Update doc-comments to use JSDoc style

This commit is contained in:
Nathan Lovato 2020-04-02 18:31:59 -06:00
parent 89e4dc4c2b
commit a2d0258ff1
29 changed files with 43 additions and 43 deletions

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@ -1,6 +1,6 @@
# A specialized steering agent that updates itself every frame so the user does # A specialized steering agent that updates itself every frame so the user does
# not have to using a KinematicBody2D # not have to using a KinematicBody2D
# category: Specialized agents # @category - Specialized agents
extends GSAISpecializedAgent extends GSAISpecializedAgent
class_name GSAIKinematicBody2DAgent class_name GSAIKinematicBody2DAgent
@ -31,7 +31,7 @@ func _init(_body: KinematicBody2D, _movement_type: int = MovementType.SLIDE) ->
# Moves the agent's `body` by target `acceleration`. # Moves the agent's `body` by target `acceleration`.
# tags: virtual # @tags - virtual
func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void: func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void:
_applied_steering = true _applied_steering = true
match movement_type: match movement_type:

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@ -1,6 +1,6 @@
# A specialized steering agent that updates itself every frame so the user does # A specialized steering agent that updates itself every frame so the user does
# not have to using a KinematicBody # not have to using a KinematicBody
# category: Specialized agents # @category - Specialized agents
extends GSAISpecializedAgent extends GSAISpecializedAgent
class_name GSAIKinematicBody3DAgent class_name GSAIKinematicBody3DAgent
@ -31,7 +31,7 @@ func _init(_body: KinematicBody, _movement_type: int = MovementType.SLIDE) -> vo
# Moves the agent's `body` by target `acceleration`. # Moves the agent's `body` by target `acceleration`.
# tags: virtual # @tags - virtual
func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void: func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void:
_applied_steering = true _applied_steering = true
match movement_type: match movement_type:

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@ -1,6 +1,6 @@
# A specialized steering agent that updates itself every frame so the user does # A specialized steering agent that updates itself every frame so the user does
# not have to using a RigidBody2D # not have to using a RigidBody2D
# category: Specialized agents # @category - Specialized agents
extends GSAISpecializedAgent extends GSAISpecializedAgent
class_name GSAIRigidBody2DAgent class_name GSAIRigidBody2DAgent
@ -21,7 +21,7 @@ func _init(_body: RigidBody2D) -> void:
# Moves the agent's `body` by target `acceleration`. # Moves the agent's `body` by target `acceleration`.
# tags: virtual # @tags - virtual
func _apply_steering(acceleration: GSAITargetAcceleration, _delta: float) -> void: func _apply_steering(acceleration: GSAITargetAcceleration, _delta: float) -> void:
var _body: RigidBody2D = _body_ref.get_ref() var _body: RigidBody2D = _body_ref.get_ref()
if not _body: if not _body:

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@ -1,6 +1,6 @@
# A specialized steering agent that updates itself every frame so the user does # A specialized steering agent that updates itself every frame so the user does
# not have to using a RigidBody # not have to using a RigidBody
# category: Specialized agents # @category - Specialized agents
extends GSAISpecializedAgent extends GSAISpecializedAgent
class_name GSAIRigidBody3DAgent class_name GSAIRigidBody3DAgent
@ -20,7 +20,7 @@ func _init(_body: RigidBody) -> void:
# Moves the agent's `body` by target `acceleration`. # Moves the agent's `body` by target `acceleration`.
# tags: virtual # @tags - virtual
func _apply_steering(acceleration: GSAITargetAcceleration, _delta: float) -> void: func _apply_steering(acceleration: GSAITargetAcceleration, _delta: float) -> void:
var _body: RigidBody = _body_ref.get_ref() var _body: RigidBody = _body_ref.get_ref()
if not _body: if not _body:

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@ -1,7 +1,7 @@
# A base class for a specialized steering agent that updates itself every frame # A base class for a specialized steering agent that updates itself every frame
# so the user does not have to. All other specialized agents derive from this. # so the user does not have to. All other specialized agents derive from this.
# category: Specialized agents # @category - Specialized agents
# tags: abstract # @tags - abstract
extends GSAISteeringAgent extends GSAISteeringAgent
class_name GSAISpecializedAgent class_name GSAISpecializedAgent
@ -34,6 +34,6 @@ var _applied_steering := false
# Moves the agent's body by target `acceleration`. # Moves the agent's body by target `acceleration`.
# tags: virtual # @tags - virtual
func _apply_steering(_acceleration: GSAITargetAcceleration, _delta: float) -> void: func _apply_steering(_acceleration: GSAITargetAcceleration, _delta: float) -> void:
pass pass

