Generate API doc from source comments

This commit is contained in:
walterhiggins 2013-02-08 21:23:15 +00:00
parent 903c701f6f
commit e494a15afa
4 changed files with 486 additions and 2 deletions

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</javac>
</target>
<target name="gendocs" description="Generate API documentation">
<javac srcdir="src/docs/java"/>
<java classname="jscript" failonerror="true" fork="true" output="docs/api.md">
<classpath>
<pathelement path="src/docs/java"/>
</classpath>
<arg value="src/docs/javascript/generateApiDocs.js"/>
<arg value="src/main/javascript"/>
</java>
</target>
<target name="zip_js">
<zip zipfile="${build}/js-plugins.zip" basedir="./src/main/javascript"/>
</target>
<target name="package" depends="zip_js,compile"
<target name="package" depends="gendocs,zip_js,compile"
description="generate the distribution" >
<copy file="src/main/resources/plugin.yml" todir="${build}"/>
<replace file="${build}/plugin.yml" value="${bukkit-version}-${DSTAMP}">

388
docs/api.md Normal file
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Drone Module
============
The Drone is a convenience class for building. It can be used for...
1. Building
2. Copying and Pasting
It uses a fluent interface which means all of the Drone's methods return `this` and can
be chained together like so...
var theDrone = new Drone();
theDrone.up().left().box(blocks.oak).down().fwd(3).cylinder0(blocks.lava,8);
TLDNR; (Just read this if you're impatient)
===========================================
At the in-game command prompt type...
/js box(5)
... creates a single wooden block at the cross-hairs or player location
/js box(5).right(2).box('35:15',4,9,1)
... creates a single wooden block and a 2001 black obelisk that is 4
wide x 9 tall x 1 long in size. If you want to see what else
ScriptCraft's Drone can do, read on...
Constructing a Drone Object
===========================
Drones can be created in 3 ways...
1. Calling any one of the methods listed below will return a Drone object. For example...
var d = box(blocks.oak)
... creates a 1x1x1 wooden block at the cross-hairs or player's location and returns a Drone
object. This might look odd (if you're familiar with Java's Object-dot-method syntax) but all
of the Drone class's methods are also global functions that return new Drone objects.
This is short-hand for creating drones and is useful for playing around with Drones at the in-game
command prompt. It's shorter than typing ...
var d = new Drone().box(5)
... All of the Drone's methods return `this` (self) so you can chain operations together like this...
var d = box(5).up().box(5,3,1,3).down().fwd(2).box(5).turn().fwd(2).box(5).turn().fwd(2).box(5)
2. Using the following form...
d = new Drone()
...will create a new Drone. If the cross-hairs are pointing at a
block at the time then, that block's location becomes the drone's
starting point. If the cross-hairs are _not_ pointing at a block,
then the drone's starting location will be 2 blocks directly in
front of the player. TIP: Building always happens right and front
of the drone's position...
Plan View:
^
|
|
D---->
For convenience you can use a _corner stone_ to begin building.
The corner stone should be located just above ground level. If
the cross-hair is point at or into ground level when you create a
new Drone(), then building begins at that point. You can get
around this by pointing at a 'corner stone' just above ground
level or alternatively use the following statement...
d = new Drone().up()
... which will move the drone up one block as soon as it's created.
3. Or by using the following form...
d = new Drone(x,y,z,direction)
This will create a new Drone at the location you specified using
x, y, z In minecraft, the X axis runs west to east and the Z axis runs
north to south. The direction parameter says what direction you want
the drone to face: 0 = east, 1 = south, 2 = west, 3 = north. If the
direction parameter is omitted, the player's direction is used
instead.
Parameters
----------
* x (optional) : The x coordinate of the Drone
* y (optional) : The y coordinate of the Drone
* z (optional) : The z coordinate of the Drone
* direction (optional) : The direction in which the Drone is
facing. Possible values are 0 (east), 1 (south), 2 (west) or 3 (north)
Drone.box() method
==================
the box() method is a convenience method for building things. (For the more performance-oriented method - see cuboid)
parameters
----------
* b - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
* w (optional - default 1) - the width of the structure
* h (optional - default 1) - the height of the structure
* d (optional - default 1) - the depth of the structure - NB this is
not how deep underground the structure lies - this is how far
away (depth of field) from the drone the structure will extend.
Example
-------
To create a stone structure 5 blocks wide, 8 blocks tall and 15 blocks long...
drone.box(48, 5, 8, 15);
To create an oak tree...(we can't control the dimensions of a tree since it's a natural object in minecraft)
drone.box(6);
Drone Movement
==============
Drones can move freely in minecraft's 3-D world. You control the
Drone's movement using any of the following methods..
* up()
* down()
* left()
* right()
* fwd()
* back()
* turn()
... Each of these methods takes a single optional parameter
`numBlocks` - the number of blocks to move in the given direction. If
no parameter is given, the default is 1.
to change direction use the `turn()` method which also takes a single
optional parameter (numTurns) - the number of 90 degree turns to make.
Turns are always clock-wise. If the drone is facing north, then
drone.turn() will make the turn face east. If the drone is facing east
then drone.turn(2) will make the drone turn twice so that it is facing
west.
Drone Markers
=============
Markers are useful when your Drone has to do a lot of work. You can
set a check-point and return to the check-point using the move()
method. If your drone is about to undertake a lot of work -
e.g. building a road, skyscraper or forest you should set a
check-point before doing so if you want your drone to return to its
current location.
A 'start' checkpoint is automatically created when the Drone is first created.
Markers are created and returned to using the followng two methods...
* chkpt - Saves the drone's current location so it can be returned to later.
