Merge pull request #6423 from TWaalen/upstream/fix-spelling-luadocs

LuaDocs/Desc attributes spelling fixes
This commit is contained in:
Matthias Mailänder
2014-09-07 08:37:01 +02:00
9 changed files with 27 additions and 27 deletions

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@@ -21,7 +21,7 @@ namespace OpenRA.Scripting
{ {
public ActorGlobal(ScriptContext context) : base(context) { } public ActorGlobal(ScriptContext context) : base(context) { }
[Desc("Create a new actor. initTable specifies a list of key-value pairs that definite initial parameters for the actor's traits.")] [Desc("Create a new actor. initTable specifies a list of key-value pairs that defines the initial parameters for the actor's traits.")]
public Actor Create(string type, bool addToWorld, LuaTable initTable) public Actor Create(string type, bool addToWorld, LuaTable initTable)
{ {
var initDict = new TypeDictionary(); var initDict = new TypeDictionary();
@@ -58,7 +58,7 @@ namespace OpenRA.Scripting
return a; return a;
} }
[Desc("Returns the build time (in ticks) of the requested unit type")] [Desc("Returns the build time (in ticks) of the requested unit type.")]
public int BuildTime(string type) public int BuildTime(string type)
{ {
ActorInfo ai; ActorInfo ai;
@@ -68,7 +68,7 @@ namespace OpenRA.Scripting
return ai.GetBuildTime(); return ai.GetBuildTime();
} }
[Desc("Returns the cruise altitude of the requested unit type (zero if it ground-based).")] [Desc("Returns the cruise altitude of the requested unit type (zero if it is ground-based).")]
public int CruiseAltitude(string type) public int CruiseAltitude(string type)
{ {
ActorInfo ai; ActorInfo ai;

View File

@@ -100,7 +100,7 @@ namespace OpenRA.Mods.RA.Scripting
} }
[Desc("Returns the actor that was specified with a given name in " + [Desc("Returns the actor that was specified with a given name in " +
"the map file (or nil, if the actor is dead or not found")] "the map file (or nil, if the actor is dead or not found).")]
public Actor NamedActor(string actorName) public Actor NamedActor(string actorName)
{ {
Actor ret; Actor ret;

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@@ -68,10 +68,10 @@ namespace OpenRA.Mods.RA.Scripting
} }
[Desc("Send reinforcements consisting of multiple units. Supports ground-based, naval and air units. " + [Desc("Send reinforcements consisting of multiple units. Supports ground-based, naval and air units. " +
"The first member of the 'entryPath' array will be the units' spawnpoint, " + "The first member of the entryPath array will be the units' spawnpoint, " +
"while the last one will be their destination. If 'actionFunc' is given, " + "while the last one will be their destination. If actionFunc is given, " +
"it will be executed once a unit has reached its destination. 'actionFunc' " + "it will be executed once a unit has reached its destination. actionFunc " +
"will be called as 'actionFunc(Actor actor)'")] "will be called as actionFunc(Actor actor)")]
public LuaTable Reinforce(Player owner, LuaTable actorTypes, LuaTable entryPath, int interval = 25, LuaFunction actionFunc = null) public LuaTable Reinforce(Player owner, LuaTable actorTypes, LuaTable entryPath, int interval = 25, LuaFunction actionFunc = null)
{ {
var actors = new List<Actor>(); var actors = new List<Actor>();
@@ -120,13 +120,13 @@ namespace OpenRA.Mods.RA.Scripting
} }
[Desc("Send reinforcements in a transport. A transport can be a ground unit (APC etc.), ships and aircraft. " + [Desc("Send reinforcements in a transport. A transport can be a ground unit (APC etc.), ships and aircraft. " +
"The first member of the 'entryPath' array will be the spawnpoint for the transport, " + "The first member of the entryPath array will be the spawnpoint for the transport, " +
"while the last one will be its destination. The last member of the 'exitPath' array " + "while the last one will be its destination. The last member of the exitPath array " +
"is be the place where the transport will be removed from the game. When the transport " + "is be the place where the transport will be removed from the game. When the transport " +
"has reached the destination, it will unload its cargo unless a custom 'actionFunc' has " + "has reached the destination, it will unload its cargo unless a custom actionFunc has " +
"been supplied. Afterwards, the transport will follow the 'exitPath' and leave the map, " + "been supplied. Afterwards, the transport will follow the exitPath and leave the map, " +
"unless a custom 'exitFunc' has been supplied. 'actionFunc' will be called as " + "unless a custom exitFunc has been supplied. actionFunc will be called as " +
"'actionFunc(Actor transport, Actor[] cargo). 'exitFunc' will be called as 'exitFunc(Actor transport)'.")] "actionFunc(Actor transport, Actor[] cargo). exitFunc will be called as exitFunc(Actor transport).")]
public LuaTable ReinforceWithTransport(Player owner, string actorType, LuaTable cargoTypes, LuaTable entryPath, LuaTable exitPath = null, public LuaTable ReinforceWithTransport(Player owner, string actorType, LuaTable cargoTypes, LuaTable entryPath, LuaTable exitPath = null,
LuaFunction actionFunc = null, LuaFunction exitFunc = null) LuaFunction actionFunc = null, LuaFunction exitFunc = null)
{ {

