LUA and trait documentation fixes
- Typo in documentation ("proximitry").
- Add spaces between sentences.
- Remove most occurrences of " " (two spaces) unless clearly used as indendation
- Punctuation (although no fullstop after filenames like "notifications.yaml").
This commit is contained in:
@@ -25,9 +25,9 @@ namespace OpenRA.Mods.Common.Scripting
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radarPings = context.World.WorldActor.TraitOrDefault<RadarPings>();
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}
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[Desc("Creates a new beacon that stays for the specified time at the specified WPos." +
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[Desc("Creates a new beacon that stays for the specified time at the specified WPos. " +
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"Does not remove player set beacons, nor gets removed by placing them.")]
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public Beacon New(Player owner, WPos position, int duration = 30 * 25, bool showRadarPings = true, string palettePrefix = "player")
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public Beacon New(Player owner, WPos position, int duration = 30 * 25, bool showRadarPings = true, string palettePrefix = "player")
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{
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var playerBeacon = new Beacon(owner, position, duration, palettePrefix);
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owner.PlayerActor.World.AddFrameEndTask(w => w.Add(playerBeacon));
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@@ -67,7 +67,7 @@ namespace OpenRA.Mods.Common.Scripting
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[Desc("Create a new WDist.")]
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public WDist New(int r) { return new WDist(r); }
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[Desc("Create a new WDist by cell distance")]
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[Desc("Create a new WDist by cell distance.")]
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public WDist FromCells(int numCells) { return WDist.FromCells(numCells); }
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}
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Scripting
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get { return DateTime.Today.Month == 10 && DateTime.Today.Day == 31; }
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}
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[Desc("Get the current game time (in ticks)")]
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[Desc("Get the current game time (in ticks).")]
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public int GameTime
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{
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get { return Context.World.WorldTick; }
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@@ -63,7 +63,7 @@ namespace OpenRA.Mods.Common.Scripting
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[Desc("Send reinforcements consisting of multiple units. Supports ground-based, naval and air units. " +
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"The first member of the entryPath array will be the units' spawnpoint, " +
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"while the last one will be their destination. If actionFunc is given, " +
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"while the last one will be their destination. If actionFunc is given, " +
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"it will be executed once a unit has reached its destination. actionFunc " +
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"will be called as actionFunc(Actor actor)")]
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public Actor[] Reinforce(Player owner, string[] actorTypes, CPos[] entryPath, int interval = 25, LuaFunction actionFunc = null)
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@@ -283,8 +283,8 @@ namespace OpenRA.Mods.Common.Scripting
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}
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}
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[Desc("Call a function when a ground-based actor enters this cell footprint." +
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"Returns the trigger id for later removal using RemoveFootprintTrigger(int id)." +
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[Desc("Call a function when a ground-based actor enters this cell footprint. " +
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"Returns the trigger id for later removal using RemoveFootprintTrigger(int id). " +
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"The callback function will be called as func(Actor a, int id).")]
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public int OnEnteredFootprint(CPos[] cells, LuaFunction func)
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{
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@@ -309,8 +309,8 @@ namespace OpenRA.Mods.Common.Scripting
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return triggerId;
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}
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[Desc("Call a function when a ground-based actor leaves this cell footprint." +
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"Returns the trigger id for later removal using RemoveFootprintTrigger(int id)." +
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[Desc("Call a function when a ground-based actor leaves this cell footprint. " +
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"Returns the trigger id for later removal using RemoveFootprintTrigger(int id). " +
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"The callback function will be called as func(Actor a, int id).")]
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public int OnExitedFootprint(CPos[] cells, LuaFunction func)
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{
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@@ -341,8 +341,8 @@ namespace OpenRA.Mods.Common.Scripting
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Context.World.ActorMap.RemoveCellTrigger(id);
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}
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[Desc("Call a function when an actor enters this range." +
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"Returns the trigger id for later removal using RemoveProximityTrigger(int id)." +
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[Desc("Call a function when an actor enters this range. " +
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"Returns the trigger id for later removal using RemoveProximityTrigger(int id). " +
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"The callback function will be called as func(Actor a, int id).")]
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public int OnEnteredProximityTrigger(WPos pos, WDist range, LuaFunction func)
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{
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@@ -367,8 +367,8 @@ namespace OpenRA.Mods.Common.Scripting
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return triggerId;
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}
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[Desc("Call a function when an actor leaves this range." +
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"Returns the trigger id for later removal using RemoveProximityTrigger(int id)." +
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[Desc("Call a function when an actor leaves this range. " +
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"Returns the trigger id for later removal using RemoveProximityTrigger(int id). " +
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"The callback function will be called as func(Actor a, int id).")]
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public int OnExitedProximityTrigger(WPos pos, WDist range, LuaFunction func)
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{
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@@ -393,7 +393,7 @@ namespace OpenRA.Mods.Common.Scripting
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return triggerId;
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}
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[Desc("Removes a previously created proximitry trigger.")]
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[Desc("Removes a previously created proximity trigger.")]
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public void RemoveProximityTrigger(int id)
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{
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Context.World.ActorMap.RemoveProximityTrigger(id);
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@@ -407,20 +407,20 @@ namespace OpenRA.Mods.Common.Scripting
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}
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[Desc("Call a function when this actor is discovered by an enemy or a player with a Neutral stance. " +
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"The callback function will be called as func(Actor discovered, Player discoverer)")]
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"The callback function will be called as func(Actor discovered, Player discoverer).")]
