1
0
Fork 0
mirror of https://github.com/OpenMW/openmw.git synced 2025-02-19 15:09:43 +00:00

Use reasonable Luadoc comment headers

This commit is contained in:
uramer 2022-02-23 22:08:50 +01:00
parent c0f095a462
commit 4a0b784699
8 changed files with 155 additions and 155 deletions

View file

@ -1,4 +1,4 @@
-------------------------------------------------------------------------------
---
-- `openmw.async` contains timers and coroutine utils. All functions require
-- the package itself as a first argument.
-- @module async
@ -6,7 +6,7 @@
-------------------------------------------------------------------------------
---
-- Register a function as a timer callback.
-- @function [parent=#async] registerTimerCallback
-- @param self
@ -14,7 +14,7 @@
-- @param #function func
-- @return #TimerCallback
-------------------------------------------------------------------------------
---
-- Calls callback(arg) in `delay` simulation seconds.
-- Callback must be registered in advance.
-- @function [parent=#async] newSimulationTimer
@ -23,7 +23,7 @@
-- @param #TimerCallback callback A callback returned by `registerTimerCallback`
-- @param arg An argument for `callback`; can be `nil`.
-------------------------------------------------------------------------------
---
-- Calls callback(arg) in `delay` game seconds.
-- Callback must be registered in advance.
-- @function [parent=#async] newGameTimer
@ -32,7 +32,7 @@
-- @param #TimerCallback callback A callback returned by `registerTimerCallback`
-- @param arg An argument for `callback`; can be `nil`.
-------------------------------------------------------------------------------
---
-- Calls `func()` in `delay` simulation seconds.
-- The timer will be lost if the game is saved and loaded.
-- @function [parent=#async] newUnsavableSimulationTimer
@ -40,7 +40,7 @@
-- @param #number delay
-- @param #function func
-------------------------------------------------------------------------------
---
-- Calls `func()` in `delay` game seconds.
-- The timer will be lost if the game is saved and loaded.
-- @function [parent=#async] newUnsavableGameTimer
@ -48,7 +48,7 @@
-- @param #number delay
-- @param #function func
-------------------------------------------------------------------------------
---
-- Wraps Lua function with `Callback` object that can be used in async API calls.
-- @function [parent=#async] callback
-- @param self

