add ldoc documentation
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@ -15,5 +15,6 @@
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"repo": "https://bitbucket.org/minetest_gamers/x_bows/src/master/",
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"issue_tracker": "https://bitbucket.org/minetest_gamers/x_bows/issues?status=new&status=open",
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"forums": 26466,
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"video_url": "https://youtu.be/pItpltmUoa8"
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"video_url": "https://youtu.be/pItpltmUoa8",
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"website": "https://bitbucket.org/minetest_gamers/x_bows/wiki/Home"
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}
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@ -1 +1,2 @@
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.DS_Store
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docs/build
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2
api.lua
2
api.lua
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@ -1882,7 +1882,7 @@ function XBowsQuiver.quiver_can_allow(self, inv, player)
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end
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---Open quiver
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---@param self XBowsQuiver
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---@param self XBows
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---@param itemstack ItemStack
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---@param user ObjectRef
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---@return ItemStack
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@ -0,0 +1,8 @@
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file = {"docs"}
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title = "x_bows API documentation"
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description = "Minetest mod"
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format = "markdown"
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dir = "docs/build"
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readme = "README.md"
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project = "x_bows"
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ext = "html"
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----
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-- Base XBows class
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-- @author SaKeL
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-- @license LGPL-2.1-or-later
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-- @classmod XBows
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XBows = {
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--- `enable_pvp` setting, default `false`
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pvp = false,
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--- `creative_mode` setting, default `false`
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creative = false,
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--- `mesecons` check if MOD enabled or exists
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mesecons = false,
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--- `playerphysics` check if MOD enabled or exists
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playerphysics = false,
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--- `player_monoids` check if MOD enabled or exists
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player_monoids = false,
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--- table with key/value pairs, `key` is the item name (e.g. `x_bows:bow_wood`), `value` is the definition passed to XBows register method
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registered_bows = {},
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--- table with key/value pairs, `key` is the item name (e.g. `x_bows:arrow_wood`), `value` is the definition passed to XBows register method
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registered_arrows = {},
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--- table with key/value pairs, `key` is the item name (e.g. `x_bows:quiver`), `value` is the definition passed to XBows register method
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registered_quivers = {},
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--- registered particle spawners for internal use
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registered_particle_spawners = {},
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--- sneaking players when bow is charged
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player_bow_sneak = {},
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--- `Settings` from minetest
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settings = {
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--- `x_bows_attach_arrows_to_entities` setting, default: `false`
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x_bows_attach_arrows_to_entities = false
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},
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--- table of `after` jobs
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charge_sound_after_job = {}
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}
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---Check if creative is enabled or if player has creative priv
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-- @param self XBows
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-- @param name string
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-- @return boolean
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function XBows.is_creative(self, name) end
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---Updates `allowed_ammunition` definition on already registered item, so MODs can add new ammunitions to this list.
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-- @param self XBows
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-- @param name string
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-- @param allowed_ammunition string[]
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-- @return nil
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function XBows.update_bow_allowed_ammunition(self, name, allowed_ammunition) end
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---Reset charged bow to uncharged bow, this will return the arrow item to the inventory also
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-- @param self XBows
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-- @param player ObjectRef Player Ref
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-- @param includeWielded? boolean Will include reset for wielded bow also. default: `false`
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-- @return nil
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function XBows.reset_charged_bow(self, player, includeWielded) end
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---Register bows
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-- @param self XBows
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-- @param name string
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-- @param def ItemDef | BowItemDefCustom
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-- @param override? boolean MOD everride
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-- @return boolean|nil
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function XBows.register_bow(self, name, def, override) end
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---Register arrows
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-- @param self XBows
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-- @param name string
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-- @param def ItemDef | ArrowItemDefCustom
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-- @return boolean|nil
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function XBows.register_arrow(self, name, def) end
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---Register quivers
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-- @param self XBows
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-- @param name string
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-- @param def ItemDef | QuiverItemDefCustom
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-- @return boolean|nil
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function XBows.register_quiver(self, name, def) end
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---Load bow
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-- @param self XBows
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-- @param itemstack ItemStack
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-- @param user ObjectRef
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-- @param pointed_thing PointedThingDef
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-- @return ItemStack
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function XBows.load(self, itemstack, user, pointed_thing) end
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---Shoot bow
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-- @param self XBows
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-- @param itemstack ItemStack
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-- @param user ObjectRef
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-- @param pointed_thing? PointedThingDef
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-- @return ItemStack
