Generate API doc from source comments
This commit is contained in:
parent
903c701f6f
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4 changed files with 486 additions and 2 deletions
13
build.xml
13
build.xml
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@ -15,13 +15,22 @@
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</javac>
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</target>
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<target name="gendocs" description="Generate API documentation">
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<javac srcdir="src/docs/java"/>
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<java classname="jscript" failonerror="true" fork="true" output="docs/api.md">
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<classpath>
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<pathelement path="src/docs/java"/>
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</classpath>
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<arg value="src/docs/javascript/generateApiDocs.js"/>
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<arg value="src/main/javascript"/>
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</java>
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</target>
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<target name="zip_js">
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<zip zipfile="${build}/js-plugins.zip" basedir="./src/main/javascript"/>
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</target>
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<target name="package" depends="zip_js,compile"
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<target name="package" depends="gendocs,zip_js,compile"
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description="generate the distribution" >
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<copy file="src/main/resources/plugin.yml" todir="${build}"/>
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<replace file="${build}/plugin.yml" value="${bukkit-version}-${DSTAMP}">
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388
docs/api.md
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388
docs/api.md
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Drone Module
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============
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The Drone is a convenience class for building. It can be used for...
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1. Building
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2. Copying and Pasting
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It uses a fluent interface which means all of the Drone's methods return `this` and can
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be chained together like so...
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var theDrone = new Drone();
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theDrone.up().left().box(blocks.oak).down().fwd(3).cylinder0(blocks.lava,8);
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TLDNR; (Just read this if you're impatient)
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===========================================
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At the in-game command prompt type...
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/js box(5)
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... creates a single wooden block at the cross-hairs or player location
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/js box(5).right(2).box('35:15',4,9,1)
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... creates a single wooden block and a 2001 black obelisk that is 4
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wide x 9 tall x 1 long in size. If you want to see what else
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ScriptCraft's Drone can do, read on...
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Constructing a Drone Object
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===========================
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Drones can be created in 3 ways...
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1. Calling any one of the methods listed below will return a Drone object. For example...
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var d = box(blocks.oak)
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... creates a 1x1x1 wooden block at the cross-hairs or player's location and returns a Drone
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object. This might look odd (if you're familiar with Java's Object-dot-method syntax) but all
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of the Drone class's methods are also global functions that return new Drone objects.
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This is short-hand for creating drones and is useful for playing around with Drones at the in-game
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command prompt. It's shorter than typing ...
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var d = new Drone().box(5)
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... All of the Drone's methods return `this` (self) so you can chain operations together like this...
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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)
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2. Using the following form...
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d = new Drone()
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...will create a new Drone. If the cross-hairs are pointing at a
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block at the time then, that block's location becomes the drone's
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starting point. If the cross-hairs are _not_ pointing at a block,
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then the drone's starting location will be 2 blocks directly in
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front of the player. TIP: Building always happens right and front
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of the drone's position...
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Plan View:
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^
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D---->
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For convenience you can use a _corner stone_ to begin building.
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The corner stone should be located just above ground level. If
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the cross-hair is point at or into ground level when you create a
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new Drone(), then building begins at that point. You can get
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around this by pointing at a 'corner stone' just above ground
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level or alternatively use the following statement...
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d = new Drone().up()
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... which will move the drone up one block as soon as it's created.
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3. Or by using the following form...
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d = new Drone(x,y,z,direction)
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This will create a new Drone at the location you specified using
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x, y, z In minecraft, the X axis runs west to east and the Z axis runs
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north to south. The direction parameter says what direction you want
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the drone to face: 0 = east, 1 = south, 2 = west, 3 = north. If the
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direction parameter is omitted, the player's direction is used
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instead.
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Parameters
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----------
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* x (optional) : The x coordinate of the Drone
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* y (optional) : The y coordinate of the Drone
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* z (optional) : The z coordinate of the Drone
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* direction (optional) : The direction in which the Drone is
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facing. Possible values are 0 (east), 1 (south), 2 (west) or 3 (north)
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Drone.box() method
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==================
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the box() method is a convenience method for building things. (For the more performance-oriented method - see cuboid)
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parameters
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----------
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* b - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
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Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
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* w (optional - default 1) - the width of the structure
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* h (optional - default 1) - the height of the structure
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* d (optional - default 1) - the depth of the structure - NB this is
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not how deep underground the structure lies - this is how far
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away (depth of field) from the drone the structure will extend.
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Example
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-------
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To create a stone structure 5 blocks wide, 8 blocks tall and 15 blocks long...
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drone.box(48, 5, 8, 15);
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To create an oak tree...(we can't control the dimensions of a tree since it's a natural object in minecraft)
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drone.box(6);
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Drone Movement
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==============
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Drones can move freely in minecraft's 3-D world. You control the
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Drone's movement using any of the following methods..