View file

@ -1,11 +1,11 @@
-------------------------------------------------------------------------------
---
-- `openmw.camera` controls camera.
-- Can be used only by player scripts.
-- @module camera
-- @usage local camera = require('openmw.camera')
-------------------------------------------------------------------------------
---
-- @type MODE Camera modes.
-- @field #number Static Camera doesn't track player; player inputs doesn't affect camera; use `setStaticPosition` to move the camera.
-- @field #number FirstPerson First person mode.
@ -13,126 +13,126 @@
-- @field #number Vanity Similar to Preview; camera slowly moves around the player.
-- @field #number Preview Third person mode, but player character doesn't turn to the view direction.
-------------------------------------------------------------------------------
---
-- Camera modes.
-- @field [parent=#camera] #MODE MODE
-------------------------------------------------------------------------------
---
-- Return the current @{openmw.camera#MODE}.
-- @function [parent=#camera] getMode
-- @return #MODE
-------------------------------------------------------------------------------
---
-- Return the mode the camera will switch to after the end of the current animation. Can be nil.
-- @function [parent=#camera] getQueuedMode
-- @return #MODE
-------------------------------------------------------------------------------
---
-- Change @{openmw.camera#MODE}; if the second (optional, true by default) argument is set to false, the switching can be delayed (see `getQueuedMode`).
-- @function [parent=#camera] setMode
-- @param #MODE mode
-- @param #boolean force
-------------------------------------------------------------------------------
---
-- If set to true then after switching from Preview to ThirdPerson the player character turns to the camera view direction. Otherwise the camera turns to the character view direction.
-- @function [parent=#camera] allowCharacterDeferredRotation
-- @param #boolean boolValue
-------------------------------------------------------------------------------
---
-- Show/hide crosshair.
-- @function [parent=#camera] showCrosshair
-- @param #boolean boolValue
-------------------------------------------------------------------------------
---
-- Current position of the tracked object (the characters head if there is no animation).
-- @function [parent=#camera] getTrackedPosition
-- @return openmw.util#Vector3
-------------------------------------------------------------------------------
---
-- Current position of the camera.
-- @function [parent=#camera] getPosition
-- @return openmw.util#Vector3
-------------------------------------------------------------------------------
---
-- Camera pitch angle (radians) without taking extraPitch into account.
-- Full pitch is `getPitch()+getExtraPitch()`.
-- @function [parent=#camera] getPitch
-- @return #number
-------------------------------------------------------------------------------
---
-- Force the pitch angle to the given value (radians); player input on this axis is ignored in this frame.
-- @function [parent=#camera] setPitch
-- @param #number value
-------------------------------------------------------------------------------
---
-- Camera yaw angle (radians) without taking extraYaw into account.
-- Full yaw is `getYaw()+getExtraYaw()`.
-- @function [parent=#camera] getYaw
-- @return #number
-------------------------------------------------------------------------------
---
-- Force the yaw angle to the given value (radians); player input on this axis is ignored in this frame.
-- @function [parent=#camera] setYaw
-- @param #number value
-------------------------------------------------------------------------------
---
-- Get camera roll angle (radians).
-- @function [parent=#camera] getRoll
-- @return #number
-------------------------------------------------------------------------------
---
-- Set camera roll angle (radians).
-- @function [parent=#camera] setRoll
-- @param #number value
-------------------------------------------------------------------------------
---
-- Additional summand for the pitch angle that is not affected by player input.
-- Full pitch is `getPitch()+getExtraPitch()`.
