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
This commit is contained in:
Sunk 2023-07-18 18:00:35 -04:00 committed by GitHub
parent 6945b4729e
commit 2c4ff40a23
1 changed files with 63 additions and 36 deletions

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@ -3,12 +3,21 @@
-------------
--- @type MarioState[]
--- Array of MarioStates, from 0 to MAX_PLAYERS - 1
--- - Uses the local index, which is different between every player
--- - Index 0 always refers to the local player
gMarioStates = {}
--- @type NetworkPlayer[]
--- Array of NetworkPlayers, from 0 to MAX_PLAYERS - 1
--- - Uses the local index, which is different between every player
--- - Index 0 always refers to the local player
gNetworkPlayers = {}
--- @type Mod[]
--- Array of all mods loaded, starting from 0
--- - All mods are loaded in the same order for every player
--- - Index 0 is the first mod in the list (The top of the mod list)
gActiveMods = {}
--- @type Character[]
@ -26,9 +35,15 @@ gGlobalObjectCollisionData = {}
--- @alias SyncTable table
--- @type SyncTable
--- Any keys added and modified to this table will be synced among everyone.
--- - This shouldn't be used to sync player-specific values; Use gPlayerSyncTable for that
--- - Note: Does not support tables as keys
gGlobalSyncTable = {}
--- @type SyncTable[]
--- An array of sync tables. Any change to any sync tables will be synced to everyone else.
--- - This array takes in a local index, however it automatically translates to the global index
--- - Note: Does not support tables as keys
gPlayerSyncTable = {}
--- @type LevelValues
@ -37,13 +52,12 @@ gLevelValues = {}
--- @type BehaviorValues
gBehaviorValues = {}
--- @type BehaviorValues
gBehaviorValues = {}
--- @type PlayerPalette[]
gPalettePresets = {}
--- @type LakituState
--- The primary struct that controls the camera
--- - Local player only
gLakituState = {}
--- @type PaintingValues
@ -56,47 +70,57 @@ gServerSettings = {}
-- hooks --
-----------
--- @param behaviorId BehaviorId
--- @param objectList ObjectList
--- @param replaceBehavior boolean
--- @param initFunction fun(obj:Object)
--- @param loopFunction fun(obj:Object)
--- @param behaviorName string
--- @return BehaviorId
--- @param behaviorId BehaviorId | integer? The behavior id of the object to modify. Pass in as `nil` to create a custom object
--- @param objectList ObjectList | integer Object list
--- @param replaceBehavior boolean Whether or not to completely replace the behavior
--- @param initFunction? fun(obj:Object) Run on object creation
--- @param loopFunction? fun(obj:Object) Run every frame
--- @param behaviorName? string Optional
--- @return BehaviorId BehaviorId Use if creating a custom object, otherwise can be ignored
--- Modify an object's behavior or create a new custom object
function hook_behavior(behaviorId, objectList, replaceBehavior, initFunction, loopFunction, behaviorName)
-- ...
end
--- @param command string
--- @param description string
--- @param func fun(msg:string)
--- @param command string The command to run. Should be easy to type
--- @param description string Should describe what the command does and how to use it
--- @param func fun(msg:string): boolean Run upon activating the command. Return `true` to confirm the command has succeeded
--- @return nil
function hook_chat_command(command, description, func)
-- ...
end
--- @param command string
--- @param description string
--- @param command string The command to change the description of
--- @param description string The description to change to
function update_chat_command_description(command, description)
-- ...
end
--- @param hookEventType LuaHookedEventType
--- @param func function
--- @param hookEventType LuaHookedEventType When a function should run
--- @param func fun(...: any): any The function to run
--- Different hooks can pass in different parameters and have different return values. Be sure to read the hooks guide for more information.
function hook_event(hookEventType, func)
-- ...
end
--- @param actionId integer
--- @param funcOrFuncTable fun(m:MarioState):integer | table(fun(m:MarioState):integer)
--- @param interactionType InteractionFlag
--- @class ActionTable
--- @field every_frame fun(m:MarioState):integer?
--- @field gravity fun(m:MarioState):integer?
--- @param actionId integer The action to replace
--- @param funcOrFuncTable fun(m:MarioState):integer? | ActionTable The new behavior of the action
--- @param interactionType? InteractionFlag Optional; The flag that determines how the action interacts with other objects
--- If a function table is used, it must be in the form of `{ act_hook = [func], ... }`. Current action hooks include:
--- - every_frame
--- - gravity
function hook_mario_action(actionId, funcOrFuncTable, interactionType)
-- ...
end
--- @param syncTable SyncTable
--- @param field any
--- @param tag any
--- @param func fun(tag:any, oldVal:any, newVal:any)
--- @param syncTable SyncTable Must be the gGlobalSyncTable or gPlayerSyncTable[] or one of their child tables
--- @param field string Field name
--- @param tag any An additional parameter
--- @param func fun(tag:any, oldVal:any, newVal:any) Run when the specified field has been changed
function hook_on_sync_table_change(syncTable, field, tag, func)
-- ...
end
@ -124,16 +148,18 @@ function atan2s(y, x)
-- ...
end
--- @param objFieldTable table
--- @param objFieldTable table<any, "u32"|"s32"|"f32">
--- @return nil
--- Keys must start with `o` and values must be `"u32"`, `"s32"`, or `"f32"`
function define_custom_obj_fields(objFieldTable)
-- ...
end
--- @param object Object
--- @param standardSync boolean
--- @param fieldTable table
--- @param object Object Object to sync
--- @param standardSync boolean Automatically syncs common fields and syncs with distance. If `false`, all syncing must be done with `network_send_object`.
--- @param fieldTable table<string> The fields to sync
--- @return nil
--- All synced fields must start with `o` and there should not be any keys, just values
function network_init_object(object, standardSync, fieldTable)
-- ...
end
@ -141,6 +167,7 @@ end
--- @param object Object
--- @param reliable boolean
--- @return nil
--- Sends a sync packet to sync up the object with everyone else
function network_send_object(object, reliable)
-- ...
end
@ -148,6 +175,7 @@ end
--- @param reliable boolean
--- @param dataTable table
--- @return nil
--- Note: `dataTable` can only contain strings, integers, numbers, booleans, and nil
function network_send(reliable, dataTable)
-- ...
end
@ -156,6 +184,7 @@ end
--- @param reliable boolean
--- @param dataTable table
--- @return nil
--- Note: `dataTable` can only contain strings, integers, numbers, booleans, and nil
function network_send_to(toLocalIndex, reliable, dataTable)
-- ...
end
@ -166,12 +195,6 @@ function get_texture_info(textureName)
-- ...
end
--- @param textureName string
--- @return TextureInfo
function get_texture_info(textureName)
-- ...
end
--- @param texInfo TextureInfo
--- @param x number
--- @param y number
@ -241,8 +264,12 @@ function smlua_anim_util_register_animation(name, flags, animYTransDivisor, star
-- ...
end
--- @param levelNum number
--- @param func fun(areaIndex:number, bhvData:table, macroBhvIds:table, macroBhvArgs:table)
--- @class bhvData
--- @field behavior BehaviorId
--- @field behaviorArg integer
--- @param levelNum LevelNum | integer
--- @param func fun(areaIndex:number, bhvData:bhvData, macroBhvIds:BehaviorId[], macroBhvArgs:integer[])
--- @return nil
--- When `func` is called, arguments are filled depending on the level command:
--- - `AREA` command: only `areaIndex` is filled. It's a number.