Docs for Item Enums. Also started work on Spell Enums, and added a little explanation, on why these classes exist.

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Relintai 2019-12-27 16:04:57 +01:00
parent 0e8e2d3463
commit dc6e74c60a
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Enums
=====
These are helper classes containing huge amounts of enums.
They exists, because if these were in their own respective classes, for example
Entity for EntityEnums, then Entity would need to be included by pretty much almost every class,
but Entity also includes a lot of things, which means a lot of boilerplate forward declarations, and also
this would slow down incremental compile times considerably. So for convenience, these classes were born.
.. toctree::
:maxdepth: 1
:caption: Enums

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.. _doc_general_item_enums:
Item Enums
==========
:ref:`Item Enums <class_ItemEnums>`
===================================
Contains Entity-related enums.
Contains item-related enums.
ItemRarity
----------
:ref:`ItemRarity <enum_ItemEnums_ItemRarity>`
---------------------------------------------
ItemRarityFlag
--------------
Yout can set the visual rarity representation with this.
ItemType
--------
:ref:`ItemRarityFlag <enum_ItemEnums_ItemRarityFlag>`
-----------------------------------------------------
ItemSubtype
-----------
For generated items. You can set with it which rarities can happen.
ItemSubSubtype
--------------
:ref:`ItemType <enum_ItemEnums_ItemType>`
-----------------------------------------
EquipSlots
----------
Main item type / category.
ArmorType
---------
Contains things like equipment, weapont, potion, herb, etc.
EntityTextureLayers
-------------------
:ref:`ItemSubtype <enum_ItemEnums_ItemSubtype>`
-----------------------------------------------
Subtype. Like axe, mace, quest item etc.
:ref:`ItemSubSubtype <enum_ItemEnums_ItemSubSubtype>`
-----------------------------------------------------
SubSubtype. Like One hand, Two Hand etc.
.. note:: I don't like this setup, I'll try to make this better.
:ref:`EquipSlots <enum_ItemEnums_EquipSlots>`
---------------------------------------------
The equipslots you want for your character.
Head, Neck, Shoulders etc.
.. note:: I don't like this setup, I'll try to make this better (Somehow make it easily changeable).
Maybe make it customiyable with a macro from a central file somehow. TODO (Same will be
applied, to any enum which should be customizable)
:ref:`ArmorType <enum_ItemEnums_ArmorType>`
-------------------------------------------
Armor types. Cloth, Leather, etc.
:ref:`EntityTextureLayers <enum_ItemEnums_EntityTextureLayers>`
---------------------------------------------------------------
Texture Layers for merging equipment textures, so you can color skins, eyes etc, and then merge
(and also possibly color) equipment textures.
Think of equipment coloring in Diablo 3.

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.. _doc_general_spell_enums:
Spell Enums
===========
:ref:`Spell Enums <class_SpellEnums>`
=====================================
DamageType
----------
Contains Spell-related enums.
SpellCategory
-------------
:ref:`DamageType <enum_SpellEnums_DamageType>`
----------------------------------------------
SpellType
---------
:ref:`SpellCategory <enum_SpellEnums_SpellCategory>`
----------------------------------------------------
DiminishingReturnCategory
-------------------------
:ref:`SpellType <enum_SpellEnums_SpellType>`
--------------------------------------------
TriggerEvents
-------------
:ref:`DiminishingReturnCategory <enum_SpellEnums_DiminishingReturnCategory>`
----------------------------------------------------------------------------
AuraType
--------
:ref:`TriggerEvents <enum_SpellEnums_TriggerEvents>`
----------------------------------------------------
ColliderType
------------
:ref:`AuraType <enum_SpellEnums_AuraType>`
------------------------------------------
TargetType
----------
:ref:`ColliderType <enum_SpellEnums_ColliderType>`
--------------------------------------------------
:ref:`TargetType <enum_SpellEnums_TargetType>`
----------------------------------------------