-- @function [parent=#camera] getExtraPitch
-- @return #number
-------------------------------------------------------------------------------
---
-- Additional summand for the pitch angle; useful for camera shaking effects.
-- Setting extra pitch doesn't block player input.
-- Full pitch is `getPitch()+getExtraPitch()`.
-- @function [parent=#camera] setExtraPitch
-- @param #number value
-------------------------------------------------------------------------------
---
-- Additional summand for the yaw angle that is not affected by player input.
-- Full yaw is `getYaw()+getExtraYaw()`.
-- @function [parent=#camera] getExtraYaw
-- @return #number
-------------------------------------------------------------------------------
---
-- Additional summand for the yaw angle; useful for camera shaking effects.
-- Setting extra pitch doesn't block player input.
-- Full yaw is `getYaw()+getExtraYaw()`.
-- @function [parent=#camera] setExtraYaw
-- @param #number value
-------------------------------------------------------------------------------
---
-- Set camera position; can be used only if camera is in Static mode.
-- @function [parent=#camera] setStaticPosition
-- @param openmw.util#Vector3 pos
-------------------------------------------------------------------------------
---
-- The offset between the characters head and the camera in first person mode (3d vector).
-- @function [parent=#camera] getFirstPersonOffset
-- @return openmw.util#Vector3
-------------------------------------------------------------------------------
---
-- Set the offset between the characters head and the camera in first person mode (3d vector).
-- @function [parent=#camera] setFirstPersonOffset
-- @param openmw.util#Vector3 offset
-------------------------------------------------------------------------------
---
-- Preferred offset between tracked position (see `getTrackedPosition`) and the camera focal point (the center of the screen) in third person mode.
-- See `setFocalPreferredOffset`.
-- @function [parent=#camera] getFocalPreferredOffset
-- @return openmw.util#Vector2
-------------------------------------------------------------------------------
---
-- Set preferred offset between tracked position (see `getTrackedPosition`) and the camera focal point (the center of the screen) in third person mode.
-- The offset is a 2d vector (X, Y) where X is horizontal (to the right from the character) and Y component is vertical (upward).
-- The real offset can differ from the preferred one during smooth transition of if blocked by an obstacle.
@ -140,29 +140,29 @@
-- @function [parent=#camera] setFocalPreferredOffset
-- @param openmw.util#Vector2 offset
-------------------------------------------------------------------------------
---
-- The actual distance between the camera and the character in third person mode; can differ from the preferred one if there is an obstacle.
-- @function [parent=#camera] getThirdPersonDistance
-- @return #number
-------------------------------------------------------------------------------
---
-- Set preferred distance between the camera and the character in third person mode.
-- @function [parent=#camera] setPreferredThirdPersonDistance
-- @param #number distance
-------------------------------------------------------------------------------
---
-- The current speed coefficient of focal point (the center of the screen in third person mode) smooth transition.
-- @function [parent=#camera] getFocalTransitionSpeed
-- @return #number
-------------------------------------------------------------------------------
---
-- Set the speed coefficient of focal point (the center of the screen in third person mode) smooth transition.
-- Smooth transition happens by default every time when the preferred offset was changed. Use `instantTransition()` to skip the current transition.
-- @function [parent=#camera] setFocalTransitionSpeed
-- Set the speed coefficient
-- @param #number speed
-------------------------------------------------------------------------------
---
-- Make instant the current transition of camera focal point and the current deferred rotation (see `allowCharacterDeferredRotation`).
-- @function [parent=#camera] instantTransition

