Fixed broken links

This commit is contained in:
thepaperpilot 2022-07-10 03:00:08 -05:00
parent 717f13ebe0
commit be96fcdd38
3 changed files with 20 additions and 20 deletions

View file

@ -15,7 +15,7 @@ import { computed, unref } from "vue";
/** An object that configures a {@link Conversion}. */ /** An object that configures a {@link Conversion}. */
export interface ConversionOptions { 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; scaling: ScalingFunction;
/** /**
@ -41,11 +41,11 @@ export interface ConversionOptions {
*/ */
nextAt?: Computable<DecimalSource>; nextAt?: Computable<DecimalSource>;
/** /**
* The input {@link Resource} for this conversion. * The input {@link features/resources/resource.Resource} for this conversion.
*/ */
baseResource: Resource; 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; gainResource: Resource;
/** /**
@ -76,7 +76,7 @@ export interface ConversionOptions {
/** /**
* An additional modifier that will be applied to the gain amounts. * An additional modifier that will be applied to the gain amounts.
* Must be reversible in order to correctly calculate {@link nextAt}. * 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<Modifier, "revert">; gainModifier?: WithRequired<Modifier, "revert">;
/** /**
@ -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. * 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. * 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}. * 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<Modifier, "revert">; costModifier?: WithRequired<Modifier, "revert">;
} }
@ -99,7 +99,7 @@ export interface BaseConversion {
convert: VoidFunction; 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<T extends ConversionOptions> = Replace< export type Conversion<T extends ConversionOptions> = Replace<
T & BaseConversion, T & BaseConversion,
{ {

View file

@ -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 * 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"); 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 * 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"); export const GatherProps = Symbol("GatherProps");

View file

@ -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> = export const RegisterNodeInjectionKey: InjectionKey<(id: string, element: HTMLElement) => void> =
Symbol("RegisterNode"); 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> = export const UnregisterNodeInjectionKey: InjectionKey<(id: string) => void> =
Symbol("UnregisterNode"); 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<Ref<Record<string, FeatureNode | undefined>>> = export const NodesInjectionKey: InjectionKey<Ref<Record<string, FeatureNode | undefined>>> =
Symbol("Nodes"); 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<Ref<DOMRect | undefined>> = Symbol("Bounds"); export const BoundsInjectionKey: InjectionKey<Ref<DOMRect | undefined>> = Symbol("Bounds");
@ -93,14 +93,14 @@ export interface Position {
/** /**
* An object that configures a {@link Layer}. * An object that configures a {@link Layer}.
* Even moreso than features, the developer is expected to include extra properties in this object. * 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 { export interface LayerOptions {
/** The color of the layer, used to theme the entire layer's display. */ /** The color of the layer, used to theme the entire layer's display. */
color?: Computable<string>; color?: Computable<string>;
/** /**
* The layout of this layer's features. * 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<CoercableComponent>; display: Computable<CoercableComponent>;
/** An object of classes that should be applied to the display. */ /** An object of classes that should be applied to the display. */
@ -109,7 +109,7 @@ export interface LayerOptions {
style?: Computable<StyleValue>; style?: Computable<StyleValue>;
/** /**
* The name of the layer, used on minimized tabs. * The name of the layer, used on minimized tabs.
* Defaults to {@link id}. * Defaults to {@link BaseLayer.id}.
*/ */
name?: Computable<string>; name?: Computable<string>;
/** /**
@ -119,7 +119,7 @@ export interface LayerOptions {
minimizable?: Computable<boolean>; minimizable?: Computable<boolean>;
/** /**
* Whether or not to force the go back button to be hidden. * 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<boolean>; forceHideGoBack?: Computable<boolean>;
/** /**
@ -146,7 +146,7 @@ export interface BaseLayer {
on: OmitThisParameter<Emitter<LayerEvents>["on"]>; on: OmitThisParameter<Emitter<LayerEvents>["on"]>;
/** A function to emit a {@link LayerEvents} event to this layer. */ /** A function to emit a {@link LayerEvents} event to this layer. */
emit: <K extends keyof LayerEvents>(...args: [K, ...Parameters<LayerEvents[K]>]) => void; emit: <K extends keyof LayerEvents>(...args: [K, ...Parameters<LayerEvents[K]>]) => 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<Record<string, FeatureNode | undefined>>; nodes: Ref<Record<string, FeatureNode | undefined>>;
} }
@ -230,8 +230,8 @@ export function createLayer<T extends LayerOptions>(
/** /**
* Enables a layer object, so it will be updated every tick. * 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. * 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 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 projEntry.getInitialLayers} return all the layers. * For static layers just make {@link data/projEntry.getInitialLayers} return all the layers.
* @param layer The layer to add. * @param layer The layer to add.
* @param player The player data object, which will have a data object for this layer. * @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. * 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. * @param layer The layer to display in the modal.
*/ */