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Document manual.lua (#443)
* Properly set Mario's y vel to 0 on popping * Change 0 to 0.0f, just in case * Massively increase surface pool size Also exposed the surface pool counts by creating a few functions to get them. They only existed for debugging but may as well keep them. * Allow extended moveset to be toggled from a chat command I got permission to edit extended moveset. Eventually I'll try to see if I can improve upon this moveset. * Remove old surface code Part 1 * Heavily document manual.lua Hopefully nothing I added is wrong * Small change in descriptions
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1 changed files with 63 additions and 36 deletions
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@ -3,12 +3,21 @@
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-------------
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--- @type MarioState[]
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--- Array of MarioStates, from 0 to MAX_PLAYERS - 1
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--- - Uses the local index, which is different between every player
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--- - Index 0 always refers to the local player
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gMarioStates = {}
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--- @type NetworkPlayer[]
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--- Array of NetworkPlayers, from 0 to MAX_PLAYERS - 1
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--- - Uses the local index, which is different between every player
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--- - Index 0 always refers to the local player
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gNetworkPlayers = {}
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--- @type Mod[]
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--- Array of all mods loaded, starting from 0
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--- - All mods are loaded in the same order for every player
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--- - Index 0 is the first mod in the list (The top of the mod list)
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gActiveMods = {}
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--- @type Character[]
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@ -26,9 +35,15 @@ gGlobalObjectCollisionData = {}
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--- @alias SyncTable table
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--- @type SyncTable
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--- Any keys added and modified to this table will be synced among everyone.
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--- - This shouldn't be used to sync player-specific values; Use gPlayerSyncTable for that
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--- - Note: Does not support tables as keys
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gGlobalSyncTable = {}
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--- @type SyncTable[]
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--- An array of sync tables. Any change to any sync tables will be synced to everyone else.
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--- - This array takes in a local index, however it automatically translates to the global index
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--- - Note: Does not support tables as keys
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gPlayerSyncTable = {}
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--- @type LevelValues
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@ -37,13 +52,12 @@ gLevelValues = {}
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--- @type BehaviorValues
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gBehaviorValues = {}
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--- @type BehaviorValues
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gBehaviorValues = {}
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--- @type PlayerPalette[]
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gPalettePresets = {}
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--- @type LakituState
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--- The primary struct that controls the camera
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--- - Local player only
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gLakituState = {}
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--- @type PaintingValues
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@ -56,47 +70,57 @@ gServerSettings = {}
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-- hooks --
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-----------
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--- @param behaviorId BehaviorId
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--- @param objectList ObjectList
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--- @param replaceBehavior boolean
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--- @param initFunction fun(obj:Object)
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--- @param loopFunction fun(obj:Object)
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--- @param behaviorName string
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--- @return BehaviorId
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--- @param behaviorId BehaviorId | integer? The behavior id of the object to modify. Pass in as `nil` to create a custom object
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--- @param objectList ObjectList | integer Object list
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--- @param replaceBehavior boolean Whether or not to completely replace the behavior
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--- @param initFunction? fun(obj:Object) Run on object creation
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--- @param loopFunction? fun(obj:Object) Run every frame
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--- @param behaviorName? string Optional
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--- @return BehaviorId BehaviorId Use if creating a custom object, otherwise can be ignored
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--- Modify an object's behavior or create a new custom object
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function hook_behavior(behaviorId, objectList, replaceBehavior, initFunction, loopFunction, behaviorName)
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-- ...
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end
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--- @param command string
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--- @param description string
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--- @param func fun(msg:string)
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--- @param command string The command to run. Should be easy to type
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--- @param description string Should describe what the command does and how to use it
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--- @param func fun(msg:string): boolean Run upon activating the command. Return `true` to confirm the command has succeeded
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--- @return nil
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function hook_chat_command(command, description, func)
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-- ...
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end
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--- @param command string
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--- @param description string
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--- @param command string The command to change the description of
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--- @param description string The description to change to
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function update_chat_command_description(command, description)
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-- ...
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end
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--- @param hookEventType LuaHookedEventType
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--- @param func function
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--- @param hookEventType LuaHookedEventType When a function should run
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--- @param func fun(...: any): any The function to run
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--- Different hooks can pass in different parameters and have different return values. Be sure to read the hooks guide for more information.