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@ -1,6 +1,6 @@
# Calculates acceleration to take an agent to its target's location. The # Calculates acceleration to take an agent to its target's location. The
# calculation attempts to arrive with zero remaining velocity. # calculation attempts to arrive with zero remaining velocity.
# category: Individual behaviors # @category - Individual behaviors
class_name GSAIArrive class_name GSAIArrive
extends GSAISteeringBehavior extends GSAISteeringBehavior

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@ -1,6 +1,6 @@
# Steers the agent to avoid obstacles in its path. Approximates obstacles as # Steers the agent to avoid obstacles in its path. Approximates obstacles as
# spheres. # spheres.
# category: Group behaviors # @category - Group behaviors
class_name GSAIAvoidCollisions class_name GSAIAvoidCollisions
extends GSAIGroupBehavior extends GSAIGroupBehavior
@ -44,7 +44,7 @@ func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
# Callback for the proximity to call when finding neighbors. Keeps track of every `neighbor` # Callback for the proximity to call when finding neighbors. Keeps track of every `neighbor`
# that was found but only keeps the one the owning agent will most likely collide with. # that was found but only keeps the one the owning agent will most likely collide with.
# tags: virtual # @tags - virtual
func _report_neighbor(neighbor: GSAISteeringAgent) -> bool: func _report_neighbor(neighbor: GSAISteeringAgent) -> bool:
var relative_position := neighbor.position - agent.position var relative_position := neighbor.position - agent.position
var relative_velocity := neighbor.linear_velocity - agent.linear_velocity var relative_velocity := neighbor.linear_velocity - agent.linear_velocity

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@ -6,7 +6,7 @@
# behavior : GSAISteeringBehavior, # behavior : GSAISteeringBehavior,
# weight : float # weight : float
# } # }
# category: Combination behaviors # @category - Combination behaviors
class_name GSAIBlend class_name GSAIBlend
extends GSAISteeringBehavior extends GSAISteeringBehavior

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@ -1,6 +1,6 @@
# Calculates an acceleration that attempts to move the agent towards the center # Calculates an acceleration that attempts to move the agent towards the center
# of mass of the agents in the area defined by the `GSAIProximity`. # of mass of the agents in the area defined by the `GSAIProximity`.
# category: Group behaviors # @category - Group behaviors
class_name GSAICohesion class_name GSAICohesion
extends GSAIGroupBehavior extends GSAIGroupBehavior
@ -25,7 +25,7 @@ func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
# Callback for the proximity to call when finding neighbors. Adds `neighbor`'s position # Callback for the proximity to call when finding neighbors. Adds `neighbor`'s position
# to the center of mass of the group. # to the center of mass of the group.
# tags: virtual # @tags - virtual
func _report_neighbor(neighbor: GSAISteeringAgent) -> bool: func _report_neighbor(neighbor: GSAISteeringAgent) -> bool:
_center_of_mass += neighbor.position _center_of_mass += neighbor.position
return true return true

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@ -1,6 +1,6 @@
# Calculates acceleration to take an agent away from where a target agent is # Calculates acceleration to take an agent away from where a target agent is
# moving. # moving.
# category: Individual behaviors # @category - Individual behaviors
class_name GSAIEvade class_name GSAIEvade
extends GSAIPursue extends GSAIPursue

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@ -1,6 +1,6 @@
# Calculates angular acceleration to rotate a target to face its target's # Calculates angular acceleration to rotate a target to face its target's
# position. The behavior attemps to arrive with zero remaining angular velocity. # position. The behavior attemps to arrive with zero remaining angular velocity.
# category: Individual behaviors # @category - Individual behaviors
class_name GSAIFace class_name GSAIFace
extends GSAIMatchOrientation extends GSAIMatchOrientation

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@ -1,5 +1,5 @@
# Calculates acceleration to take an agent directly away from a target agent. # Calculates acceleration to take an agent directly away from a target agent.
# category: Individual behaviors # @category - Individual behaviors
class_name GSAIFlee class_name GSAIFlee
extends GSAISeek extends GSAISeek

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@ -1,5 +1,5 @@
# Produces a linear acceleration that moves the agent along the specified path. # Produces a linear acceleration that moves the agent along the specified path.
# category: Individual behaviors # @category - Individual behaviors
class_name GSAIFollowPath class_name GSAIFollowPath
extends GSAIArrive extends GSAIArrive