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@@ -130,14 +130,14 @@ namespace OpenRA.Mods.RA.Scripting
GetScriptTriggers(player.PlayerActor).RegisterCallback(Trigger.OnObjectiveAdded, func, context); GetScriptTriggers(player.PlayerActor).RegisterCallback(Trigger.OnObjectiveAdded, func, context);
} }
[Desc("Call a function when this player completes an objective " + [Desc("Call a function when this player completes an objective. " +
"The callback function will be called as func(Player player, int objectiveID).")] "The callback function will be called as func(Player player, int objectiveID).")]
public void OnObjectiveCompleted(Player player, LuaFunction func) public void OnObjectiveCompleted(Player player, LuaFunction func)
{ {
GetScriptTriggers(player.PlayerActor).RegisterCallback(Trigger.OnObjectiveCompleted, func, context); GetScriptTriggers(player.PlayerActor).RegisterCallback(Trigger.OnObjectiveCompleted, func, context);
} }
[Desc("Call a function when this player fails an objective " + [Desc("Call a function when this player fails an objective. " +
"The callback function will be called as func(Player player, int objectiveID).")] "The callback function will be called as func(Player player, int objectiveID).")]
public void OnObjectiveFailed(Player player, LuaFunction func) public void OnObjectiveFailed(Player player, LuaFunction func)
{ {
@@ -165,13 +165,13 @@ namespace OpenRA.Mods.RA.Scripting
GetScriptTriggers(a).RegisterCallback(Trigger.OnCapture, func, context); GetScriptTriggers(a).RegisterCallback(Trigger.OnCapture, func, context);
} }
[Desc("Removes all triggers from this actor")] [Desc("Removes all triggers from this actor.")]
public void ClearAll(Actor a) public void ClearAll(Actor a)
{ {
GetScriptTriggers(a).ClearAll(); GetScriptTriggers(a).ClearAll();
} }
[Desc("Removes the specified trigger from this actor")] [Desc("Removes the specified trigger from this actor.")]
public void Clear(Actor a, string triggerName) public void Clear(Actor a, string triggerName)
{ {
var trigger = (Trigger)Enum.Parse(typeof(Trigger), triggerName); var trigger = (Trigger)Enum.Parse(typeof(Trigger), triggerName);

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@@ -58,7 +58,7 @@ namespace OpenRA.Mods.RA.Scripting
return true; return true;
} }
[Desc("Skips over the first numElements members of the array and returns the rest")] [Desc("Skips over the first numElements members of the array and returns the rest.")]
public LuaTable Skip(LuaTable table, int numElements) public LuaTable Skip(LuaTable table, int numElements)
{ {
var t = context.CreateTable(); var t = context.CreateTable();
@@ -75,7 +75,7 @@ namespace OpenRA.Mods.RA.Scripting
return table.Values.Random<LuaValue>(context.World.SharedRandom); return table.Values.Random<LuaValue>(context.World.SharedRandom);
} }
[Desc("Expands the given footprint one step along the coordinate axes, and (if requested) diagonals")] [Desc("Expands the given footprint one step along the coordinate axes, and (if requested) diagonals.")]
public LuaTable ExpandFootprint(LuaTable cells, bool allowDiagonal) public LuaTable ExpandFootprint(LuaTable cells, bool allowDiagonal)
{ {
var footprint = cells.Values.Select(c => var footprint = cells.Values.Select(c =>

View File

@@ -80,7 +80,7 @@ namespace OpenRA.Mods.RA.Scripting
} }
[ScriptActorPropertyActivity] [ScriptActorPropertyActivity]
[Desc("Run an arbitrary lua function.")] [Desc("Run an arbitrary Lua function.")]
public void CallFunc(LuaFunction func) public void CallFunc(LuaFunction func)
{ {
self.QueueActivity(new CallLuaFunc(func)); self.QueueActivity(new CallLuaFunc(func));