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function XBows.shoot(self, itemstack, user, pointed_thing) end
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---Add new particle to XBow registration
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-- @param self XBows
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-- @param name string
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-- @param def ParticlespawnerDef|ParticlespawnerDefCustom
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-- @return nil
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function XBows.register_particle_effect(self, name, def) end
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---Get particle effect from registered spawners table
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-- @param self XBows
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-- @param name string
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-- @param pos Vector
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-- @return number|boolean
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function XBows.get_particle_effect_for_arrow(self, name, pos) end
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---Check if ammunition is allowed to charge this weapon
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-- @param self XBows
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-- @param weapon_name string
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-- @param ammo_name string
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-- @return boolean
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function XBows.is_allowed_ammunition(self, weapon_name, ammo_name) end
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---Register new projectile entity
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-- @param self XBows
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-- @param name string
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-- @param def XBowsEntityDef
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function XBows.register_entity(self, name, def) end
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---Open quiver
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-- @param self XBows
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-- @param itemstack ItemStack
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-- @param user ObjectRef
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-- @return ItemStack
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function XBows.open_quiver(self, itemstack, user) end
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@ -0,0 +1,88 @@
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----
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-- XBowsQuiver class extended from XBows
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-- @author SaKeL
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-- @license LGPL-2.1-or-later
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-- @classmod XBowsQuiver
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XBowsQuiver = {
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--- IDs of added HUDs
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hud_item_ids = {},
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--- `after` job tables
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after_job = {}
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}
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---Close one or all open quivers in players inventory
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-- @param self XBowsQuiver
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-- @param player ObjectRef
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-- @param quiver_id? string If `nil` then all open quivers will be closed
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-- @return nil
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function XBowsQuiver.close_quiver(self, player, quiver_id) end
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---Swap item in player inventory indicating open quiver. Preserve all ItemStack definition and meta.
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-- @param self XBowsQuiver
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-- @param from_stack ItemStack transfer data from this item
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-- @param to_item_name string transfer data to this item
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-- @return ItemStack ItemStack replacement item
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function XBowsQuiver.get_replacement_item(self, from_stack, to_item_name) end
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---Gets arrow from quiver
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-- @param self XBowsQuiver
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-- @param player ObjectRef
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-- @return {["found_arrow_stack"]: ItemStack|nil, ["quiver_id"]: string|nil, ["quiver_name"]: string|nil, ["found_arrow_stack_idx"]: number}
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function XBowsQuiver.get_itemstack_arrow_from_quiver(self, player) end
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---Remove all added HUDs
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-- @param self XBowsQuiver
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-- @param player ObjectRef
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-- @return nil
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function XBowsQuiver.remove_hud(self, player) end
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---Update or create quiver HUD
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-- @param self XBowsQuiver
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-- @param player ObjectRef
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-- @param inv_list ItemStack[]
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-- @param idx? number
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-- @return nil
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-- @todo implement hud_change?
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function XBowsQuiver.udate_or_create_hud(self, player, inv_list, idx) end
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---Get existing detached inventory or create new one
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-- @param self XBowsQuiver
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-- @param quiver_id string
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-- @param player_name string
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-- @param quiver_items? string
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-- @return InvRef|unknown
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function XBowsQuiver.get_or_create_detached_inv(self, quiver_id, player_name, quiver_items) end
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---Create formspec
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-- @param self XBowsQuiver
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-- @param name string name of the form
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-- @return string
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function XBowsQuiver.get_formspec(self, name) end
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---Convert inventory of itemstacks to serialized string
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-- @param self XBowsQuiver
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-- @param inv InvRef
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-- @return {['inv_string']: string, ['content_description']: string}
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function XBowsQuiver.get_string_from_inv(self, inv) end
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---Set items from serialized string to inventory
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-- @param self XBowsQuiver
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-- @param inv InvRef inventory to add items to
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-- @param str string previously stringified inventory of itemstacks
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-- @return nil
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function XBowsQuiver.set_string_to_inv(self, inv, str) end
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---Save quiver inventory to itemstack meta
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-- @param self XBowsQuiver
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-- @param inv InvRef
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-- @param player ObjectRef
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-- @param quiver_is_closed? boolean
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-- @return nil
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function XBowsQuiver.save(self, inv, player, quiver_is_closed) end
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---Check if we are allowing actions in the correct quiver inventory
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-- @param self XBowsQuiver
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-- @param inv InvRef
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-- @param player ObjectRef
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-- @return boolean
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function XBowsQuiver.quiver_can_allow(self, inv, player) end
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