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public void OnDiscovered(Actor a, LuaFunction func)
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{
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GetScriptTriggers(a).RegisterCallback(Trigger.OnDiscovered, func, Context);
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}
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[Desc("Call a function when this player is discovered by an enemy or neutral player. " +
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"The callback function will be called as func(Player discovered, Player discoverer, Actor discoveredActor)")]
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"The callback function will be called as func(Player discovered, Player discoverer, Actor discoveredActor).")]
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public void OnPlayerDiscovered(Player discovered, LuaFunction func)
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{
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GetScriptTriggers(discovered.PlayerActor).RegisterCallback(Trigger.OnPlayerDiscovered, func, Context);
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}
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[Desc("Removes all triggers from this actor." +
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[Desc("Removes all triggers from this actor. " +
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"Note that the removal will only take effect at the end of a tick, " +
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"so you must not add new triggers at the same time that you are calling this function.")]
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public void ClearAll(Actor a)
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@@ -428,7 +428,7 @@ namespace OpenRA.Mods.Common.Scripting
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GetScriptTriggers(a).ClearAll();
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}
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[Desc("Removes the specified trigger from this actor." +
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[Desc("Removes the specified trigger from this actor. " +
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"Note that the removal will only take effect at the end of a tick, " +
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"so you must not add new triggers at the same time that you are calling this function.")]
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public void Clear(Actor a, string triggerName)
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@@ -49,7 +49,7 @@ namespace OpenRA.Mods.Common.Scripting
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}
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[ScriptActorPropertyActivity]
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[Desc("Patrol along a set of given waypoints. The action is repeated by default, " +
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[Desc("Patrol along a set of given waypoints. The action is repeated by default, " +
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"and the actor will wait for `wait` ticks at each waypoint.")]
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public void Patrol(CPos[] waypoints, bool loop = true, int wait = 0)
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{
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@@ -108,7 +108,7 @@ namespace OpenRA.Mods.Common.Scripting
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}
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[ScriptActorPropertyActivity]
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[Desc("Returns true if this player has lost all units/actors that have" +
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[Desc("Returns true if this player has lost all units/actors that have " +
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"the MustBeDestroyed trait (according to the short game option).")]
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public bool HasNoRequiredUnits()
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{
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@@ -42,7 +42,7 @@ namespace OpenRA.Mods.Common.Scripting
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}
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[ScriptActorPropertyActivity]
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[Desc("Moves from outside the world into the cell grid")]
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[Desc("Moves from outside the world into the cell grid.")]
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public void MoveIntoWorld(CPos cell)
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{
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Self.QueueActivity(mobile.MoveIntoWorld(Self, cell, mobile.ToSubCell));
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@@ -60,7 +60,7 @@ namespace OpenRA.Mods.Common.Scripting
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.ToArray();
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}
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[Desc("Returns all living actors of the specified type of this player")]
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[Desc("Returns all living actors of the specified type of this player.")]
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public Actor[] GetActorsByType(string type)
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{
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var result = new List<Actor>();
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@@ -54,7 +54,7 @@ namespace OpenRA.Mods.Common.Scripting
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rp = self.Trait<RallyPoint>();
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}
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[Desc("Query or set a factory's rally point")]
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[Desc("Query or set a factory's rally point.")]
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public CPos RallyPoint
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{
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get { return rp.Location; }
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@@ -73,7 +73,7 @@ namespace OpenRA.Mods.Common.Scripting
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pb = self.Trait<PrimaryBuilding>();
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}
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[Desc("Query or set the factory's primary building status")]
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[Desc("Query or set the factory's primary building status.")]
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public bool IsPrimaryBuilding
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{
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get { return pb.IsPrimary; }
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@@ -146,7 +146,7 @@ namespace OpenRA.Mods.Common.Scripting
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return true;
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}
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[Desc("Check whether the factory's production queue that builds this type of actor is currently busy." +
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[Desc("Check whether the factory's production queue that builds this type of actor is currently busy. " +
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"Note: it does not check whether this particular type of actor is being produced.")]
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public bool IsProducing(string actorType)
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{
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@@ -202,9 +202,9 @@ namespace OpenRA.Mods.Common.Scripting
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[Desc("Build the specified set of actors using classic (RA-style) production queues. " +
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"The function will return true if production could be started, false otherwise. " +
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"If an actionFunc is given, it will be called as actionFunc(Actor[] actors) once " +
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"production of all actors has been completed. The actors array is guaranteed to " +
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"production of all actors has been completed. The actors array is guaranteed to " +
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"only contain alive actors. Note: This function will fail to work when called " +
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"during the first tick")]
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"during the first tick.")]
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public bool Build(string[] actorTypes, LuaFunction actionFunc = null)
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{
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var typeToQueueMap = new Dictionary<string, string>();
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@@ -252,7 +252,7 @@ namespace OpenRA.Mods.Common.Scripting
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return true;
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}
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[Desc("Check whether the production queue that builds this type of actor is currently busy." +
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[Desc("Check whether the production queue that builds this type of actor is currently busy. " +
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"Note: it does not check whether this particular type of actor is being produced.")]
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public bool IsProducing(string actorType)
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{
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