View file

@ -1,4 +1,4 @@
-------------------------------------------------------------------------------
---
-- `openmw.core` defines functions and types that are available in both local
-- and global scripts.
-- @module core
@ -6,53 +6,53 @@
-------------------------------------------------------------------------------
---
-- The revision of OpenMW Lua API. It is an integer that is incremented every time the API is changed.
-- @field [parent=#core] #number API_REVISION
-------------------------------------------------------------------------------
---
-- Terminates the game and quits to the OS. Should be used only for testing purposes.
-- @function [parent=#core] quit
-------------------------------------------------------------------------------
---
-- Send an event to global scripts.
-- @function [parent=#core] sendGlobalEvent
-- @param #string eventName
-- @param eventData
-------------------------------------------------------------------------------
---
-- Simulation time in seconds.
-- The number of simulation seconds passed in the game world since starting a new game.
-- @function [parent=#core] getSimulationTime
-- @return #number
-------------------------------------------------------------------------------
---
-- The scale of simulation time relative to real time.
-- @function [parent=#core] getSimulationTimeScale
-- @return #number
-------------------------------------------------------------------------------
---
-- Game time in seconds.
-- @function [parent=#core] getGameTime
-- @return #number
-------------------------------------------------------------------------------
---
-- The scale of game time relative to simulation time.
-- @function [parent=#core] getGameTimeScale
-- @return #number
-------------------------------------------------------------------------------
---
-- Whether the world is paused (onUpdate doesn't work when the world is paused).
-- @function [parent=#core] isWorldPaused
-- @return #boolean
-------------------------------------------------------------------------------
---
-- Get a GMST setting from content files.
-- @function [parent=#core] getGMST
-- @param #string setting Setting name
-- @return #any
-------------------------------------------------------------------------------
---
-- Return i18n formatting function for the given context.
-- It is based on `i18n.lua` library.
-- Language files should be stored in VFS as `i18n/<ContextName>/<Lang>.lua`.
@ -86,7 +86,7 @@
-- print( myMsg('Hello %{name}!', {name='World'}) )
-------------------------------------------------------------------------------
---
-- @type OBJECT_TYPE
-- @field #string Activator "Activator"
-- @field #string Armor "Armor"
@ -107,12 +107,12 @@
-- @field #string Probe "Probe"
-- @field #string Repair "Repair"
-------------------------------------------------------------------------------
---
-- Possible `object.type` values.
-- @field [parent=#core] #OBJECT_TYPE OBJECT_TYPE
-------------------------------------------------------------------------------
---
-- @type EQUIPMENT_SLOT
-- @field #number Helmet
-- @field #number Cuirass
@ -134,12 +134,12 @@
-- @field #number CarriedLeft
-- @field #number Ammunition
-------------------------------------------------------------------------------
---
-- Available equipment slots. Used in `object:getEquipment` and `object:setEquipment`.
-- @field [parent=#core] #EQUIPMENT_SLOT EQUIPMENT_SLOT
-------------------------------------------------------------------------------
---
-- Any object that exists in the game world and has a specific location.
-- Player, actors, items, and statics are game objects.
-- @type GameObject
@ -155,7 +155,7 @@
-- @field openmw.util#Vector3 destRotation Destination rotation (only if a teleport door).
-- @field #string destCell Destination cell (only if a teleport door).
-------------------------------------------------------------------------------
---
-- Is the object still exists/available.
-- Returns true if the object exists and loaded, and false otherwise. If false, then every
-- access to the object will raise an error.
@ -163,7 +163,7 @@
-- @param self
-- @return #boolean
-------------------------------------------------------------------------------
---
-- Returns true if the object is an actor and is able to move. For dead, paralized,
-- or knocked down actors in returns false.
-- access to the object will raise an error.
@ -171,56 +171,56 @@
-- @param self
-- @return #boolean
-------------------------------------------------------------------------------
---
-- Speed of running. Returns 0 if not an actor, but for dead actors it still returns a positive value.
-- @function [parent=#GameObject] getRunSpeed
-- @param self
-- @return #number
-------------------------------------------------------------------------------
---
-- Speed of walking. Returns 0 if not an actor, but for dead actors it still returns a positive value.
-- @function [parent=#GameObject] getWalkSpeed
-- @param self
-- @return #number
-------------------------------------------------------------------------------
---
-- Current speed. Can be called only from a local script.
-- @function [parent=#GameObject] getCurrentSpeed
-- @param self
-- @return #number
-------------------------------------------------------------------------------
---
-- Is the actor standing on ground. Can be called only from a local script.
-- @function [parent=#GameObject] isOnGround
-- @param self
-- @return #boolean
-------------------------------------------------------------------------------
