Merge pull request #6423 from TWaalen/upstream/fix-spelling-luadocs
LuaDocs/Desc attributes spelling fixes
This commit is contained in:
@@ -21,7 +21,7 @@ namespace OpenRA.Scripting
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{
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public ActorGlobal(ScriptContext context) : base(context) { }
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[Desc("Create a new actor. initTable specifies a list of key-value pairs that definite initial parameters for the actor's traits.")]
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[Desc("Create a new actor. initTable specifies a list of key-value pairs that defines the initial parameters for the actor's traits.")]
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public Actor Create(string type, bool addToWorld, LuaTable initTable)
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{
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var initDict = new TypeDictionary();
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@@ -58,7 +58,7 @@ namespace OpenRA.Scripting
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return a;
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}
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[Desc("Returns the build time (in ticks) of the requested unit type")]
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[Desc("Returns the build time (in ticks) of the requested unit type.")]
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public int BuildTime(string type)
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{
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ActorInfo ai;
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@@ -68,7 +68,7 @@ namespace OpenRA.Scripting
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return ai.GetBuildTime();
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}
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[Desc("Returns the cruise altitude of the requested unit type (zero if it ground-based).")]
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[Desc("Returns the cruise altitude of the requested unit type (zero if it is ground-based).")]
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public int CruiseAltitude(string type)
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{
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ActorInfo ai;
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@@ -100,7 +100,7 @@ namespace OpenRA.Mods.RA.Scripting
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}
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[Desc("Returns the actor that was specified with a given name in " +
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"the map file (or nil, if the actor is dead or not found")]
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"the map file (or nil, if the actor is dead or not found).")]
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public Actor NamedActor(string actorName)
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{
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Actor ret;
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@@ -68,10 +68,10 @@ namespace OpenRA.Mods.RA.Scripting
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}
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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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"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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"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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"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 LuaTable Reinforce(Player owner, LuaTable actorTypes, LuaTable entryPath, int interval = 25, LuaFunction actionFunc = null)
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{
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var actors = new List<Actor>();
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@@ -120,13 +120,13 @@ namespace OpenRA.Mods.RA.Scripting
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}
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[Desc("Send reinforcements in a transport. A transport can be a ground unit (APC etc.), ships and aircraft. " +
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"The first member of the 'entryPath' array will be the spawnpoint for the transport, " +
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"while the last one will be its destination. The last member of the 'exitPath' array " +
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"The first member of the entryPath array will be the spawnpoint for the transport, " +
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"while the last one will be its destination. The last member of the exitPath array " +
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"is be the place where the transport will be removed from the game. When the transport " +
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"has reached the destination, it will unload its cargo unless a custom 'actionFunc' has " +
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"been supplied. Afterwards, the transport will follow the 'exitPath' and leave the map, " +
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"unless a custom 'exitFunc' has been supplied. 'actionFunc' will be called as " +
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"'actionFunc(Actor transport, Actor[] cargo). 'exitFunc' will be called as 'exitFunc(Actor transport)'.")]
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"has reached the destination, it will unload its cargo unless a custom actionFunc has " +
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"been supplied. Afterwards, the transport will follow the exitPath and leave the map, " +
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"unless a custom exitFunc has been supplied. actionFunc will be called as " +
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"actionFunc(Actor transport, Actor[] cargo). exitFunc will be called as exitFunc(Actor transport).")]
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public LuaTable ReinforceWithTransport(Player owner, string actorType, LuaTable cargoTypes, LuaTable entryPath, LuaTable exitPath = null,
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LuaFunction actionFunc = null, LuaFunction exitFunc = null)
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{
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@@ -130,14 +130,14 @@ namespace OpenRA.Mods.RA.Scripting
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GetScriptTriggers(player.PlayerActor).RegisterCallback(Trigger.OnObjectiveAdded, func, context);
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}
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[Desc("Call a function when this player completes an objective " +
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[Desc("Call a function when this player completes an objective. " +
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"The callback function will be called as func(Player player, int objectiveID).")]
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public void OnObjectiveCompleted(Player player, LuaFunction func)
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{
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GetScriptTriggers(player.PlayerActor).RegisterCallback(Trigger.OnObjectiveCompleted, func, context);
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}
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[Desc("Call a function when this player fails an objective " +
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[Desc("Call a function when this player fails an objective. " +
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"The callback function will be called as func(Player player, int objectiveID).")]