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@ -1,6 +1,6 @@
# Calculates an angular acceleration to match an agent's orientation to its # Calculates an angular acceleration to match an agent's orientation to its
# direction of travel. # direction of travel.
# category: Individual behaviors # @category - Individual behaviors
class_name GSAILookWhereYouGo class_name GSAILookWhereYouGo
extends GSAIMatchOrientation extends GSAIMatchOrientation

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@ -1,7 +1,7 @@
# Calculates an angular acceleration to match an agent's orientation to that of # Calculates an angular acceleration to match an agent's orientation to that of
# its target. Attempts to make the agent arrive with zero remaining angular # its target. Attempts to make the agent arrive with zero remaining angular
# velocity. # velocity.
# category: Individual behaviors # @category - Individual behaviors
class_name GSAIMatchOrientation class_name GSAIMatchOrientation
extends GSAISteeringBehavior extends GSAISteeringBehavior

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@ -1,6 +1,6 @@
# Container for multiple behaviors that returns the result of the first child # Container for multiple behaviors that returns the result of the first child
# behavior with non-zero acceleration. # behavior with non-zero acceleration.
# category: Combination behaviors # @category - Combination behaviors
class_name GSAIPriority class_name GSAIPriority
extends GSAISteeringBehavior extends GSAISteeringBehavior

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@ -1,6 +1,6 @@
# Calculates an acceleration to make an agent intercept another based on the # Calculates an acceleration to make an agent intercept another based on the
# target agent's movement. # target agent's movement.
# category: Individual behaviors # @category - Individual behaviors
class_name GSAIPursue class_name GSAIPursue
extends GSAISteeringBehavior extends GSAISteeringBehavior

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@ -1,6 +1,6 @@
# Calculates an acceleration to take an agent to a target agent's position # Calculates an acceleration to take an agent to a target agent's position
# directly. # directly.
# category: Individual behaviors # @category - Individual behaviors
class_name GSAISeek class_name GSAISeek
extends GSAISteeringBehavior extends GSAISteeringBehavior

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@ -4,7 +4,7 @@
# The acceleration is an average based on all neighbors, multiplied by a # The acceleration is an average based on all neighbors, multiplied by a
# strength decreasing by the inverse square law in relation to distance, and it # strength decreasing by the inverse square law in relation to distance, and it
# accumulates. # accumulates.
# category: Group behaviors # @category - Group behaviors
class_name GSAISeparation class_name GSAISeparation
extends GSAIGroupBehavior extends GSAIGroupBehavior
@ -27,7 +27,7 @@ func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
# Callback for the proximity to call when finding neighbors. Determines the amount of # Callback for the proximity to call when finding neighbors. Determines the amount of
# acceleration that `neighbor` imposes based on its distance from the owner agent. # acceleration that `neighbor` imposes based on its distance from the owner agent.
# tags: virtual # @tags - virtual
func _report_neighbor(neighbor: GSAISteeringAgent) -> bool: func _report_neighbor(neighbor: GSAISteeringAgent) -> bool:
var to_agent := agent.position - neighbor.position var to_agent := agent.position - neighbor.position

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@ -1,5 +1,5 @@
# Represents an agent with only a location and an orientation. # Represents an agent with only a location and an orientation.
# category: Base types # @category - Base types
class_name GSAIAgentLocation class_name GSAIAgentLocation
# The agent's position in space. # The agent's position in space.

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@ -1,5 +1,5 @@
# Base type for group-based steering behaviors. # Base type for group-based steering behaviors.
# category: Base types # @category - Base types
class_name GSAIGroupBehavior class_name GSAIGroupBehavior
extends GSAISteeringBehavior extends GSAISteeringBehavior
@ -15,6 +15,6 @@ func _init(agent: GSAISteeringAgent, _proximity: GSAIProximity).(agent) -> void:
# Internal callback for the behavior to define whether or not a member is # Internal callback for the behavior to define whether or not a member is
# relevant # relevant
# tags: virtual # @tags - virtual
func _report_neighbor(_neighbor: GSAISteeringAgent) -> bool: func _report_neighbor(_neighbor: GSAISteeringAgent) -> bool:
return false return false

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@ -1,6 +1,6 @@
# Represents a path made up of Vector3 waypoints, split into segments path # Represents a path made up of Vector3 waypoints, split into segments path
# follow behaviors can use. # follow behaviors can use.
# category: Base types # @category - Base types
class_name GSAIPath class_name GSAIPath
extends Reference extends Reference

