diff --git a/src/features/conversion.ts b/src/features/conversion.ts index c334b6e..d140cc3 100644 --- a/src/features/conversion.ts +++ b/src/features/conversion.ts @@ -15,7 +15,7 @@ import { computed, unref } from "vue"; /** An object that configures a {@link Conversion}. */ export interface ConversionOptions { /** - * The scaling function that is used to determine the rate of conversion from one {@link Resource} to the other. + * The scaling function that is used to determine the rate of conversion from one {@link features/resources/resource.Resource} to the other. */ scaling: ScalingFunction; /** @@ -41,11 +41,11 @@ export interface ConversionOptions { */ nextAt?: Computable; /** - * The input {@link Resource} for this conversion. + * The input {@link features/resources/resource.Resource} for this conversion. */ baseResource: Resource; /** - * The output {@link Resource} for this conversion. i.e. the resource being generated. + * The output {@link features/resources/resource.Resource} for this conversion. i.e. the resource being generated. */ gainResource: Resource; /** @@ -76,7 +76,7 @@ export interface ConversionOptions { /** * An additional modifier that will be applied to the gain amounts. * Must be reversible in order to correctly calculate {@link nextAt}. - * @see {@link createSequentialModifier} if you want to apply multiple modifiers. + * @see {@link game/modifiers.createSequentialModifier} if you want to apply multiple modifiers. */ gainModifier?: WithRequired; /** @@ -84,7 +84,7 @@ export interface ConversionOptions { * That is to say, this modifier will be applied to the amount of baseResource before going into the scaling function. * A cost modifier of x0.5 would give gain amounts equal to the player having half the baseResource they actually have. * Must be reversible in order to correctly calculate {@link nextAt}. - * @see {@link createSequentialModifier} if you want to apply multiple modifiers. + * @see {@link game/modifiers.createSequentialModifier} if you want to apply multiple modifiers. */ costModifier?: WithRequired; } @@ -99,7 +99,7 @@ export interface BaseConversion { convert: VoidFunction; } -/** An object that converts one {@link Resource} into another at a given rate. */ +/** An object that converts one {@link features/resources/resource.Resource} into another at a given rate. */ export type Conversion = Replace< T & BaseConversion, { diff --git a/src/features/feature.ts b/src/features/feature.ts index c2f34f5..ae14e29 100644 --- a/src/features/feature.ts +++ b/src/features/feature.ts @@ -5,12 +5,12 @@ import { isRef } from "vue"; /** * A symbol to use as a key for a vue component a feature can be rendered with - * @see {@link VueFeature} + * @see {@link util/vue.VueFeature} */ export const Component = Symbol("Component"); /** * A symbol to use as a key for a prop gathering function that a feature can use to send to its component - * @see {@link VueFeature} + * @see {@link util/vue.VueFeature} */ export const GatherProps = Symbol("GatherProps"); diff --git a/src/game/layers.tsx b/src/game/layers.tsx index ea40350..2ecae92 100644 --- a/src/game/layers.tsx +++ b/src/game/layers.tsx @@ -32,22 +32,22 @@ export interface FeatureNode { } /** - * An injection key that a {@link Context} will use to provide a function that registers a {@link FeatureNode} with the given id and HTML element. + * An injection key that a {@link ContextComponent} will use to provide a function that registers a {@link FeatureNode} with the given id and HTML element. */ export const RegisterNodeInjectionKey: InjectionKey<(id: string, element: HTMLElement) => void> = Symbol("RegisterNode"); /** - * An injection key that a {@link Context} will use to provide a function that unregisters a {@link FeatureNode} with the given id. + * An injection key that a {@link ContextComponent} will use to provide a function that unregisters a {@link FeatureNode} with the given id. */ export const UnregisterNodeInjectionKey: InjectionKey<(id: string) => void> = Symbol("UnregisterNode"); /** - * An injection key that a {@link Context} will use to provide a ref to a map of all currently registered {@link FeatureNode}s. + * An injection key that a {@link ContextComponent} will use to provide a ref to a map of all currently registered {@link FeatureNode}s. */ export const NodesInjectionKey: InjectionKey>> = Symbol("Nodes"); /** - * An injection key that a {@link Context} will use to provide a ref to a bounding rect of the Context. + * An injection key that a {@link ContextComponent} will use to provide a ref to a bounding rect of the Context. */ export const BoundsInjectionKey: InjectionKey> = Symbol("Bounds"); @@ -93,14 +93,14 @@ export interface Position { /** * An object that configures a {@link Layer}. * Even moreso than features, the developer is expected to include extra properties in this object. - * All {@link persistent} refs must be included somewhere within the layer object. + * All {@link game/persistence.Persistent} refs must be included somewhere within the layer object. */ export interface LayerOptions { /** The color of the layer, used to theme the entire layer's display. */ color?: Computable; /** * The layout of this layer's features. - * When the layer is open in {@link player.tabs}, this is the content that is display. + * When the layer is open in {@link game/player.PlayerData.tabs}, this is the content that is display. */ display: Computable; /** An object of classes that should be applied to the display. */ @@ -109,7 +109,7 @@ export interface LayerOptions { style?: Computable; /** * The name of the layer, used on minimized tabs. - * Defaults to {@link id}. + * Defaults to {@link BaseLayer.id}. */ name?: Computable; /** @@ -119,7 +119,7 @@ export interface LayerOptions { minimizable?: Computable; /** * Whether or not to force the go back button to be hidden. - * If true, go back will be hidden regardless of {@link projInfo.allowGoBack}. + * If true, go back will be hidden regardless of {@link data/projInfo.allowGoBack}. */ forceHideGoBack?: Computable; /** @@ -146,7 +146,7 @@ export interface BaseLayer { on: OmitThisParameter["on"]>; /** A function to emit a {@link LayerEvents} event to this layer. */ emit: (...args: [K, ...Parameters]) => void; - /** A map of {@link FeatureNode}s present in this layer's {@link Context} component. */ + /** A map of {@link FeatureNode}s present in this layer's {@link ContextComponent} component. */ nodes: Ref>; } @@ -230,8 +230,8 @@ export function createLayer( /** * Enables a layer object, so it will be updated every tick. * Note that accessing a layer/its properties does NOT require it to be enabled. - * For dynamic layers you can call this function and {@link removeLayer} as necessary. Just make sure {@link projEntry.getInitialLayers} will provide an accurate list of layers based on the player data object. - * For static layers just make {@link projEntry.getInitialLayers} return all the layers. + * For dynamic layers you can call this function and {@link removeLayer} as necessary. Just make sure {@link data/projEntry.getInitialLayers} will provide an accurate list of layers based on the player data object. + * For static layers just make {@link data/projEntry.getInitialLayers} return all the layers. * @param layer The layer to add. * @param player The player data object, which will have a data object for this layer. */ @@ -291,7 +291,7 @@ export function reloadLayer(layer: GenericLayer): void { } /** - * Utility function for creating a modal that display's a {@link layer.display}. + * Utility function for creating a modal that display's a {@link LayerOptions.display}. * Returns the modal itself, which can be rendered anywhere you need, as well as a function to open the modal. * @param layer The layer to display in the modal. */