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* up()
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* down()
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* left()
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* right()
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* fwd()
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* back()
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* turn()
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... Each of these methods takes a single optional parameter
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`numBlocks` - the number of blocks to move in the given direction. If
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no parameter is given, the default is 1.
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to change direction use the `turn()` method which also takes a single
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optional parameter (numTurns) - the number of 90 degree turns to make.
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Turns are always clock-wise. If the drone is facing north, then
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drone.turn() will make the turn face east. If the drone is facing east
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then drone.turn(2) will make the drone turn twice so that it is facing
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west.
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Drone Markers
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=============
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Markers are useful when your Drone has to do a lot of work. You can
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set a check-point and return to the check-point using the move()
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method. If your drone is about to undertake a lot of work -
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e.g. building a road, skyscraper or forest you should set a
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check-point before doing so if you want your drone to return to its
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current location.
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A 'start' checkpoint is automatically created when the Drone is first created.
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Markers are created and returned to using the followng two methods...
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* chkpt - Saves the drone's current location so it can be returned to later.
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* move - moves the drone to a saved location.
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Parameters
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----------
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* name - the name of the checkpoint to save or return to.
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Example
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-------
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drone.chkpt('town-square');
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//
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// the drone can now go off on a long excursion
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//
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for (i = 0; i< 100; i++){
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drone.fwd(12).box(6);
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}
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//
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// return to the point before the excursion
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//
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drone.move('town-square');
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Drone.box0() method
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===================
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Another convenience method - this one creates 4 walls with no floor or ceiling.
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Parameters
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----------
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* block - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
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Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
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* width (optional - default 1) - the width of the structure
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* height (optional - default 1) - the height of the structure
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* length (optional - default 1) - the length of the structure - how far
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away (depth of field) from the drone the structure will extend.
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Drone.boxa() method
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===================
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Construct a cuboid using an array of blocks.
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Parameters
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----------
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* blocks - An array of blocks - each block in the array will be placed in turn.
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* width
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* height
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* length
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Example
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-------
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Construct a rainbow-colored road 100 blocks long...
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var rainbowColors = [blocks.wool.red, blocks.wool.orange, blocks.wool.yellow, blocks.wool.lime,
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blocks.wool.lightblue, blocks.wool.blue, blocks.wool.purple];
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boxa(rainbowColors,7,1,100);
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Drone.prism() method
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====================
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Creates a prism. This is useful for roofs on houses.
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Parameters
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----------
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* block - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
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Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
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* width - the width of the prism
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* length - the length of the prism (also its height)
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Drone.prism0() method
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=====================
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A variation on `prism` which hollows out the inside of the prism. It uses the same parameters as `prism`.
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Drone.cylinder() method
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=======================
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A convenience method for building cylinders. Building begins radius blocks to the right and forward.
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Parameters
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----------
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* block - the block id - e.g. 6 for an oak sapling or '6:2' for a birch sapling.
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Alternatively you can use any one of the `blocks` values e.g. `blocks.sapling.birch`
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* radius
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* height
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Drone.cylinder0() method
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========================
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A version of cylinder that hollows out the middle.
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Drone.door() method
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===================
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create a door - if a parameter is supplied an Iron door is created otherwise a wooden door is created.
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Parameters
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----------
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* doorType (optional - default wood) - If a parameter is provided then the door is Iron.
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Drone.door2() method
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====================
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Create double doors (left and right side)
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Parameters
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----------
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* doorType (optional - default wood) - If a parameter is provided then the door is Iron.
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Drone.sign method
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=================
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Signs must use block 63 (stand-alone signs) or 68 (signs on walls)
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Parameters
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----------
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* message - can be a string or an array of strings.
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* block - can be 63 or 68
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Example
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-------
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To create a free-standing sign...
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drone.sign(["Hello","World"],63);
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... to create a wall mounted sign...
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drone.sign(["Message","Goes","Here"], 68);
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Drone Trees methods
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===================
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* oak()
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* spruce()
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* birch()
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* jungle()
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None of the tree methods require parameters. Tree methods will only be successful
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if the tree is placed on grass in a setting where trees can grow.
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Drone.rand() method
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===================
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rand takes either an array (if each blockid has the same chance of occurring)
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or an object where each property is a blockid and the value is it's weight (an integer)
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Example
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-------
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place random blocks stone, mossy stone and cracked stone (each block has the same chance of being picked)
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rand( [blocks.brick.stone, blocks.brick.mossy, blocks.brick.cracked ],w,d,h)
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to place random blocks stone has a 50% chance of being picked,
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rand({blocks.brick.stone: 5, blocks.brick.mossy: 3, blocks.brick.cracked: 2},w,d,h)
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regular stone has a 50% chance, mossy stone has a 30% chance and cracked stone has just a 20% chance of being picked.
