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Re: [Merge] lp:~widelands-dev/widelands/bug-1530370-soldiers-lua into lp:widelands

 

Review: Approve code review + testing

LGTM, just a few minor typos in documentation (see diff comments).

Diff comments:

> 
> === modified file 'src/scripting/lua_map.cc'
> --- src/scripting/lua_map.cc	2016-03-22 07:32:14 +0000
> +++ src/scripting/lua_map.cc	2016-04-02 16:56:15 +0000
> @@ -2716,19 +2716,176 @@
>  
>  
>  
> -/*
> - ==========================================================
> - LUA METHODS
> - ==========================================================
> - */
> -
> -
> -
> -/*
> - ==========================================================
> - C METHODS
> - ==========================================================
> - */
> +
> +/* RST
> +SoldierDescription
> +-----------------
> +
> +.. class:: SoldierDescription
> +
> +	A static description of a tribe's soldier, so it can be used in help files
> +	without having to access an actual instance of the worker on the map.
> +	See also class WorkerDescription for more properties.
> +*/
> +const char LuaSoldierDescription::className[] = "SoldierDescription";
> +const MethodType<LuaSoldierDescription> LuaSoldierDescription::Methods[] = {
> +	{nullptr, nullptr},
> +};
> +const PropertyType<LuaSoldierDescription> LuaSoldierDescription::Properties[] = {
> +	PROP_RO(LuaSoldierDescription, max_health_level),
> +	PROP_RO(LuaSoldierDescription, max_attack_level),
> +	PROP_RO(LuaSoldierDescription, max_defense_level),
> +	PROP_RO(LuaSoldierDescription, max_evade_level),
> +	PROP_RO(LuaSoldierDescription, base_health),
> +	PROP_RO(LuaSoldierDescription, base_min_attack),
> +	PROP_RO(LuaSoldierDescription, base_max_attack),
> +	PROP_RO(LuaSoldierDescription, base_defense),
> +	PROP_RO(LuaSoldierDescription, base_evade),
> +	PROP_RO(LuaSoldierDescription, health_incr_per_level),
> +	PROP_RO(LuaSoldierDescription, attack_incr_per_level),
> +	PROP_RO(LuaSoldierDescription, defense_incr_per_level),
> +	PROP_RO(LuaSoldierDescription, evade_incr_per_level),
> +	{nullptr, nullptr, nullptr},
> +};
> +
> +
> +/*
> + ==========================================================
> + PROPERTIES
> + ==========================================================
> + */
> +
> +
> +/* RST
> +	.. attribute:: get_max_health_level
> +
> +		(RO) The maximum health level that the soldier can have.
> +*/
> +int LuaSoldierDescription::get_max_health_level(lua_State * L) {
> +	lua_pushinteger(L, get()->get_max_health_level());
> +	return 1;
> +}
> +
> +/* RST
> +	.. attribute:: max_attack_level
> +
> +		(RO) The maximum attack level that the soldier can have.
> +*/
> +int LuaSoldierDescription::get_max_attack_level(lua_State * L) {
> +	lua_pushinteger(L, get()->get_max_attack_level());
> +	return 1;
> +}
> +
> +/* RST
> +	.. attribute:: max_defense_level
> +
> +		(RO) The maximum defense level that the soldier can have.
> +*/
> +int LuaSoldierDescription::get_max_defense_level(lua_State * L) {
> +	lua_pushinteger(L, get()->get_max_defense_level());
> +	return 1;
> +}
> +
> +/* RST
> +	.. attribute:: max_evade_level
> +
> +		(RO) The maximum evade level that the soldier can have.
> +*/
> +int LuaSoldierDescription::get_max_evade_level(lua_State * L) {
> +	lua_pushinteger(L, get()->get_max_evade_level());
> +	return 1;
> +}
> +
> +/* RST
> +	.. attribute:: get_base_health
> +
> +		(RO) The health points that the soldier starts with
> +*/
> +int LuaSoldierDescription::get_base_health(lua_State * L) {
> +	lua_pushinteger(L, get()->get_base_health());
> +	return 1;
> +}
> +
> +
> +/* RST
> +	.. attribute:: base_min_attack
> +
> +		(RO) The minimum random attack points that get added to a soldier' attack

Typo: soldier' -> soldier's

> +*/
> +int LuaSoldierDescription::get_base_min_attack(lua_State * L) {
> +	lua_pushinteger(L, get()->get_base_min_attack());
> +	return 1;
> +}
> +
> +/* RST
> +	.. attribute:: base_max_attack
> +
> +		((RO) The maximum random attack points that get added to a soldier' attack

Typos:
 - additional left parenthesis
 - soldier' -> soldier's

> +*/
> +int LuaSoldierDescription::get_base_max_attack(lua_State * L) {
> +	lua_pushinteger(L, get()->get_base_max_attack());
> +	return 1;
> +}
> +
> +/* RST
> +	.. attribute:: base_defense
> +
> +		(RO) The defense % that the soldier starts with
> +*/
> +int LuaSoldierDescription::get_base_defense(lua_State * L) {
> +	lua_pushinteger(L, get()->get_base_defense());
> +	return 1;
> +}
> +
> +/* RST
> +	.. attribute:: base_evade
> +
> +		(RO) The evade % that the soldier starts with
> +*/
> +int LuaSoldierDescription::get_base_evade(lua_State * L) {
> +	lua_pushinteger(L, get()->get_base_evade());
> +	return 1;
> +}
> +
> +/* RST
> +	.. attribute:: get_health_incr_per_level
> +
> +		(RO) The health points that the soldier will gain with each level.
> +*/
> +int LuaSoldierDescription::get_health_incr_per_level(lua_State * L) {
> +	lua_pushinteger(L, get()->get_health_incr_per_level());
> +	return 1;
> +}
> +
> +/* RST
> +	.. attribute:: attack_incr_per_level
> +
> +		(RO) The attack points that the soldier will gain with each level.
> +*/
> +int LuaSoldierDescription::get_attack_incr_per_level(lua_State * L) {
> +	lua_pushinteger(L, get()->get_attack_incr_per_level());
> +	return 1;
> +}
> +
> +/* RST
> +	.. attribute:: defense_incr_per_level
> +
> +		(RO) The defense % that the soldier will gain with each level.
> +*/
> +int LuaSoldierDescription::get_defense_incr_per_level(lua_State * L) {
> +	lua_pushinteger(L, get()->get_defense_incr_per_level());
> +	return 1;
> +}
> +
> +/* RST
> +	.. attribute:: evade_incr_per_level
> +
> +		(RO) The evade % that the soldier will gain with each level.
> +*/
> +int LuaSoldierDescription::get_evade_incr_per_level(lua_State * L) {
> +	lua_pushinteger(L, get()->get_evade_incr_per_level());
> +	return 1;
> +}
>  
>  /* RST
>  ResourceDescription


-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1530370-soldiers-lua/+merge/290800
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