36 lines
3.5 KiB
Lua
36 lines
3.5 KiB
Lua
---@meta
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---@class SMODS.Achievement: SMODS.GameObject
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---@field obj_table? table<string, SMODS.Achievement|table> Table of objects registered to this class.
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---@field super? SMODS.GameObject|table Parent class.
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---@field atlas? string Key to the achievement's atlas.
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---@field pos? table|{x: integer, y: integer} Position of the achievement's sprite.
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---@field earned? boolean Sets whether the achievemnt is considered "earned" on profile load. To reset, set `reset_on_startup` to `true`.
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---@field reset_on_startup? boolean Sets whether the achievement is unearned on profile load.
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---@field bypass_all_unlocked? boolean Sets whether the achievement can be earned on profiles that pressed the "Unlock All" button.
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---@field hidden_name? boolean Sets if the name of the achievement is hidden when not earned.
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---@field hidden_text? boolean Sets if the description of the achievement is hidden when not earned.
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---@field __call? fun(self: SMODS.Achievement|table, o: SMODS.Achievement|table): nil|table|SMODS.Achievement
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---@field extend? fun(self: SMODS.Achievement|table, o: SMODS.Achievement|table): table Primary method of creating a class.
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---@field check_duplicate_register? fun(self: SMODS.Achievement|table): boolean? Ensures objects already registered will not register.
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---@field check_duplicate_key? fun(self: SMODS.Achievement|table): boolean? Ensures objects with duplicate keys will not register. Checked on `__call` but not `take_ownership`. For take_ownership, the key must exist.
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---@field register? fun(self: SMODS.Achievement|table) Registers the object.
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---@field check_dependencies? fun(self: SMODS.Achievement|table): boolean? Returns `true` if there's no failed dependencies.
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---@field process_loc_text? fun(self: SMODS.Achievement|table) Called during `inject_class`. Handles injecting loc_text.
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---@field send_to_subclasses? fun(self: SMODS.Achievement|table, func: string, ...: any) Starting from this class, recusively searches for functions with the given key on all subordinate classes and run all found functions with the given arguments.
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---@field pre_inject_class? fun(self: SMODS.Achievement|table) Called before `inject_class`. Injects and manages class information before object injection.
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---@field post_inject_class? fun(self: SMODS.Achievement|table) Called after `inject_class`. Injects and manages class information after object injection.
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---@field inject_class? fun(self: SMODS.Achievement|table) Injects all direct instances of class objects by calling `obj:inject` and `obj:process_loc_text`. Also injects anything necessary for the class itself. Only called if class has defined both `obj_table` and `obj_buffer`.
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---@field inject? fun(self: SMODS.Achievement|table, i?: number) Called during `inject_class`. Injects the object into the game.
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---@field take_ownership? fun(self: SMODS.Achievement|table, key: string, obj: SMODS.Achievement|table, silent?: boolean): nil|table|SMODS.Achievement Takes control of vanilla objects. Child class must have get_obj for this to function
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---@field get_obj? fun(self: SMODS.Achievement|table, key: string): SMODS.Achievement|table? Returns an object if one matches the `key`.
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---@field unlock_condition? fun(self: SMODS.Achievement|table, args: table): boolean? Controls when the achievement is unlocked.
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---@overload fun(self: SMODS.Achievement): SMODS.Achievement
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SMODS.Achievement = setmetatable({}, {
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__call = function(self)
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return self
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end
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})
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---@type table<string, SMODS.Achievement|table>
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SMODS.Achievements = {} |