Attempt at fixing the paths and links
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@ -87,7 +87,7 @@ Single waypoint: position and speed.
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| `Speed` | double | Speed. |
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| `AiWayPoint(ref Point3d p, double speed)` | constructor | Build waypoint. |
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Base for **AiAirWayPoint** and **AiGroundWayPoint** (see [Air](mission-script-api/world/air), [Ground](mission-script-api/world/ground)).
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Base for **AiAirWayPoint** and **AiGroundWayPoint** (see [Air](air), [Ground](ground)).
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---
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@ -83,7 +83,7 @@
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| `double gpFrontDistance(int army, double x, double y)` | double | Front distance for army at (x, y). |
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| `string gpSectorName(double x, double y)` | string | Sector name at (x, y). |
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| `LandTypes gpLandType(double x, double y)` | LandTypes | Land type at (x, y). |
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| `IRecalcPathParams gpFindPath(Point2d a, double ra, Point2d b, double rb, PathType type, int army)` | IRecalcPathParams | Find path between two circles; see [Pathfinding And Terrain](mission-script-api/pathfinding-and-terrain). |
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| `IRecalcPathParams gpFindPath(Point2d a, double ra, Point2d b, double rb, PathType type, int army)` | IRecalcPathParams | Find path between two circles; see [Pathfinding And Terrain](pathfinding-and-terrain). |
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---
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@ -165,5 +165,5 @@
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- Create or get air groups with `gpMakeAirGroup`, `gpAiAirGroup`.
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- Fire actions when triggers activate (e.g. in `OnTrigger`) by getting the action with `gpGetAction(name)` and calling `Do()`.
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- Show messages with `gpHUDLogCenter` or `gpLogServer`.
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- Load/save config or mission data with `gpLoadSectionFile`, `gpCreateSectionFile`, `gpConfigUserFile`, and the **ISectionFile** API (see [Events And Section File](mission-script-api/events-and-section-file)).
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- Pathfinding: `gpFindPath` with **PathType** and **IRecalcPathParams** (see [Pathfinding And Terrain](mission-script-api/pathfinding-and-terrain)).
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- Load/save config or mission data with `gpLoadSectionFile`, `gpCreateSectionFile`, `gpConfigUserFile`, and the **ISectionFile** API (see [Events And Section File](events-and-section-file)).
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- Pathfinding: `gpFindPath` with **PathType** and **IRecalcPathParams** (see [Pathfinding And Terrain](pathfinding-and-terrain)).
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@ -2,7 +2,7 @@
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This folder documents the API available to mission scripts. Mission scripts derive from `AMission` and are loaded by the game at runtime.
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Mission scripts also use additional types such as `LimbNames`, `NamedDamageTypes`, `Point2d`, and `Point3d`; those are summarized in [External Types](mission-script-api/external-types).
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Mission scripts also use additional types such as `LimbNames`, `NamedDamageTypes`, `Point2d`, and `Point3d`; those are summarized in [External Types](external-types).
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## How mission scripts are loaded
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@ -16,25 +16,25 @@ Mission scripts also use additional types such as `LimbNames`, `NamedDamageTypes
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| Document | Description |
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|----------|-------------|
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| [Mission And Battle](mission-script-api/mission-and-battle) | **AMission**, **ABattle**, **IBattle**, **DoTimeout** |
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| [Gameplay](mission-script-api/gameplay) | **IGamePlay** — main interface to the game (actors, HUD, triggers, section files, etc.) |
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| [Time And Difficulty](mission-script-api/time-and-difficulty) | **ITime**, **DifficultySetting** |
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| [Player](mission-script-api/player) | **Player** |
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| [Events And Section File](mission-script-api/events-and-section-file) | **GameEventId**, **ISectionFile** |
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| [Pathfinding And Terrain](mission-script-api/pathfinding-and-terrain) | **RecalcPathState**, **PathType**, **LandTypes**, **IRecalcPathParams**, **ActorName** |
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| [Script Loading](mission-script-api/script-loading) | **IScriptRemote**, **ScriptRemote** |
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| [External Types](mission-script-api/external-types) | Additional types used by missions (limbs, damage, geometry) |
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| [Mission And Battle](mission-and-battle) | **AMission**, **ABattle**, **IBattle**, **DoTimeout** |
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| [Gameplay](gameplay) | **IGamePlay** — main interface to the game (actors, HUD, triggers, section files, etc.) |
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| [Time And Difficulty](time-and-difficulty) | **ITime**, **DifficultySetting** |