* move - moves the drone to a saved location.
Parameters
----------
* name - the name of the checkpoint to save or return to.
Example
-------
drone.chkpt('town-square');
//
// the drone can now go off on a long excursion
//
for (i = 0; i< 100; i++){
drone.fwd(12).box(6);
}
//
// return to the point before the excursion
//
drone.move('town-square');
Drone.box0() method
===================
Another convenience method - this one creates 4 walls with no floor or ceiling.
Parameters
----------
* block - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
* width (optional - default 1) - the width of the structure
* height (optional - default 1) - the height of the structure
* length (optional - default 1) - the length of the structure - how far
away (depth of field) from the drone the structure will extend.
Drone.boxa() method
===================
Construct a cuboid using an array of blocks.
Parameters
----------
* blocks - An array of blocks - each block in the array will be placed in turn.
* width
* height
* length
Example
-------
Construct a rainbow-colored road 100 blocks long...
var rainbowColors = [blocks.wool.red, blocks.wool.orange, blocks.wool.yellow, blocks.wool.lime,
blocks.wool.lightblue, blocks.wool.blue, blocks.wool.purple];
boxa(rainbowColors,7,1,100);
Drone.prism() method
====================
Creates a prism. This is useful for roofs on houses.
Parameters
----------
* block - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
* width - the width of the prism
* length - the length of the prism (also its height)
Drone.prism0() method
=====================
A variation on `prism` which hollows out the inside of the prism. It uses the same parameters as `prism`.
Drone.cylinder() method
=======================
A convenience method for building cylinders. Building begins radius blocks to the right and forward.
Parameters
----------
* block - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
* radius
* height
Drone.cylinder0() method
========================
A version of cylinder that hollows out the middle.
Drone.door() method
===================
create a door - if a parameter is supplied an Iron door is created otherwise a wooden door is created.
Parameters
----------
* doorType (optional - default wood) - If a parameter is provided then the door is Iron.
Drone.door2() method
====================
Create double doors (left and right side)
Parameters
----------
* doorType (optional - default wood) - If a parameter is provided then the door is Iron.
Drone.sign method
=================
Signs must use block 63 (stand-alone signs) or 68 (signs on walls)
Parameters
----------
* message - can be a string or an array of strings.
* block - can be 63 or 68
Example
-------
To create a free-standing sign...
drone.sign(["Hello","World"],63);
... to create a wall mounted sign...
drone.sign(["Message","Goes","Here"], 68);
Drone Trees methods
===================
* oak()
* spruce()
* birch()
* jungle()
None of the tree methods require parameters. Tree methods will only be successful
if the tree is placed on grass in a setting where trees can grow.
Drone.rand() method
===================
rand takes either an array (if each blockid has the same chance of occurring)
or an object where each property is a blockid and the value is it's weight (an integer)
Example
-------
place random blocks stone, mossy stone and cracked stone (each block has the same chance of being picked)
rand( [blocks.brick.stone, blocks.brick.mossy, blocks.brick.cracked ],w,d,h)
to place random blocks stone has a 50% chance of being picked,
rand({blocks.brick.stone: 5, blocks.brick.mossy: 3, blocks.brick.cracked: 2},w,d,h)
regular stone has a 50% chance, mossy stone has a 30% chance and cracked stone has just a 20% chance of being picked.
Drone.garden() method
=====================
places random flowers and long grass (similar to the effect of placing bonemeal on grass)
Parameters
----------
* width - the width of the garden
* length - how far from the drone the garden extends
Copy & Paste using Drone
========================
A drone can be used to copy and paste areas of the game world.
Drone.copy() method
===================
Copies an area so it can be pasted elsewhere. The name can be used for
pasting the copied area elsewhere...
Parameters
----------
* name - the name to be given to the copied area (used by `paste`)
* width - the width of the area to copy
* height - the height of the area to copy
* length - the length of the area (extending away from the drone) to copy
Example
-------
drone.copy('somethingCool',10,5,10).right(12).paste('somethingCool');
Drone.paste() method
====================
Pastes a copied area to the current location.
Example
-------
To copy a 10x5x10 area (using the drone's coordinates as the starting
point) into memory. the copied area can be referenced using the name
'somethingCool'. The drone moves 12 blocks right then pastes the copy.
drone.copy('somethingCool',10,5,10)
.right(12)
.paste('somethingCool');
Chaining
========
All of the Drone methods return a Drone object, which means methods
can be 'chained' together so instead of writing this...
drone = new Drone();
drone.fwd(3);
drone.left(2);
drone.box(2); // create a grass block
drone.up();
drone.box(2); // create another grass block
drone.down();
...you could simply write ...
var drone = new Drone().fwd(3).left(2).box(2).up().box(2).down();
... since each Drone method is also a global function that constructs
a drone if none is supplied, you can shorten even further to just...
fwd(3).left(2).box(2).up().box(2).down()
The Drone object uses a [Fluent Interface][fl] to make ScriptCraft
scripts more concise and easier to write and read. Minecraft's
in-game command prompt is limited to about 80 characters so chaining
drone commands together means more can be done before hitting the
command prompt limit. For complex building you should save your
commands in a new script file and load it using /js load()
[fl]: http://en.wikipedia.org/wiki/Fluent_interface
Drone Properties
================
* x - The Drone's position along the west-east axis (x increases as you move east)
* y - The Drone's position along the vertical axis (y increses as you move up)
* z - The Drone's position along the north-south axis (z increases as you move south)
* dir - The Drone's direction 0 is east, 1 is south , 2 is west and 3 is north.