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function hook_event(hookEventType, func)
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-- ...
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end
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--- @param actionId integer
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--- @param funcOrFuncTable fun(m:MarioState):integer | table(fun(m:MarioState):integer)
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--- @param interactionType InteractionFlag
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--- @class ActionTable
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--- @field every_frame fun(m:MarioState):integer?
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--- @field gravity fun(m:MarioState):integer?
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--- @param actionId integer The action to replace
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--- @param funcOrFuncTable fun(m:MarioState):integer? | ActionTable The new behavior of the action
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--- @param interactionType? InteractionFlag Optional; The flag that determines how the action interacts with other objects
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--- If a function table is used, it must be in the form of `{ act_hook = [func], ... }`. Current action hooks include:
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--- - every_frame
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--- - gravity
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function hook_mario_action(actionId, funcOrFuncTable, interactionType)
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-- ...
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end
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--- @param syncTable SyncTable
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--- @param field any
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--- @param tag any
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--- @param func fun(tag:any, oldVal:any, newVal:any)
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--- @param syncTable SyncTable Must be the gGlobalSyncTable or gPlayerSyncTable[] or one of their child tables
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--- @param field string Field name
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--- @param tag any An additional parameter
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--- @param func fun(tag:any, oldVal:any, newVal:any) Run when the specified field has been changed
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function hook_on_sync_table_change(syncTable, field, tag, func)
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-- ...
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end
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@ -124,16 +148,18 @@ function atan2s(y, x)
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-- ...
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end
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--- @param objFieldTable table
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--- @param objFieldTable table<any, "u32"|"s32"|"f32">
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--- @return nil
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--- Keys must start with `o` and values must be `"u32"`, `"s32"`, or `"f32"`
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function define_custom_obj_fields(objFieldTable)
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-- ...
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end
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--- @param object Object
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--- @param standardSync boolean
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--- @param fieldTable table
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--- @param object Object Object to sync
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--- @param standardSync boolean Automatically syncs common fields and syncs with distance. If `false`, all syncing must be done with `network_send_object`.
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--- @param fieldTable table<string> The fields to sync
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--- @return nil
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--- All synced fields must start with `o` and there should not be any keys, just values
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function network_init_object(object, standardSync, fieldTable)
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-- ...
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end
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@ -141,6 +167,7 @@ end
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--- @param object Object
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--- @param reliable boolean
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--- @return nil
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--- Sends a sync packet to sync up the object with everyone else
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function network_send_object(object, reliable)
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-- ...
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end
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@ -148,6 +175,7 @@ end
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--- @param reliable boolean
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--- @param dataTable table
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--- @return nil
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--- Note: `dataTable` can only contain strings, integers, numbers, booleans, and nil
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function network_send(reliable, dataTable)
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-- ...
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end
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@ -156,6 +184,7 @@ end
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--- @param reliable boolean
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--- @param dataTable table
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--- @return nil
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--- Note: `dataTable` can only contain strings, integers, numbers, booleans, and nil
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function network_send_to(toLocalIndex, reliable, dataTable)
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-- ...
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end
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@ -166,12 +195,6 @@ function get_texture_info(textureName)
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-- ...
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end
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--- @param textureName string
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--- @return TextureInfo
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function get_texture_info(textureName)
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-- ...
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end
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--- @param texInfo TextureInfo
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--- @param x number
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--- @param y number
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@ -241,8 +264,12 @@ function smlua_anim_util_register_animation(name, flags, animYTransDivisor, star
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-- ...
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end
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--- @param levelNum number
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--- @param func fun(areaIndex:number, bhvData:table, macroBhvIds:table, macroBhvArgs:table)
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--- @class bhvData
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--- @field behavior BehaviorId
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--- @field behaviorArg integer
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--- @param levelNum LevelNum | integer
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--- @param func fun(areaIndex:number, bhvData:bhvData, macroBhvIds:BehaviorId[], macroBhvArgs:integer[])
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--- @return nil
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--- When `func` is called, arguments are filled depending on the level command:
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--- - `AREA` command: only `areaIndex` is filled. It's a number.
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