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| [Player](player) | **Player** |
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| [Events And Section File](events-and-section-file) | **GameEventId**, **ISectionFile** |
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| [Pathfinding And Terrain](pathfinding-and-terrain) | **RecalcPathState**, **PathType**, **LandTypes**, **IRecalcPathParams**, **ActorName** |
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| [Script Loading](script-loading) | **IScriptRemote**, **ScriptRemote** |
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| [External Types](external-types) | Additional types used by missions (limbs, damage, geometry) |
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### World
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| Document | Description |
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|----------|-------------|
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| [World](mission-script-api/world) | Index of world types |
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| [Actor Hierarchy](mission-script-api/world/actor-hierarchy) | **AiActor**, **AiPerson**, **AiCart**, **AiGroup**, damage types, **CrewFunction** |
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| [Air](mission-script-api/world/air) | **AiAircraft**, **AiAirGroup**, air waypoints, enums, **EnemyAirInterf** |
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| [Ground](mission-script-api/world/ground) | **AiGroundActor**, **GroundStationary**, buildings, bomb explosion, enums |
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| [Triggers Spawns And Targets](mission-script-api/world/triggers-spawns-targets) | **AiTrigger**, **AiAction**, **AiBirthPlace**, **AiAirport**, **AiTarget**, **Regiment** |
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| [Time And User Labels](mission-script-api/world/time-and-user-labels) | **ITime** (cross-link), **GPUserLabel**, **GPUserIconType** |
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| [World](world) | Index of world types |
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| [Actor Hierarchy](actor-hierarchy) | **AiActor**, **AiPerson**, **AiCart**, **AiGroup**, damage types, **CrewFunction** |
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| [Air](air) | **AiAircraft**, **AiAirGroup**, air waypoints, enums, **EnemyAirInterf** |
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| [Ground](ground) | **AiGroundActor**, **GroundStationary**, buildings, bomb explosion, enums |
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| [Triggers Spawns And Targets](triggers-spawns-targets) | **AiTrigger**, **AiAction**, **AiBirthPlace**, **AiAirport**, **AiTarget**, **Regiment** |
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| [Time And User Labels](time-and-user-labels) | **ITime** (cross-link), **GPUserLabel**, **GPUserIconType** |
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## Quick start
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@ -1,25 +0,0 @@
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# World API (maddox.game.world)
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Types in **maddox.game.world** represent actors (air, ground), triggers, spawn points, airports, targets, time, and user labels. Mission scripts get these from **IGamePlay** (e.g. `gpActorByName`, `gpBirthPlaces`, `gpGetTrigger`) or receive them in **AMission** event arguments.
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---
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## Documentation index
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| Document | Description |
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|----------|-------------|
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| [Actor Hierarchy](mission-script-api/world/actor-hierarchy) | **AiActor**, **AiPerson**, **AiCart**, **AiGroup**, **AiBridge**, **AiWayPoint**; damage types (**AiDamageInitiator**, **AiDamageTool**, **DamagerScore**, **AiLimbDamage**); **CrewFunction** |
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| [Air](mission-script-api/world/air) | **AiAircraft**, **AiAirGroup**, **AiAirWayPoint**, **AiAirEnemyElement**; enums **IDState**, **AircraftType**, **DangerType**, **AiAirWayPointType**, **AiAirWayPointGAttackType**, **AiAirWayPointGAttackPasses**, **AiAirGroupTask**; **EnemyAirInterf** |
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| [Ground](mission-script-api/world/ground) | **AiGroundActor**, **AiGroundGroup**, **AiGroundWayPoint**, **AiAIChief**; **GroundStationary**, **GroundBuilding**, **GroundBombExplosion**; **AiGroundGroupType**, **AiGroundActorType**; **AiAIChiefType** |
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| [Triggers Spawns And Targets](mission-script-api/world/triggers-spawns-targets) | **AiTrigger**, **AiAction**; **AiBirthPlace**; **AiAirport**, **AiAirportType**, **AiAirportStripState**; **AiTarget**, **AiTargetType**, **AiTargetGoal**; **Regiment** |
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| [Time And User Labels](mission-script-api/world/time-and-user-labels) | **ITime** (cross-link), **GPUserLabel**, **GPUserIconType** |
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---
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## When to use which
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- **Actors** — Resolve by name with `GamePlay.gpActorByName()`; check `gpActorIsValid()`. Use **AiActor** for position, army, group; **AiCart** for vehicles/aircraft (places, crew, destroy); **AiAircraft** for fuel, rearm, damage; **AiGroundActor** for ground units.
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- **Triggers / actions** — `GamePlay.gpGetTrigger(name)`, `gpGetAction(name)`. In **OnTrigger**, get the action and call `Do()` to run it.
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- **Spawns / airports** — `GamePlay.gpBirthPlaces()`, `gpAirports()` for spawn and airfield data.