---
-- Is the actor in water. Can be called only from a local script.
-- @function [parent=#GameObject] isSwimming
-- @param self
-- @return #boolean
-------------------------------------------------------------------------------
---
-- Is the actor in weapon stance. Can be called only from a local script.
-- @function [parent=#GameObject] isInWeaponStance
-- @param self
-- @return #boolean
-------------------------------------------------------------------------------
---
-- Is the actor in magic stance. Can be called only from a local script.
-- @function [parent=#GameObject] isInMagicStance
-- @param self
-- @return #boolean
-------------------------------------------------------------------------------
---
-- Send local event to the object.
-- @function [parent=#GameObject] sendEvent
-- @param self
-- @param #string eventName
-- @param eventData
-------------------------------------------------------------------------------
---
-- Activate the object.
-- @function [parent=#GameObject] activateBy
-- @param self
@ -228,14 +228,14 @@
-- @usage local self = require('openmw.self')
-- object:activateBy(self)
-------------------------------------------------------------------------------
---
-- Returns `true` if the item is equipped on the object.
-- @function [parent=#GameObject] isEquipped
-- @param self
-- @param #GameObject item
-- @return #boolean
-------------------------------------------------------------------------------
---
-- Get equipment.
-- Returns a table `slot` -> `GameObject` of currently equipped items.
-- See @{openmw.core#EQUIPMENT_SLOT}. Returns empty table if the object doesn't have
@ -244,7 +244,7 @@
-- @param self
-- @return #map<#number,#GameObject>
-------------------------------------------------------------------------------
---
-- Set equipment.
-- Keys in the table are equipment slots (see @{openmw.core#EQUIPMENT_SLOT}). Each
-- value can be either a `GameObject` or recordId. Raises an error if
@ -254,7 +254,7 @@
-- @param self
-- @param equipment
-------------------------------------------------------------------------------
---
-- Add new local script to the object.
-- Can be called only from a global script. Script should be specified in a content
-- file (omwgame/omwaddon/omwscripts) with a CUSTOM flag.
@ -262,7 +262,7 @@
-- @param self
-- @param #string scriptPath Path to the script in OpenMW virtual filesystem.
-------------------------------------------------------------------------------
---
-- Whether a script with given path is attached to this object.
-- Can be called only from a global script.
-- @function [parent=#GameObject] hasScript
@ -270,14 +270,14 @@
-- @param #string scriptPath Path to the script in OpenMW virtual filesystem.
-- @return #boolean
-------------------------------------------------------------------------------
---
-- Removes script that was attached by `addScript`
-- Can be called only from a global script.
-- @function [parent=#GameObject] removeScript
-- @param self
-- @param #string scriptPath Path to the script in OpenMW virtual filesystem.
-------------------------------------------------------------------------------
---
-- Moves object to given cell and position.
-- The effect is not immediate: the position will be updated only in the next
-- frame. Can be called only from a global script.
@ -288,12 +288,12 @@
-- @param openmw.util#Vector3 rotation New rotation. Optional argument. If missed, then the current rotation is used.
-------------------------------------------------------------------------------
---
-- List of GameObjects. Implements [iterables#List](iterables.html#List) of #GameObject
-- @type ObjectList
-- @list <#GameObject>
-------------------------------------------------------------------------------
---
-- Filter list with a Query.
-- @function [parent=#ObjectList] select
-- @param self
@ -301,7 +301,7 @@
-- @return #ObjectList
-------------------------------------------------------------------------------
---
-- A cell of the game world.
-- @type Cell
-- @field #string name Name of the cell (can be empty string).
@ -311,7 +311,7 @@
-- @field #number gridY Index of the cell by Y (only for exteriors).
-- @field #boolean hasWater True if the cell contains water.
-------------------------------------------------------------------------------
---
-- Returns true either if the cell contains the object or if the cell is an exterior and the object is also in an exterior.
-- @function [parent=#Cell] isInSameSpace
-- @param self
@ -324,7 +324,7 @@
-- -- the distance can't be calculated because the coordinates are in different spaces
-- end
-------------------------------------------------------------------------------
---
-- Select objects from the cell with a Query (only in global scripts).
-- Returns an empty list if the cell is not loaded.
-- @function [parent=#Cell] selectObjects
@ -333,18 +333,18 @@
-- @return #ObjectList
-------------------------------------------------------------------------------
---
-- Inventory of a player/NPC or a content of a container.
-- @type Inventory
-------------------------------------------------------------------------------
---
-- The number of items with given recordId.
-- @function [parent=#Inventory] countOf
-- @param self
-- @param #string recordId
-- @return #number
-------------------------------------------------------------------------------
---
-- Get all items of given type from the inventory.
-- @function [parent=#Inventory] getAll
-- @param self

