Group Documentation

Corrected spacing in GameObject documentation

Removed Group documented methods in LuaFunctions.cpp
This commit is contained in:
Easelm
2014-08-12 18:52:48 -04:00
parent 4c1a03cb0b
commit b16879e622
3 changed files with 164 additions and 29 deletions

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@@ -87,7 +87,7 @@ namespace LuaGameObject
* GO_STATE_ACTIVE = 0, // show in world as used and not reset (closed door open) * GO_STATE_ACTIVE = 0, // show in world as used and not reset (closed door open)
* GO_STATE_READY = 1, // show in world as ready (closed door close) * GO_STATE_READY = 1, // show in world as ready (closed door close)
* GO_STATE_ACTIVE_ALTERNATIVE = 2 // show in world as used in alt way and not reset (closed door open by cannon fire) * GO_STATE_ACTIVE_ALTERNATIVE = 2 // show in world as used in alt way and not reset (closed door open by cannon fire)
* }; * };
* </pre> * </pre>
* *
* @return uint32 goState * @return uint32 goState
@@ -129,7 +129,7 @@ namespace LuaGameObject
* GO_STATE_ACTIVE = 0, // show in world as used and not reset (closed door open) * GO_STATE_ACTIVE = 0, // show in world as used and not reset (closed door open)
* GO_STATE_READY = 1, // show in world as ready (closed door close) * GO_STATE_READY = 1, // show in world as ready (closed door close)
* GO_STATE_ACTIVE_ALTERNATIVE = 2 // show in world as used in alt way and not reset (closed door open by cannon fire) * GO_STATE_ACTIVE_ALTERNATIVE = 2 // show in world as used in alt way and not reset (closed door open by cannon fire)
* }; * };
* </pre> * </pre>
* *
* @param uint32 state : all available go states can be seen above * @param uint32 state : all available go states can be seen above

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@@ -9,7 +9,12 @@
namespace LuaGroup namespace LuaGroup
{ {
/* BOOLEAN */ /**
* Returns 'true' if the player is the &Group leader
*
* @param uint64 guid : guid of a possible leader
* @return bool isLeader
*/
int IsLeader(lua_State* L, Group* group) int IsLeader(lua_State* L, Group* group)
{ {
uint64 guid = Eluna::CHECKVAL<uint64>(L, 2); uint64 guid = Eluna::CHECKVAL<uint64>(L, 2);
@@ -17,24 +22,45 @@ namespace LuaGroup
return 1; return 1;
} }
/**
* Returns 'true' if the &Group is full
*
* @return bool isFull
*/
int IsFull(lua_State* L, Group* group) int IsFull(lua_State* L, Group* group)
{ {
Eluna::Push(L, group->IsFull()); Eluna::Push(L, group->IsFull());
return 1; return 1;
} }
/**
* Returns 'true' if the &Group is a raid &Group
*
* @return bool isRaid
*/
int IsRaidGroup(lua_State* L, Group* group) int IsRaidGroup(lua_State* L, Group* group)
{ {
Eluna::Push(L, group->isRaidGroup()); Eluna::Push(L, group->isRaidGroup());
return 1; return 1;
} }
/**
* Returns 'true' if the &Group is a battleground &Group
*
* @return bool isBG
*/
int IsBGGroup(lua_State* L, Group* group) int IsBGGroup(lua_State* L, Group* group)
{ {
Eluna::Push(L, group->isBGGroup()); Eluna::Push(L, group->isBGGroup());
return 1; return 1;
} }
/**
* Returns 'true' if the player is a member of this &Group
*
* @param Player player : player to check
* @return bool isMember
*/
int IsMember(lua_State* L, Group* group) int IsMember(lua_State* L, Group* group)
{ {
Player* player = Eluna::CHECKOBJ<Player>(L, 2); Player* player = Eluna::CHECKOBJ<Player>(L, 2);
@@ -42,6 +68,12 @@ namespace LuaGroup
return 1; return 1;
} }
/**
* Returns 'true' if the player is an assistant of this &Group
*
* @param Player player : player to check
* @return bool isAssistant
*/
int IsAssistant(lua_State* L, Group* group) int IsAssistant(lua_State* L, Group* group)
