landing ground), sloping
stretches are broken every ~9 units by a fixed sideways jitter, the ST's crumbling ridges.

### `PROBE`

```ts
const PROBE: 22
```

Length of the mothership's docking probe below its centre.

### `probeTip`

```ts
function probeTip(game: CaveFlyer): { x: number; y: number }
```

The mothership's probe tip, where it hangs now.

### `rescueOf`

```ts
function rescueOf(state: CaveState): RescueState | undefined
```

The rescue's state in a session, or undefined without `rescueRule`.

### `rescueRule`

```ts
function rescueRule(R: RescueOptions): CaveRule
```

Oids' rescue. The ship needs `capacity` for its hold, and `exhaust` if the flame should kill.

### `treesOf`

```ts
function treesOf(state: CaveState): TreeState[] | undefined
```

The trees' state in a session, or undefined without `treesRule`.

### `treesRule`

```ts
function treesRule(o: TreesOptions = {}): CaveRule
```

Scenery that burns down when shot or caught in a bomb's blast (Oids' trees and bushes).

## Types

### `FactoryState`

```ts
interface FactoryState
```

A factory's live state.

- `id: string` — Stable id.
- `open: boolean` — Blasted open.
- `inside: number` — Oids still inside.
- `releaseT: number` — Seconds to the next Oid leaving.

### `MothershipState`

```ts
interface MothershipState
```

The mothership.

- `present: boolean` — Waiting for the ship to dock.
- `leaving: boolean` — Climbing away after a drop-off or a relaunch.
- `reason: "full" | "last" | null` — Why it came: a full hold or the planet's last Oid.
- `probe: number` — How far the docking probe has dropped, 0 to 1.
- `x: number` — Centre x, world units.
- `y: number` — Centre y, world units (y down).
- `t: number` — Seconds in this state.

### `OidsPresetOptions`

```ts
interface OidsPresetOptions
```

Options for `oidsPreset`.

- `difficulty?: CaveDifficulty` — Easy, Normal or Arcade. Default 'arcade'.
- `seed?: number` — Seed.
- `lives?: number` — Spare V-Wings. Default 3 (four ships).
- `bombs?: number` — NovaBombs carried. Default 4.
- `capacity?: number` — Oids a full load holds. Default 8.
- `gravity?: number` — Multiply every planetoid's gravity. Default 1.
- `planets?: number[]` — Which planetoids, by index, in play order. Default all three.
- `view?: number` — View scale: 1 shows 320 x 200 world units (the ST screen at 1:1); larger shows more of the planetoid. Default 1.6.
- `arrive?: "above" | "drop-off"` — Where the mothership comes for a load: above the ship (the play review's choice) or at the drop-off point (the manual's wording). Default 'above'.

### `OidState`

```ts
interface OidState
```

An Oid.

- `id: string` — Stable id.
- `phase: "inside" | "out" | "walk" | "aboard" | "rescued" | "dead"` — Inside a factory, out (wandering, waving), walking to the ship, aboard, rescued, dead.
- `factory: string` — The factory it came from.
- `x: number` — Feet x, world units.
- `y: number` — Feet y (the ground it stands on).
- `dir: number` — Facing: -1 left, 1 right.
- `t: number` — Seconds in this state.

### `RescueOptions`

```ts
interface RescueOptions
```

Oids' rescue rules.

- `release: number` — Seconds between Oids leaving an open factory.
- `walk: number` — Walking speed, units/s.
- `board: number` — A landed ship within this walking distance is boarded.
- `climb: number` — Steepest step an Oid walks up or down per unit of distance.
- `height: number` — Oid height (for hits and drawing).
- `dockTime: number` — Seconds docked (refuelling, unloading) before relaunch.
- `dock: { reach: number; tilt: number; speed: number }` — Docking: the nose within this distance of the probe tip, tilt and speed under these.
- `loseAboard?: boolean` — Oids aboard die with the ship. Default true.
- `arrive?: { at?: "above" | "drop-off"; y?: number }` — Where the mothership arrives when the hold is full or the planet's last Oid is aboard: `above` the ship at the top of the play area (at height `y`, default 40), or at the `drop-off` point (the planet's `mothership` point, or above the start). Default `drop-off`.
- `probe?: { range: number; time: number }` — The docking probe drops only when the ship comes within `range`, over `time` seconds. Omit: always down.
- `score?: number` — Points for each Oid delivered. Default 0.
- `extraLifePer?: number` — An extra ship for every this many Oids rescued (a running total). Default none.
- `depart?: number` — Seconds the mothership carries the ship away from a cleared planet. Default 2.
- `warp?: number` — Seconds of the journey to the next planet. Default 5.

### `RescueState`

```ts
interface RescueState
```

The rescue's state.

- `oids: OidState[]` — Every Oid on the planet.
- `factories: FactoryState[]` — Factories of Oids.
- `aboard: number` — Oids aboard.
- `rescued: number` — Oids rescued this game.
- `mothership: MothershipState` — The mothership.
- `transit: { to: number; loop: number; name: string; t: number; time: number } | null` — The journey between planets: the destination, its pass and name, and the seconds elapsed of `time`.

### `TreesOptions`

```ts
interface TreesOptions
```

Options for `treesRule`.

- `burn?: number` — Seconds a shot tree burns before only its stump is left. Default 3.
- `score?: number` — Points for a tree burnt down. Default 0 (none, as in Oids).

### `TreeState`

```ts
interface TreeState
```

A tree: standing, burning or a stump, and seconds in that state.

- `id: string` — Stable id.
- `x: number` — Trunk x.
- `y: number` — The ground it stands on.
- `phase: "standing" | "burning" | "stump"` — Standing, burning or a stump.
- `t: number` — Seconds in this phase.

---

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