View file

@ -1,95 +1,95 @@
-------------------------------------------------------------------------------
---
-- `openmw.input` can be used only in scripts attached to a player.
-- @module input
-- @usage local input = require('openmw.input')
-------------------------------------------------------------------------------
---
-- Is player idle.
-- @function [parent=#input] isIdle
-- @return #boolean
-------------------------------------------------------------------------------
---
-- Is a specific control currently pressed.
-- Input bindings can be changed ingame using Options/Controls menu.
-- @function [parent=#input] isActionPressed
-- @param #number actionId One of @{openmw.input#ACTION}
-- @return #boolean
-------------------------------------------------------------------------------
---
-- Is a keyboard button currently pressed.
-- @function [parent=#input] isKeyPressed
-- @param #number keyCode Key code (see @{openmw.input#KEY})
-- @return #boolean
-------------------------------------------------------------------------------
---
-- Is a controller button currently pressed.
-- @function [parent=#input] isControllerButtonPressed
-- @param #number buttonId Button index (see @{openmw.input#CONTROLLER_BUTTON})
-- @return #boolean
-------------------------------------------------------------------------------
---
-- Is `Shift` key pressed.
-- @function [parent=#input] isShiftPressed
-- @return #boolean
-------------------------------------------------------------------------------
---
-- Is `Ctrl` key pressed.
-- @function [parent=#input] isCtrlPressed
-- @return #boolean
-------------------------------------------------------------------------------
---
-- Is `Alt` key pressed.
-- @function [parent=#input] isAltPressed
-- @return #boolean
-------------------------------------------------------------------------------
---
-- Is `Super`/`Win` key pressed.
-- @function [parent=#input] isSuperPressed
-- @return #boolean
-------------------------------------------------------------------------------
---
-- Is a mouse button currently pressed.
-- @function [parent=#input] isMouseButtonPressed
-- @param #number buttonId Button index (1 - left, 2 - middle, 3 - right, 4 - X1, 5 - X2)
-- @return #boolean
-------------------------------------------------------------------------------
---
-- Horizontal mouse movement during the last frame.
-- @function [parent=#input] getMouseMoveX
-- @return #number
-------------------------------------------------------------------------------
---
-- Vertical mouse movement during the last frame.
-- @function [parent=#input] getMouseMoveY
-- @return #number
-------------------------------------------------------------------------------
---
-- Get value of an axis of a game controller.
-- @function [parent=#input] getAxisValue
-- @param #number axisId Index of a controller axis, one of @{openmw.input#CONTROLLER_AXIS}.
-- @return #number Value in range [-1, 1].
-------------------------------------------------------------------------------
---
-- Get state of a control switch. I.e. is player able to move/fight/jump/etc.
-- @function [parent=#input] getControlSwitch
-- @param #string key Control type (see @{openmw.input#CONTROL_SWITCH})
-- @return #boolean
-------------------------------------------------------------------------------
---
-- Set state of a control switch. I.e. forbid or allow player to move/fight/jump/etc.
-- @function [parent=#input] setControlSwitch
-- @param #string key Control type (see @{openmw.input#CONTROL_SWITCH})
-- @param #boolean value
-------------------------------------------------------------------------------
---
-- Returns a human readable name for the given key code
-- @function [parent=#input] getKeyName
-- @param #number code A key code (see @{openmw.input#KEY})
-- @return #string
-------------------------------------------------------------------------------
---
-- @type CONTROL_SWITCH
-- @field [parent=#CONTROL_SWITCH] #string Controls Ability to move
-- @field [parent=#CONTROL_SWITCH] #string Fighting Ability to attack
@ -99,11 +99,11 @@
-- @field [parent=#CONTROL_SWITCH] #string ViewMode Ability to toggle 1st/3rd person view
-- @field [parent=#CONTROL_SWITCH] #string VanityMode Vanity view if player doesn't touch controls for a long time
-------------------------------------------------------------------------------
---
-- Values that can be used with getControlSwitch/setControlSwitch.
-- @field [parent=#input] #CONTROL_SWITCH CONTROL_SWITCH
-------------------------------------------------------------------------------
---
-- @type ACTION
-- @field [parent=#ACTION] #number GameMenu
-- @field [parent=#ACTION] #number Screenshot
@ -150,11 +150,11 @@
-- @field [parent=#ACTION] #number ZoomIn
-- @field [parent=#ACTION] #number ZoomOut
-------------------------------------------------------------------------------
---
-- Values that can be used with isActionPressed.
-- @field [parent=#input] #ACTION ACTION
-------------------------------------------------------------------------------
---
-- @type CONTROLLER_BUTTON
-- @field [parent=#CONTROLLER_BUTTON] #number A
-- @field [parent=#CONTROLLER_BUTTON] #number B
@ -172,11 +172,11 @@
-- @field [parent=#CONTROLLER_BUTTON] #number DPadLeft
-- @field [parent=#CONTROLLER_BUTTON] #number DPadRight
-------------------------------------------------------------------------------
---
-- Values that can be passed to onControllerButtonPress/onControllerButtonRelease engine handlers.
-- @field [parent=#input] #CONTROLLER_BUTTON CONTROLLER_BUTTON
-------------------------------------------------------------------------------
---
-- Ids of game controller axises. Used as an argument in getAxisValue.
-- @type CONTROLLER_AXIS
-- @field [parent=#CONTROLLER_AXIS] #number LeftX Left stick horizontal axis (from -1 to 1)
@ -190,11 +190,11 @@
-- @field [parent=#CONTROLLER_AXIS] #number MoveForwardBackward Movement forward/backward (LeftY by default, can be mapped to another axis in Options/Controls menu)
-- @field [parent=#CONTROLLER_AXIS] #number MoveLeftRight Side movement (LeftX by default, can be mapped to another axis in Options/Controls menu)
-------------------------------------------------------------------------------
---
-- Values that can be used with getAxisValue.
-- @field [parent=#input] #CONTROLLER_AXIS CONTROLLER_AXIS
-------------------------------------------------------------------------------
---
-- @type KEY
-- @field #number _0
-- @field #number _1
@ -299,11 +299,11 @@
-- @field #number Space
-- @field #number Tab
-------------------------------------------------------------------------------
---
-- Key codes.
-- @field [parent=#input] #KEY KEY
-------------------------------------------------------------------------------
---
-- The argument of `onKeyPress`/`onKeyRelease` engine handlers.
-- @type KeyboardEvent
-- @field [parent=#KeyboardEvent] #string symbol The pressed symbol (1-symbol string if can be represented or an empty string otherwise).