{ {
Player* player = Eluna::CHECKOBJ<Player>(L, 2); Player* player = Eluna::CHECKOBJ<Player>(L, 2);
@@ -50,6 +82,13 @@ namespace LuaGroup
return 1; return 1;
} }
/**
* Returns 'true' if the players are in the same subgroup in this &Group
*
* @param Player player1 : first player to check
* @param Player player2 : second player to check
* @return bool sameSubGroup
*/
int SameSubGroup(lua_State* L, Group* group) int SameSubGroup(lua_State* L, Group* group)
{ {
Player* player1 = Eluna::CHECKOBJ<Player>(L, 2); Player* player1 = Eluna::CHECKOBJ<Player>(L, 2);
@@ -58,6 +97,12 @@ namespace LuaGroup
return 1; return 1;
} }
/**
* Returns 'true' if the subgroup has free slots in this &Group
*
* @param uint8 subGroup : subGroup ID to check
* @return bool hasFreeSlot
*/
int HasFreeSlotSubGroup(lua_State* L, Group* group) int HasFreeSlotSubGroup(lua_State* L, Group* group)
{ {
uint8 subGroup = Eluna::CHECKVAL<uint8>(L, 2); uint8 subGroup = Eluna::CHECKVAL<uint8>(L, 2);
@@ -65,6 +110,12 @@ namespace LuaGroup
return 1; return 1;
} }
/**
* Returns 'true' if the &Group invite was successful
*
* @param Player player : player to invite
* @return bool invited
*/
int AddInvite(lua_State* L, Group* group) int AddInvite(lua_State* L, Group* group)
{ {
Player* player = Eluna::CHECKOBJ<Player>(L, 2); Player* player = Eluna::CHECKOBJ<Player>(L, 2);
@@ -85,7 +136,11 @@ namespace LuaGroup
return 1; return 1;
}*/ }*/
/* GETTERS */ /**
* Returns a table of the players in this &Group
*
* @return int table
*/
int GetMembers(lua_State* L, Group* group) int GetMembers(lua_State* L, Group* group)
{ {
lua_newtable(L); lua_newtable(L);
@@ -113,6 +168,11 @@ namespace LuaGroup
return 1; return 1;
} }
/**
* Returns &Group leader GUID
*
* @return uint64 leaderGUID
*/
int GetLeaderGUID(lua_State* L, Group* group) int GetLeaderGUID(lua_State* L, Group* group)
{ {
#ifndef TRINITY #ifndef TRINITY
@@ -123,6 +183,11 @@ namespace LuaGroup
return 1; return 1;
} }
/**
* Finds and returns a &Group leader by their GUID
*
* @return Player leader
*/
int GetLeader(lua_State* L, Group* group) int GetLeader(lua_State* L, Group* group)
{ {
#ifndef TRINITY #ifndef TRINITY
@@ -133,6 +198,11 @@ namespace LuaGroup
return 1; return 1;
} }
/**
* Returns the &Group's GUID
*
* @return uint64 groupGUID
*/
int GetGUID(lua_State* L, Group* group) int GetGUID(lua_State* L, Group* group)
{ {
#ifdef CLASSIC #ifdef CLASSIC
@@ -143,6 +213,12 @@ namespace LuaGroup
return 1; return 1;
} }
/**
* Returns a &Group member's GUID by their name
*
* @param const char* name : the player's name
* @return uint64 memberGUID
*/
int GetMemberGUID(lua_State* L, Group* group) int GetMemberGUID(lua_State* L, Group* group)
{ {
const char* name = Eluna::CHECKVAL<const char*>(L, 2); const char* name = Eluna::CHECKVAL<const char*>(L, 2);
@@ -154,12 +230,23 @@ namespace LuaGroup
return 1; return 1;
} }
/**
* Returns the member count of this &Group
*
* @return uint32 memberCount
*/
int GetMembersCount(lua_State* L, Group* group) int GetMembersCount(lua_State* L, Group* group)
{ {
Eluna::Push(L, group->GetMembersCount()); Eluna::Push(L, group->GetMembersCount());
return 1; return 1;
} }
/**
* Returns the player's subgroup ID of this &Group
*
* @param Player player : the player to check
* @return uint8 subGroupID
*/
int GetMemberGroup(lua_State* L, Group* group) int GetMemberGroup(lua_State* L, Group* group)
{ {
Player* player = Eluna::CHECKOBJ<Player>(L, 2); Player* player = Eluna::CHECKOBJ<Player>(L, 2);
@@ -168,7 +255,11 @@ namespace LuaGroup
return 1; return 1;