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@ -2,7 +2,7 @@
# #
# It is the character's responsibility to keep this information up to date for # It is the character's responsibility to keep this information up to date for
# the steering toolkit to work correctly. # the steering toolkit to work correctly.
# category: Base types # @category - Base types
extends GSAIAgentLocation extends GSAIAgentLocation
class_name GSAISteeringAgent class_name GSAISteeringAgent

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@ -5,7 +5,7 @@
# #
# The `calculate_steering` function is the entry point for all behaviors. # The `calculate_steering` function is the entry point for all behaviors.
# Individual steering behaviors encapsulate the steering logic. # Individual steering behaviors encapsulate the steering logic.
# category: Base types # @category - Base types
class_name GSAISteeringBehavior class_name GSAISteeringBehavior
# If `false`, all calculations return zero amounts of acceleration. # If `false`, all calculations return zero amounts of acceleration.

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@ -1,6 +1,6 @@
# A desired linear and angular amount of acceleration requested by the steering # A desired linear and angular amount of acceleration requested by the steering
# system. # system.
# category: Base types # @category - Base types
class_name GSAITargetAcceleration class_name GSAITargetAcceleration
# Linear acceleration # Linear acceleration

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@ -1,5 +1,5 @@
# Math and vector utility functions. # Math and vector utility functions.
# Category: Utilities # @Category - Utilities
class_name GSAIUtils class_name GSAIUtils
# Returns the `vector` with its length capped to `limit`. # Returns the `vector` with its length capped to `limit`.

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@ -1,6 +1,6 @@
# Determines any agent that is in the specified list as being neighbors with the # Determines any agent that is in the specified list as being neighbors with the
# owner agent, regardless of distance. # owner agent, regardless of distance.
# category: Proximities # @category - Proximities
extends GSAIProximity extends GSAIProximity
class_name GSAIInfiniteProximity class_name GSAIInfiniteProximity
@ -13,7 +13,7 @@ func _init(agent: GSAISteeringAgent, agents: Array).(agent, agents) -> void:
# #
# `_find_neighbors` calls `callback` for each agent in the `agents` array and # `_find_neighbors` calls `callback` for each agent in the `agents` array and
# adds one to the count if its `callback` returns true. # adds one to the count if its `callback` returns true.
# tags: virtual # @tags - virtual
func _find_neighbors(callback: FuncRef) -> int: func _find_neighbors(callback: FuncRef) -> int:
var neighbor_count := 0 var neighbor_count := 0
var agent_count := agents.size() var agent_count := agents.size()

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@ -1,6 +1,6 @@
# Base container type that stores data to find the neighbors of an agent. # Base container type that stores data to find the neighbors of an agent.
# category: Proximities # @category - Proximities
# tags: abstract # @tags - abstract
extends Reference extends Reference
class_name GSAIProximity class_name GSAIProximity
@ -19,6 +19,6 @@ func _init(_agent: GSAISteeringAgent, _agents: Array) -> void:
# #
# `_find_neighbors` calls `callback` for each agent in the `agents` array and # `_find_neighbors` calls `callback` for each agent in the `agents` array and
# adds one to the count if its `callback` returns true. # adds one to the count if its `callback` returns true.
# tags: virtual # @tags - virtual
func _find_neighbors(_callback: FuncRef) -> int: func _find_neighbors(_callback: FuncRef) -> int:
return 0 return 0

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@ -1,6 +1,6 @@
# Determines any agent that is in the specified list as being neighbors with the owner agent if # Determines any agent that is in the specified list as being neighbors with the owner agent if
# they lie within the specified radius. # they lie within the specified radius.
# category: Proximities # @category - Proximities
extends GSAIProximity extends GSAIProximity
class_name GSAIRadiusProximity class_name GSAIRadiusProximity
@ -20,7 +20,7 @@ func _init(agent: GSAISteeringAgent, agents: Array, _radius: float).(agent, agen
# #
# `_find_neighbors` calls `callback` for each agent in the `agents` array that lie within # `_find_neighbors` calls `callback` for each agent in the `agents` array that lie within
# the radius around the owning agent and adds one to the count if its `callback` returns true. # the radius around the owning agent and adds one to the count if its `callback` returns true.
# tags: virtual # @tags - virtual
func _find_neighbors(callback: FuncRef) -> int: func _find_neighbors(callback: FuncRef) -> int:
var agent_count := agents.size() var agent_count := agents.size()
var neighbor_count := 0 var neighbor_count := 0