View file

@ -1,4 +1,4 @@
-------------------------------------------------------------------------------
---
-- `openmw.nearby` provides read-only access to the nearest area of the game world.
-- Can be used only from local scripts.
-- @module nearby
@ -6,33 +6,33 @@
-------------------------------------------------------------------------------
---
-- List of nearby activators.
-- @field [parent=#nearby] openmw.core#ObjectList activators
-------------------------------------------------------------------------------
---
-- List of nearby actors.
-- @field [parent=#nearby] openmw.core#ObjectList actors
-------------------------------------------------------------------------------
---
-- List of nearby containers.
-- @field [parent=#nearby] openmw.core#ObjectList containers
-------------------------------------------------------------------------------
---
-- List of nearby doors.
-- @field [parent=#nearby] openmw.core#ObjectList doors
-------------------------------------------------------------------------------
---
-- Everything that can be picked up in the nearby.
-- @field [parent=#nearby] openmw.core#ObjectList items
-------------------------------------------------------------------------------
---
-- Evaluates a Query.
-- @function [parent=#nearby] selectObjects
-- @param openmw.query#Query query
-- @return openmw.core#ObjectList
-------------------------------------------------------------------------------
---
-- @type COLLISION_TYPE
-- @field [parent=#COLLISION_TYPE] #number World
-- @field [parent=#COLLISION_TYPE] #number Door
@ -42,12 +42,12 @@
-- @field [parent=#COLLISION_TYPE] #number Water
-- @field [parent=#COLLISION_TYPE] #number Default Used by deafult: World+Door+Actor+HeightMap
-------------------------------------------------------------------------------
---
-- Collision types that are used in `castRay`.
-- Several types can be combined with '+'.
-- @field [parent=#nearby] #COLLISION_TYPE COLLISION_TYPE
-------------------------------------------------------------------------------
---
-- Result of raycasing
-- @type RayCastingResult
-- @field [parent=#RayCastingResult] #boolean hit Is there a collision? (true/false)
@ -55,7 +55,7 @@
-- @field [parent=#RayCastingResult] openmw.util#Vector3 hitNormal Normal to the surface in the collision point (nil if no collision)
-- @field [parent=#RayCastingResult] openmw.core#GameObject hitObject The object the ray has collided with (can be nil)
-------------------------------------------------------------------------------
---
-- Cast ray from one point to another and return the first collision.
-- @function [parent=#nearby] castRay
-- @param openmw.util#Vector3 from Start point of the ray.

View file

@ -1,22 +1,22 @@
-------------------------------------------------------------------------------
---
-- `openmw.query` constructs queries that can be used in `world.selectObjects` and `nearby.selectObjects`.
-- @module query
-- @usage local query = require('openmw.query')
-------------------------------------------------------------------------------
---
-- Query. A Query itself can no return objects. It only holds search conditions.
-- @type Query
-------------------------------------------------------------------------------
---
-- Add condition.
-- @function [parent=#Query] where
-- @param self
-- @param condition
-- @return #Query
-------------------------------------------------------------------------------
---
-- Limit result size.
-- @function [parent=#Query] limit
-- @param self
@ -24,91 +24,91 @@
-- @return #Query
-------------------------------------------------------------------------------
---
-- A field that can be used in a condition
-- @type Field
-------------------------------------------------------------------------------
---
-- Equal
-- @function [parent=#Field] eq
-- @param self
-- @param value
-------------------------------------------------------------------------------
---
-- Not equal
-- @function [parent=#Field] neq
-- @param self
-- @param value
-------------------------------------------------------------------------------
---
-- Lesser
-- @function [parent=#Field] lt
-- @param self
-- @param value
-------------------------------------------------------------------------------
---
-- Lesser or equal
-- @function [parent=#Field] lte
-- @param self
-- @param value
-------------------------------------------------------------------------------
---
-- Greater
-- @function [parent=#Field] gt
-- @param self
-- @param value
-------------------------------------------------------------------------------
---
-- Greater or equal
-- @function [parent=#Field] gte
-- @param self
-- @param value
-------------------------------------------------------------------------------
---
-- @type OBJECT
-- @field [parent=#OBJECT] #Field type
-- @field [parent=#OBJECT] #Field recordId
-- @field [parent=#OBJECT] #Field count
-- @field [parent=#OBJECT] #CellFields cell
-------------------------------------------------------------------------------
---
-- Fields that can be used with any object.
-- @field [parent=#query] #OBJECT OBJECT
-------------------------------------------------------------------------------
---
-- @type DOOR
-- @field [parent=#DOOR] #Field isTeleport
-- @field [parent=#DOOR] #CellFields destCell
-------------------------------------------------------------------------------
---
-- Fields that can be used only when search for doors.
-- @field [parent=#query] #DOOR DOOR
-------------------------------------------------------------------------------
---
-- @type CellFields
-- @field [parent=#CellFields] #Field name
-- @field [parent=#CellFields] #Field region
-- @field [parent=#CellFields] #Field isExterior
-------------------------------------------------------------------------------
---
-- Base Query to select activators.
-- @field [parent=#query] #Query activators
-------------------------------------------------------------------------------
---
-- Base Query to select actors.
-- @field [parent=#query] #Query actors
-------------------------------------------------------------------------------
---
-- Base Query to select containers.
-- @field [parent=#query] #Query containers
-------------------------------------------------------------------------------
---
-- Base Query to select doors.
-- @field [parent=#query] #Query doors
-------------------------------------------------------------------------------
---
-- Base Query to select items.
-- @field [parent=#query] #Query items