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public void OnObjectiveFailed(Player player, LuaFunction func)
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{
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@@ -165,13 +165,13 @@ namespace OpenRA.Mods.RA.Scripting
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GetScriptTriggers(a).RegisterCallback(Trigger.OnCapture, 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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public void ClearAll(Actor a)
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{
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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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public void Clear(Actor a, string triggerName)
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{
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var trigger = (Trigger)Enum.Parse(typeof(Trigger), triggerName);
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@@ -58,7 +58,7 @@ namespace OpenRA.Mods.RA.Scripting
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return true;
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}
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[Desc("Skips over the first numElements members of the array and returns the rest")]
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[Desc("Skips over the first numElements members of the array and returns the rest.")]
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public LuaTable Skip(LuaTable table, int numElements)
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{
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var t = context.CreateTable();
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@@ -75,7 +75,7 @@ namespace OpenRA.Mods.RA.Scripting
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return table.Values.Random<LuaValue>(context.World.SharedRandom);
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}
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[Desc("Expands the given footprint one step along the coordinate axes, and (if requested) diagonals")]
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[Desc("Expands the given footprint one step along the coordinate axes, and (if requested) diagonals.")]
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public LuaTable ExpandFootprint(LuaTable cells, bool allowDiagonal)
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{
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var footprint = cells.Values.Select(c =>
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@@ -80,7 +80,7 @@ namespace OpenRA.Mods.RA.Scripting
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}
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[ScriptActorPropertyActivity]
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[Desc("Run an arbitrary lua function.")]
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[Desc("Run an arbitrary Lua function.")]
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public void CallFunc(LuaFunction func)
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{
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self.QueueActivity(new CallLuaFunc(func));
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@@ -44,7 +44,7 @@ namespace OpenRA.Mods.RA.Scripting
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[ScriptActorPropertyActivity]
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[Desc("Mark an objective as completed. This needs the objective ID returned " +
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"by AddObjective as argument. When the player has completed all primary " +
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"by AddObjective as argument. When this player has completed all primary " +
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"objectives, (s)he has won the game.")]
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public void MarkCompletedObjective(int id)
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{
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@@ -61,7 +61,7 @@ namespace OpenRA.Mods.RA.Scripting
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}
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[ScriptActorPropertyActivity]
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[Desc("Returns true if 'player' has lost all units/actors that have the 'MustBeDestroyed' trait.")]
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[Desc("Returns true if this player has lost all units/actors that have the MustBeDestroyed trait.")]
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public bool HasNoRequiredUnits()
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{
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return player.HasNoRequiredUnits();
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@@ -27,7 +27,7 @@ namespace OpenRA.Mods.RA.Scripting
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}
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[ScriptActorPropertyActivity]
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[Desc("Build a unit, ignoring the production queue. The activity will wait if the exit is blocked")]
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[Desc("Build a unit, ignoring the production queue. The activity will wait if the exit is blocked.")]
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public void Produce(string actorType, string raceVariant = null)
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{
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ActorInfo actorInfo;
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@@ -396,7 +396,7 @@ namespace OpenRA.Utility
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{
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Game.modData = new ModData(args[1]);
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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);
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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);
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Console.WriteLine();
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Console.WriteLine("OpenRA allows custom maps and missions to be scripted using Lua 5.1.\n" +
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"These scripts run in a sandbox that prevents access to unsafe functions (e.g. OS or file access), " +
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@@ -408,12 +408,12 @@ namespace OpenRA.Utility
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Console.WriteLine("Map scripts can interact with the game engine in three ways:\n" +
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"* Global tables provide functions for interacting with the global world state, or performing general helper tasks.\n" +
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"They exist in the global namespace, and can be called directly using ```<table name>.<function name>```.\n" +
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"* Individual actors expose a collection of properties and commands that query information of modify their state.\n" +
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"* Individual actors expose a collection of properties and commands that query information or modify their state.\n" +
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" * Some commands, marked as <em>queued activity</em>, are asynchronous. Activities are queued on the actor, and will run in " +
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"sequence until the queue is empty or the Stop command is called. Actors that are not performing an activity are Idle " +
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"(actor.IsIdle will return true). The properties and commands available on each actor depends on the traits that the actor " +
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"specifies in its rule definitions.\n" +
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"* Individual players explose a collection of properties and commands that query information of modify their state.\n" +
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"* Individual players expose a collection of properties and commands that query information or modify their state.\n" +
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"The properties and commands available on each actor depends on the traits that the actor specifies in its rule definitions.\n");
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Console.WriteLine();
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