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import javax.script.*;
public class jscript
{
public static void main(String[] args) throws Exception
{
ScriptEngineManager factory = new ScriptEngineManager();
ScriptEngine engine = factory.getEngineByName("JavaScript");
java.io.File file = new java.io.File(args[0]);
engine.put("engine",engine);
engine.put("args",args);
engine.eval(new java.io.FileReader(file));
}
}

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/*
This script is run at build time to generate api.md - a single Markdown document containing documentation for ScriptCraft's API
*/
args = args.slice(1);
var dir = args[0];
importPackage(java.io);
/*
find - a (very) basic implementation of the unix command line tool.
*/
var find = function(dir,store,re)
{
var files = dir.listFiles();
for (var i = 0;i < files.length; i++){
var file = new File(files[i]);
if (file.isDirectory()) {
find(file,store,re);
} else {
if (typeof re == "undefined")
store.push(files[i]);
else if ((""+files[i]).match(re))
store.push(files[i]);
}
}
};
/*
the main module file for a given directory
(assuming the main module is in a file with the same name as the parent
directory) - e.g. drone/drone.js
*/
var sortByModule = function(a,b){
var aparts = (""+a).split(/\//);
var bparts = (""+b).split(/\//);
var adir = aparts[aparts.length-2];
var afile = aparts[aparts.length-1];
var bdir = bparts[bparts.length-2];
var bfile = bparts[bparts.length-1];
if(adir<bdir) return -1;
if(adir>bdir) return 1;
if (afile.indexOf(adir) == 0)
return -1;
else
return 1;
};
var store = [];
find(new File(dir),store,/\.js$/);
store.sort(sortByModule);
var contents = [];
for (var i =0; i < store.length; i++){
var br = new BufferedReader(new FileReader(store[i]));
var line ;
while ( (line = br.readLine()) != null){
contents.push(line);
}
br.close();
}
var len = contents.length;
var writeComment = false;
var startComment = /^\/\*{10}/;
var endComment = /^\*{3}\//;
for (var i = 0; i < len; i++){
var line = contents[i];
if (line.match(startComment)){
writeComment = true;
i++;
}
if (line.match(endComment)){
writeComment = false;
}
if (writeComment){
println(contents[i]);
}
}