} }
/* OTHER */ /**
* Sets the leader of this &Group
*
* @param Player leader : the player leader to change
*/
int SetLeader(lua_State* L, Group* group) int SetLeader(lua_State* L, Group* group)
{ {
Player* leader = Eluna::CHECKOBJ<Player>(L, 2); Player* leader = Eluna::CHECKOBJ<Player>(L, 2);
@@ -177,7 +268,13 @@ namespace LuaGroup
return 0; return 0;
} }
// SendPacket(packet, sendToPlayersInBattleground[, ignoreguid]) /**
* Sends a specified packet to this &Group
*
* @param WorldPacket data : the packet data
* @param bool ignorePlayersInBg : ignores players in a battleground
* @param uint64 ignore : ignore a player by their GUID
*/
int SendPacket(lua_State* L, Group* group) int SendPacket(lua_State* L, Group* group)
{ {
WorldPacket* data = Eluna::CHECKOBJ<WorldPacket>(L, 2); WorldPacket* data = Eluna::CHECKOBJ<WorldPacket>(L, 2);
@@ -188,6 +285,23 @@ namespace LuaGroup
return 0; return 0;
} }
/**
* Removes a member from this &Group and returns 'true' if successful
*
* <pre>
* enum RemoveMethod
* {
* GROUP_REMOVEMETHOD_DEFAULT = 0,
* GROUP_REMOVEMETHOD_KICK = 1,
* GROUP_REMOVEMETHOD_LEAVE = 2,
* GROUP_REMOVEMETHOD_KICK_LFG = 3
* };
* </pre>
*
* @param Player player : the player to remove
* @param uint32 method : the remove method
* @return bool removed
*/
int RemoveMember(lua_State* L, Group* group) int RemoveMember(lua_State* L, Group* group)
{ {
Player* player = Eluna::CHECKOBJ<Player>(L, 2); Player* player = Eluna::CHECKOBJ<Player>(L, 2);
@@ -201,18 +315,32 @@ namespace LuaGroup
return 1; return 1;
} }
/**
* Disbands this &Group
*
*/
int Disband(lua_State* /*L*/, Group* group) int Disband(lua_State* /*L*/, Group* group)
{ {
group->Disband(); group->Disband();
return 0; return 0;
} }
/**
* Converts this &Group to a raid &Group
*
*/
int ConvertToRaid(lua_State* /*L*/, Group* group) int ConvertToRaid(lua_State* /*L*/, Group* group)
{ {
group->ConvertToRaid(); group->ConvertToRaid();
return 0; return 0;
} }
/**
* Sets the member's subGroup
*
* @param Player player : player to change
* @param uint8 groupID : the subGroup's ID
*/
int SetMembersGroup(lua_State* L, Group* group) int SetMembersGroup(lua_State* L, Group* group)
{ {
Player* player = Eluna::CHECKOBJ<Player>(L, 2); Player* player = Eluna::CHECKOBJ<Player>(L, 2);
@@ -222,6 +350,13 @@ namespace LuaGroup
return 0; return 0;
} }
/**
* Sets the target icon of an object for the &Group
*
* @param uint8 icon : the icon (Skull, Square, etc)
* @param uint64 target : GUID of the icon target, 0 is to clear the icon
* @param uint64 setter : GUID of the icon setter
*/
int SetTargetIcon(lua_State* L, Group* group) int SetTargetIcon(lua_State* L, Group* group)
{ {
uint8 icon = Eluna::CHECKVAL<uint8>(L, 2); uint8 icon = Eluna::CHECKVAL<uint8>(L, 2);

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@@ -977,38 +977,38 @@ ElunaRegister<Quest> QuestMethods[] =
ElunaRegister<Group> GroupMethods[] = ElunaRegister<Group> GroupMethods[] =
{ {
// Getters // Getters
{ "GetMembers", &LuaGroup::GetMembers }, // :GetMembers() - returns a table the players in this group. (Online?) { "GetMembers", &LuaGroup::GetMembers },
{ "GetLeaderGUID", &LuaGroup::GetLeaderGUID }, { "GetLeaderGUID", &LuaGroup::GetLeaderGUID },
{ "GetLeader", &LuaGroup::GetLeader }, { "GetLeader", &LuaGroup::GetLeader },
{ "GetGUID", &LuaGroup::GetGUID }, { "GetGUID", &LuaGroup::GetGUID },
{ "GetMemberGroup", &LuaGroup::GetMemberGroup }, // :GetMemberGroup(player) - Returns the player's subgroup ID { "GetMemberGroup", &LuaGroup::GetMemberGroup },