View File

@@ -44,7 +44,7 @@ namespace OpenRA.Mods.RA.Scripting
[ScriptActorPropertyActivity] [ScriptActorPropertyActivity]
[Desc("Mark an objective as completed. This needs the objective ID returned " + [Desc("Mark an objective as completed. This needs the objective ID returned " +
"by AddObjective as argument. When the player has completed all primary " + "by AddObjective as argument. When this player has completed all primary " +
"objectives, (s)he has won the game.")] "objectives, (s)he has won the game.")]
public void MarkCompletedObjective(int id) public void MarkCompletedObjective(int id)
{ {
@@ -61,7 +61,7 @@ namespace OpenRA.Mods.RA.Scripting
} }
[ScriptActorPropertyActivity] [ScriptActorPropertyActivity]
[Desc("Returns true if 'player' has lost all units/actors that have the 'MustBeDestroyed' trait.")] [Desc("Returns true if this player has lost all units/actors that have the MustBeDestroyed trait.")]
public bool HasNoRequiredUnits() public bool HasNoRequiredUnits()
{ {
return player.HasNoRequiredUnits(); return player.HasNoRequiredUnits();

View File

@@ -27,7 +27,7 @@ namespace OpenRA.Mods.RA.Scripting
} }
[ScriptActorPropertyActivity] [ScriptActorPropertyActivity]
[Desc("Build a unit, ignoring the production queue. The activity will wait if the exit is blocked")] [Desc("Build a unit, ignoring the production queue. The activity will wait if the exit is blocked.")]
public void Produce(string actorType, string raceVariant = null) public void Produce(string actorType, string raceVariant = null)
{ {
ActorInfo actorInfo; ActorInfo actorInfo;

View File

@@ -396,7 +396,7 @@ namespace OpenRA.Utility
{ {
Game.modData = new ModData(args[1]); Game.modData = new ModData(args[1]);
Console.WriteLine("This is an automatically generated lising of the new Lua map scripting API, generated for {0} of OpenRA.", Game.modData.Manifest.Mod.Version); Console.WriteLine("This is an automatically generated listing of the new Lua map scripting API, generated for {0} of OpenRA.", Game.modData.Manifest.Mod.Version);
Console.WriteLine(); Console.WriteLine();
Console.WriteLine("OpenRA allows custom maps and missions to be scripted using Lua 5.1.\n" + Console.WriteLine("OpenRA allows custom maps and missions to be scripted using Lua 5.1.\n" +
"These scripts run in a sandbox that prevents access to unsafe functions (e.g. OS or file access), " + "These scripts run in a sandbox that prevents access to unsafe functions (e.g. OS or file access), " +
@@ -408,12 +408,12 @@ namespace OpenRA.Utility
Console.WriteLine("Map scripts can interact with the game engine in three ways:\n" + Console.WriteLine("Map scripts can interact with the game engine in three ways:\n" +
"* Global tables provide functions for interacting with the global world state, or performing general helper tasks.\n" + "* Global tables provide functions for interacting with the global world state, or performing general helper tasks.\n" +
"They exist in the global namespace, and can be called directly using ```<table name>.<function name>```.\n" + "They exist in the global namespace, and can be called directly using ```<table name>.<function name>```.\n" +
"* Individual actors expose a collection of properties and commands that query information of modify their state.\n" + "* Individual actors expose a collection of properties and commands that query information or modify their state.\n" +
" * Some commands, marked as <em>queued activity</em>, are asynchronous. Activities are queued on the actor, and will run in " + " * Some commands, marked as <em>queued activity</em>, are asynchronous. Activities are queued on the actor, and will run in " +
"sequence until the queue is empty or the Stop command is called. Actors that are not performing an activity are Idle " + "sequence until the queue is empty or the Stop command is called. Actors that are not performing an activity are Idle " +
"(actor.IsIdle will return true). The properties and commands available on each actor depends on the traits that the actor " + "(actor.IsIdle will return true). The properties and commands available on each actor depends on the traits that the actor " +
"specifies in its rule definitions.\n" + "specifies in its rule definitions.\n" +
"* Individual players explose a collection of properties and commands that query information of modify their state.\n" + "* Individual players expose a collection of properties and commands that query information or modify their state.\n" +
"The properties and commands available on each actor depends on the traits that the actor specifies in its rule definitions.\n"); "The properties and commands available on each actor depends on the traits that the actor specifies in its rule definitions.\n");
Console.WriteLine(); Console.WriteLine();