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Drone.garden() method
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=====================
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places random flowers and long grass (similar to the effect of placing bonemeal on grass)
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Parameters
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----------
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* width - the width of the garden
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* length - how far from the drone the garden extends
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Copy & Paste using Drone
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========================
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A drone can be used to copy and paste areas of the game world.
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Drone.copy() method
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===================
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Copies an area so it can be pasted elsewhere. The name can be used for
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pasting the copied area elsewhere...
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Parameters
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----------
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* name - the name to be given to the copied area (used by `paste`)
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* width - the width of the area to copy
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* height - the height of the area to copy
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* length - the length of the area (extending away from the drone) to copy
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Example
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-------
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drone.copy('somethingCool',10,5,10).right(12).paste('somethingCool');
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Drone.paste() method
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====================
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Pastes a copied area to the current location.
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Example
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-------
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To copy a 10x5x10 area (using the drone's coordinates as the starting
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point) into memory. the copied area can be referenced using the name
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'somethingCool'. The drone moves 12 blocks right then pastes the copy.
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drone.copy('somethingCool',10,5,10)
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.right(12)
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.paste('somethingCool');
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Chaining
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========
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All of the Drone methods return a Drone object, which means methods
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can be 'chained' together so instead of writing this...
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drone = new Drone();
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drone.fwd(3);
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drone.left(2);
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drone.box(2); // create a grass block
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drone.up();
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drone.box(2); // create another grass block
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drone.down();
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...you could simply write ...
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var drone = new Drone().fwd(3).left(2).box(2).up().box(2).down();
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... since each Drone method is also a global function that constructs
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a drone if none is supplied, you can shorten even further to just...
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fwd(3).left(2).box(2).up().box(2).down()
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The Drone object uses a [Fluent Interface][fl] to make ScriptCraft
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scripts more concise and easier to write and read. Minecraft's
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in-game command prompt is limited to about 80 characters so chaining
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drone commands together means more can be done before hitting the
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command prompt limit. For complex building you should save your
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commands in a new script file and load it using /js load()
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[fl]: http://en.wikipedia.org/wiki/Fluent_interface
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Drone Properties
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================
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* x - The Drone's position along the west-east axis (x increases as you move east)
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* y - The Drone's position along the vertical axis (y increses as you move up)
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* z - The Drone's position along the north-south axis (z increases as you move south)
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* dir - The Drone's direction 0 is east, 1 is south , 2 is west and 3 is north.
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13
src/docs/java/jscript.java
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13
src/docs/java/jscript.java
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import javax.script.*;
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public class jscript
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{
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public static void main(String[] args) throws Exception
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{
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ScriptEngineManager factory = new ScriptEngineManager();
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ScriptEngine engine = factory.getEngineByName("JavaScript");
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java.io.File file = new java.io.File(args[0]);
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engine.put("engine",engine);
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engine.put("args",args);
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engine.eval(new java.io.FileReader(file));
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}
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}
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74
src/docs/javascript/generateApiDocs.js
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74
src/docs/javascript/generateApiDocs.js
Normal file
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/*
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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
|
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*/
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args = args.slice(1);
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var dir = args[0];
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importPackage(java.io);
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/*
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find - a (very) basic implementation of the unix command line tool.
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*/
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var find = function(dir,store,re)
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{
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var files = dir.listFiles();
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for (var i = 0;i < files.length; i++){
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var file = new File(files[i]);
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if (file.isDirectory()) {
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find(file,store,re);
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} else {
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if (typeof re == "undefined")
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store.push(files[i]);
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else if ((""+files[i]).match(re))
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store.push(files[i]);
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}
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}
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};
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/*
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the main module file for a given directory
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(assuming the main module is in a file with the same name as the parent
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directory) - e.g. drone/drone.js
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*/
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var sortByModule = function(a,b){
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var aparts = (""+a).split(/\//);
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var bparts = (""+b).split(/\//);
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var adir = aparts[aparts.length-2];
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var afile = aparts[aparts.length-1];
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var bdir = bparts[bparts.length-2];
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var bfile = bparts[bparts.length-1];
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if(adir<bdir) return -1;
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if(adir>bdir) return 1;
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||||
if (afile.indexOf(adir) == 0)
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return -1;
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else
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return 1;
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};
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var store = [];
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find(new File(dir),store,/\.js$/);
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store.sort(sortByModule);
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||||
var contents = [];
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||||
for (var i =0; i < store.length; i++){
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||||
var br = new BufferedReader(new FileReader(store[i]));
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||||
var line ;
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||||
while ( (line = br.readLine()) != null){
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||||
contents.push(line);
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||||
}
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||||
br.close();
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||||
}
|
||||
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]);
|
||||
}
|
||||
}
|
Reference in a new issue