{ "GetMemberGUID", &LuaGroup::GetMemberGUID }, // :GetMemberGUID("name") - Returns the member's GUID { "GetMemberGUID", &LuaGroup::GetMemberGUID },
{ "GetMembersCount", &LuaGroup::GetMembersCount }, // :GetMembersCount() - Returns the member count of the group { "GetMembersCount", &LuaGroup::GetMembersCount },
// Setters // Setters
{ "SetLeader", &LuaGroup::SetLeader }, // :SetLeader(Player) - Sets the player as the new leader { "SetLeader", &LuaGroup::SetLeader },
{ "SetMembersGroup", &LuaGroup::SetMembersGroup }, // :ChangeMembersGroup(player, subGroup) - Changes the member's subgroup { "SetMembersGroup", &LuaGroup::SetMembersGroup },
{ "SetTargetIcon", &LuaGroup::SetTargetIcon }, // :SetTargetIcon(icon, targetguid[, setterguid]) - Sets target's icon for group. target 0 to clear. { "SetTargetIcon", &LuaGroup::SetTargetIcon },
// Boolean // Boolean
{ "IsLeader", &LuaGroup::IsLeader }, // :IsLeader(GUID) { "IsLeader", &LuaGroup::IsLeader },
{ "AddInvite", &LuaGroup::AddInvite }, // :AddInvite(player) - Adds a an invite to player. Returns true if succesful { "AddInvite", &LuaGroup::AddInvite },
{ "RemoveMember", &LuaGroup::RemoveMember }, // :RemoveMember(player) - Removes player from group. Returns true on success { "RemoveMember", &LuaGroup::RemoveMember },
{ "Disband", &LuaGroup::Disband }, // :Disband() - Disbands the group { "Disband", &LuaGroup::Disband },
{ "IsFull", &LuaGroup::IsFull }, // :IsFull() - Returns true if the group is full { "IsFull", &LuaGroup::IsFull },
// {"IsLFGGroup", &LuaGroup::IsLFGGroup}, // :IsLFGGroup() - Returns true if the group is an LFG group // {"IsLFGGroup", &LuaGroup::IsLFGGroup}, // :IsLFGGroup() - Returns true if the group is an LFG group
{ "IsRaidGroup", &LuaGroup::IsRaidGroup }, // :IsRaidGroup() - Returns true if the group is a raid group { "IsRaidGroup", &LuaGroup::IsRaidGroup },
{ "IsBGGroup", &LuaGroup::IsBGGroup }, // :IsBGGroup() - Returns true if the group is a battleground group { "IsBGGroup", &LuaGroup::IsBGGroup },
// {"IsBFGroup", &LuaGroup::IsBFGroup}, // :IsBFGroup() - Returns true if the group is a battlefield group // {"IsBFGroup", &LuaGroup::IsBFGroup}, // :IsBFGroup() - Returns true if the group is a battlefield group
{ "IsMember", &LuaGroup::IsMember }, // :IsMember(player) - Returns true if the player is a member of the group { "IsMember", &LuaGroup::IsMember },
{ "IsAssistant", &LuaGroup::IsAssistant }, // :IsAssistant(player) - returns true if the player is an assistant in the group { "IsAssistant", &LuaGroup::IsAssistant },
{ "SameSubGroup", &LuaGroup::SameSubGroup }, // :SameSubGroup(player1, player2) - Returns true if the players are in the same subgroup in the group { "SameSubGroup", &LuaGroup::SameSubGroup },
{ "HasFreeSlotSubGroup", &LuaGroup::HasFreeSlotSubGroup }, // :HasFreeSlotSubGroup(subGroup) - Returns true if the subgroupID has free slots { "HasFreeSlotSubGroup", &LuaGroup::HasFreeSlotSubGroup },
// Other // Other
{ "SendPacket", &LuaGroup::SendPacket }, // :SendPacket(packet, sendToPlayersInBattleground[, ignoreguid]) - Sends a specified packet to the group with the choice (true/false) to send it to players in a battleground. Optionally ignores given player guid { "SendPacket", &LuaGroup::SendPacket },
// {"ConvertToLFG", &LuaGroup::ConvertToLFG}, // :ConvertToLFG() - Converts the group to an LFG group // {"ConvertToLFG", &LuaGroup::ConvertToLFG}, // :ConvertToLFG() - Converts the group to an LFG group
{ "ConvertToRaid", &LuaGroup::ConvertToRaid }, // :ConvertToRaid() - Converts the group to a raid group { "ConvertToRaid", &LuaGroup::ConvertToRaid },
{ NULL, NULL }, { NULL, NULL },
}; };