View file

@ -1,4 +1,4 @@
-------------------------------------------------------------------------------
---
-- `openmw.self` provides full access to the object the script is attached to.
-- Can be used only from local scripts. All fields and function of `GameObject` are also available for `openmw.self`.
-- @module self
@ -10,22 +10,22 @@
-------------------------------------------------------------------------------
---
-- Returns true if the script isActive (the object it is attached to is in an active cell).
-- If it is not active, then `openmw.nearby` can not be used.
-- @function [parent=#self] isActive
-- @param self
-- @return #boolean
-------------------------------------------------------------------------------
---
-- The object the script is attached to (readonly)
-- @field [parent=#self] openmw.core#GameObject object
-------------------------------------------------------------------------------
---
-- Movement controls (only for actors)
-- @field [parent=#self] #ActorControls controls
-------------------------------------------------------------------------------
---
-- Allows to view and/or modify controls of an actor. All fields are mutable.
-- @type ActorControls
-- @field [parent=#ActorControls] #number movement +1 - move forward, -1 - move backward
@ -36,7 +36,7 @@
-- @field [parent=#ActorControls] #boolean jump If true - initiate a jump
-- @field [parent=#ActorControls] #number use if 1 - activates the readied weapon/spell. For weapons, keeping at 1 will charge the attack until set to 0.
-------------------------------------------------------------------------------
---
-- Enables or disables standard AI (enabled by default).
-- @function [parent=#self] enableAI
-- @param self

View file

@ -1,4 +1,4 @@
-------------------------------------------------------------------------------
---
-- `openmw.world` is an interface to the game world for global scripts.
-- Can not be used from local scripts.
-- @module world
@ -6,56 +6,56 @@
-------------------------------------------------------------------------------
---
-- List of currently active actors.
-- @field [parent=#world] openmw.core#ObjectList activeActors
-------------------------------------------------------------------------------
---
-- Evaluates a Query.
-- @function [parent=#world] selectObjects
-- @param openmw.query#Query query
-- @return openmw.core#ObjectList
-------------------------------------------------------------------------------
---
-- Loads a named cell
-- @function [parent=#world] getCellByName
-- @param #string cellName
-- @return openmw.core#Cell
-------------------------------------------------------------------------------
---
-- Loads an exterior cell by grid indices
-- @function [parent=#world] getExteriorCell
-- @param #number gridX
-- @param #number gridY
-- @return openmw.core#Cell
-------------------------------------------------------------------------------
---
-- Simulation time in seconds.
-- The number of simulation seconds passed in the game world since starting a new game.
-- @function [parent=#core] getSimulationTime
-- @return #number
-------------------------------------------------------------------------------
---
-- The scale of simulation time relative to real time.
-- @function [parent=#core] getSimulationTimeScale
-- @return #number
-------------------------------------------------------------------------------
---
-- Game time in seconds.
-- @function [parent=#core] getGameTime
-- @return #number
-------------------------------------------------------------------------------
---
-- The scale of game time relative to simulation time.
-- @function [parent=#core] getGameTimeScale
-- @return #number
-------------------------------------------------------------------------------
---
-- Set the ratio of game time speed to simulation time speed.
-- @function [parent=#world] setGameTimeScale
-- @param #number ratio
-------------------------------------------------------------------------------
---
-- Whether the world is paused (onUpdate doesn't work when the world is paused).
-- @function [parent=#world] isWorldPaused
-- @return #boolean