From df882e3382040ba4e93efa5844f136adc4e09b1c Mon Sep 17 00:00:00 2001 From: Chaoscaot Date: Wed, 26 Jul 2023 13:03:41 +0200 Subject: [PATCH] Fix Docs Signed-off-by: Chaoscaot --- SCRIPT.md | 2 +- definitions.lua | 185 ------------------------------------------------ 2 files changed, 1 insertion(+), 186 deletions(-) delete mode 100644 definitions.lua diff --git a/SCRIPT.md b/SCRIPT.md index 65dc4071..cccc88ab 100644 --- a/SCRIPT.md +++ b/SCRIPT.md @@ -48,7 +48,7 @@ Der Code wird einfach in ein Minecraft Buch geschrieben und kann mit einem Links Im Repository liegen [Lua-Definitionen](sw.def.lua) für [Luanalysis](https://plugins.jetbrains.com/plugin/14698-luanalysis). Diese können in der IDE genutzt werden, um die APIs zu nutzen. -Einfach die `definitions.lua` in denselben Ordner wie das Script legen und die IDE sollte die APIs erkennen. +Einfach die `sw.def.lua` in denselben Ordner wie das Script legen und die IDE sollte die APIs erkennen. # Basis-Apis Es werden folgende Standard-Apis zur Verfügung gestellt: diff --git a/definitions.lua b/definitions.lua deleted file mode 100644 index ce875ecf..00000000 --- a/definitions.lua +++ /dev/null @@ -1,185 +0,0 @@ --- This file is a part of the SteamWar software. --- --- Copyright (C) 2021 SteamWar.de-Serverteam --- --- This program is free software: you can redistribute it and/or modify --- it under the terms of the GNU Affero General Public License as published by --- the Free Software Foundation, either version 3 of the License, or --- (at your option) any later version. --- --- This program is distributed in the hope that it will be useful, --- but WITHOUT ANY WARRANTY; without even the implied warranty of --- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --- GNU Affero General Public License for more details. --- --- You should have received a copy of the GNU Affero General Public License --- along with this program. If not, see . - ---- ---- This file contains the definitions for the SteamWar.de script API. ---- It is used by the IDE to provide code completion and type checking. ---- Created by Chaoscaot ---- - ----@class inventory @define class inventory ----@field create fun(title: string, size: number): Inventory -inventory = {} - ----@alias InventoryClick 'LEFT' | 'SHIFT_LEFT' | 'RIGHT' | 'SHIFT_RIGHT' | 'MIDDLE' | 'NUMBER_KEY' - ----@shape Inventory ----@field item fun(slot: number, material: string, name: string, handler: fun(click: InventoryClick), lore?: string[], enchanted?: boolean, amount?: number: void) ----@field setCloseHandler fun(handler: fun(): void): void ----@field open fun(): void - ----@class Callable ----@overload fun(): T ----@overload fun(value: T): void - ----@class player ----@field name fun(): string ----@field chat fun(message: string...): void ----@field actionbar fun(message: string...): void ----@field x fun(value?: number): void | number ----@field y fun(value?: number): void | number ----@field z fun(value?: number): void | number ----@field yaw fun(value?: number): void | number ----@field pitch fun(value?: number): void | number ----@field sneaking fun(): boolean ----@field sprinting fun(): boolean ----@field slot fun(value?: number): void | number ----@field item fun(): string ----@field offHandItem fun(): string ----@field closeInventory fun(): void -player = {} - ----@class random ----@field nextInt fun(a?: number, b?: number): number ----@field nextDouble fun(a?: number, b?: number): number ----@field nextBool fun(): boolean -random = {} - ----@alias RegionType 'wg' | 'mwg' | 'as' | 'ws' | 'ws_inner' | 'ws_rumpf' | 'ws_rahmen' | 'spawn' - ----@class region ----@field name fun(): string ----@field type fun(): RegionType ----@field tnt tnt ----@field fire fun(): boolean ----@field freeze fun(): boolean ----@field protect fun(): boolean ----@field trace trace ----@field loader fun(): string -region = {} - ----@alias TNTMode 'ALLOW' | 'DENY' | 'ONLY_TB' - ----@class tnt ----@field mode fun(): TNTMode ----@field enabled fun(): boolean ----@field onlyTb fun(): boolean - ----@class trace ----@field active fun(): boolean ----@field auto fun(): boolean ----@field status fun(): string ----@field time fun(): number - ----@shape Position ----@field x number ----@field y number ----@field z number - ----@class server ----@field time fun(): string ----@field ticks fun(): number ----@field getBlockAt fun(position: Position): string ----@field setBlockAt fun(position: Position, material: string): void ----@field tps tps -server = {} - ----@class tps ----@field oneSecond fun(): number ----@field tenSecond fun(): number ----@field oneMinute fun(): number ----@field fiveMinute fun(): number ----@field tenMinute fun(): number ----@field current fun(): number ----@field limit fun(): number - ----@class storage ----@field global storageLib ----@field player storageLib ----@field region storageLib -storage = {} - ----@class storageLib ----@field get fun(key: string): any ----@field set fun(key: string, value: any): void - ----@shape Selection ----@field max Position ----@field min Position - ----@class _worldedit ----@field selection fun(pos?: Position[]): Selection | void -_worldedit = {} - ----@param msg string ----@param callback fun(value: string): void ----@return void -function input(msg, callback) end - ----@param ticks number ----@param callback fun(): void ----@return void -function delayed(ticks, callback) end - ----@param x number ----@param y number ----@param z number ----@return Position -function pos(x, y, z) return nil end - -function exec(...) end - ----@param obj any ----@return number -function length(obj) return 0 end - ----@param separator string ----@param table any[] ----@return string -function join(separator, table) return "" end - ----@class EventType ----@class events ----@field DoubleSwap EventType ----@field PlaceBlock EventType ----@field BreakBlock EventType ----@field RightClick EventType ----@field LeftClick EventType ----@field TNTSpawn EventType ----@field TNTExplode EventType ----@field TNTExplodeInBuild EventType ----@field SelfJoin EventType ----@field SelfLeave EventType ----@field DropItem EventType ----@field EntityDeath EventType -events = {} - - ----@param id EventType ----@param handler fun(params: any): void ----@return void -function event(id, handler) end - ----@param command string ----@param handler fun(params: string[]): void ----@return void -function command(command, handler) end - ----@param trigger string ----@param handler fun(pressed: boolean): void ----@return void -function hotkey(trigger, handler) end