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- **User labels** — Create with `GamePlay.gpMakeUserLabel()`; draw/delete with `gpDrawUserLabel` / `gpDeleteUserLabel`. Use **GPUserLabel** and **GPUserIconType** for properties and icon type.
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- **Time** — Use **ITime** from `Mission.Time` or `GamePlay.gpTime()` (see also [Time And Difficulty](mission-script-api/time-and-difficulty)).
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@ -1,13 +1,13 @@
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# Time and User Labels
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**ITime** is documented in the main docs: [Time And Difficulty](mission-script-api/time-and-difficulty). Mission scripts use **Mission.Time** or **GamePlay.gpTime()**. **GPUserLabel** and **GPUserIconType** are used with **IGamePlay** user-label methods (gpMakeUserLabel, gpDrawUserLabel, gpDeleteUserLabel) and in **OnUserCreateUserLabel** / **OnUserDeleteUserLabel**.
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**ITime** is documented in the main docs: [Time And Difficulty](time-and-difficulty). Mission scripts use **Mission.Time** or **GamePlay.gpTime()**. **GPUserLabel** and **GPUserIconType** are used with **IGamePlay** user-label methods (gpMakeUserLabel, gpDrawUserLabel, gpDeleteUserLabel) and in **OnUserCreateUserLabel** / **OnUserDeleteUserLabel**.
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---
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## ITime (cross-link)
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**Kind:** interface
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See **[Time And Difficulty](mission-script-api/time-and-difficulty)** for the full **ITime** API: `current()`, `currentReal()`, `tick()`, `SecsToTicks`, `TicksToSecs`, `isPaused()`, etc.
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See **[Time And Difficulty](time-and-difficulty)** for the full **ITime** API: `current()`, `currentReal()`, `tick()`, `SecsToTicks`, `TicksToSecs`, `isPaused()`, etc.
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Access in mission scripts: `Mission.Time` or `GamePlay.gpTime()`.
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25
world.md
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25
world.md
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@ -0,0 +1,25 @@
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# World API (maddox.game.world)
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Types in **maddox.game.world** represent actors (air, ground), triggers, spawn points, airports, targets, time, and user labels. Mission scripts get these from **IGamePlay** (e.g. `gpActorByName`, `gpBirthPlaces`, `gpGetTrigger`) or receive them in **AMission** event arguments.
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---
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## Documentation index
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| Document | Description |
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|----------|-------------|
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| [Actor Hierarchy](actor-hierarchy) | **AiActor**, **AiPerson**, **AiCart**, **AiGroup**, **AiBridge**, **AiWayPoint**; damage types (**AiDamageInitiator**, **AiDamageTool**, **DamagerScore**, **AiLimbDamage**); **CrewFunction** |
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| [Air](air) | **AiAircraft**, **AiAirGroup**, **AiAirWayPoint**, **AiAirEnemyElement**; enums **IDState**, **AircraftType**, **DangerType**, **AiAirWayPointType**, **AiAirWayPointGAttackType**, **AiAirWayPointGAttackPasses**, **AiAirGroupTask**; **EnemyAirInterf** |
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| [Ground](ground) | **AiGroundActor**, **AiGroundGroup**, **AiGroundWayPoint**, **AiAIChief**; **GroundStationary**, **GroundBuilding**, **GroundBombExplosion**; **AiGroundGroupType**, **AiGroundActorType**; **AiAIChiefType** |
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| [Triggers Spawns And Targets](triggers-spawns-targets) | **AiTrigger**, **AiAction**; **AiBirthPlace**; **AiAirport**, **AiAirportType**, **AiAirportStripState**; **AiTarget**, **AiTargetType**, **AiTargetGoal**; **Regiment** |
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| [Time And User Labels](time-and-user-labels) | **ITime** (cross-link), **GPUserLabel**, **GPUserIconType** |
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---
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## When to use which
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- **Actors** — Resolve by name with `GamePlay.gpActorByName()`; check `gpActorIsValid()`. Use **AiActor** for position, army, group; **AiCart** for vehicles/aircraft (places, crew, destroy); **AiAircraft** for fuel, rearm, damage; **AiGroundActor** for ground units.
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- **Triggers / actions** — `GamePlay.gpGetTrigger(name)`, `gpGetAction(name)`. In **OnTrigger**, get the action and call `Do()` to run it.
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- **Spawns / airports** — `GamePlay.gpBirthPlaces()`, `gpAirports()` for spawn and airfield data.
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- **User labels** — Create with `GamePlay.gpMakeUserLabel()`; draw/delete with `gpDrawUserLabel` / `gpDeleteUserLabel`. Use **GPUserLabel** and **GPUserIconType** for properties and icon type.
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- **Time** — Use **ITime** from `Mission.Time` or `GamePlay.gpTime()` (see also [Time And Difficulty](time-and-difficulty)).
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