@bgforge/mls-server 3.6.0 → 3.8.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +6 -6
- package/out/completion.fallout-ssl.json +4 -4
- package/out/completion.weidu-baf.json +2 -2
- package/out/completion.weidu-d.json +2 -2
- package/out/completion.weidu-tp2.json +4165 -70
- package/out/hover.fallout-ssl.json +4 -4
- package/out/hover.weidu-baf.json +2 -2
- package/out/hover.weidu-d.json +2 -2
- package/out/hover.weidu-tp2.json +70 -70
- package/out/server.js +17996 -6193
- package/out/td-plugin.js +1 -1
- package/out/td-runtime.d.ts +126 -68
- package/out/web-tree-sitter.wasm +0 -0
- package/package.json +35 -34
package/README.md
CHANGED
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@@ -4,13 +4,13 @@ Standalone LSP server for WeiDU languages, Fallout 2 SSL, and transpiled TSSL, T
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## Supported Languages
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| Language | Extensions | Features
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| ---------------- | ------------------------------ |
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| Language | Extensions | Features |
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| ---------------- | ------------------------------ | ----------------------------------------------------------------------------------------------------------- |
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| Fallout SSL | `.ssl`, `.h` | Completion, hover, signature, go-to-definition, formatting, symbols, workspace symbols, rename, inlay hints |
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| WeiDU TP2 | `.tp2`, `.tpa`, `.tph`, `.tpp` | Completion, hover, go-to-definition, formatting, symbols, workspace symbols, rename, inlay hints |
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| WeiDU BAF | `.baf` | Completion, hover, formatting, inlay hints
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| WeiDU D | `.d` | Completion, hover, go-to-definition, formatting, symbols, rename, JSDoc, inlay hints
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| Fallout worldmap | `worldmap.txt` | Completion, hover
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| WeiDU BAF | `.baf` | Completion, hover, formatting, inlay hints |
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| WeiDU D | `.d` | Completion, hover, go-to-definition, formatting, symbols, rename, JSDoc, inlay hints |
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| Fallout worldmap | `worldmap.txt` | Completion, hover |
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Aliases: SCS SSL (`.ssl`) and SLB (`.slb`) are treated as WeiDU BAF.
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@@ -19,7 +19,7 @@ Transpiler support (TypeScript to target language): TSSL, TBAF, TD.
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## Installation
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```bash
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pnpm install -g @bgforge/mls-server
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```
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## Usage
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"category": "base_functions",
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"documentation": {
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"kind": "markdown",
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"value": "```fallout-ssl-tooltip\nvoid game_ui_disable\n```\nDisables game user-interface input from the player (to
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"value": "```fallout-ssl-tooltip\nvoid game_ui_disable\n```\nDisables game user-interface input from the player (to 'lock-out' the player). You *MUST* make sure to re-enable the UI at some point afterwards."
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}
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},
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{
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"category": "base_functions",
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"documentation": {
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"kind": "markdown",
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"value": "```fallout-ssl-tooltip\nint game_ui_is_disabled\n```\nReturns True if the game UI is currently disabled (the player is currently
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"value": "```fallout-ssl-tooltip\nint game_ui_is_disabled\n```\nReturns True if the game UI is currently disabled (the player is currently 'locked-out'), and False otherwise."
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}
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{
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"category": "base_functions",
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"documentation": {
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"kind": "markdown",
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"value": "```fallout-ssl-tooltip\nint obj_type(ObjectPtr obj)\n```\nReturns the type of an object (obj). This would be
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"value": "```fallout-ssl-tooltip\nint obj_type(ObjectPtr obj)\n```\nReturns the type of an object (obj). This would be 'Item', 'Wall', 'Scenery', etc."
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}
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{
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"category": "base_functions",
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"documentation": {
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"kind": "markdown",
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"value": "```fallout-ssl-tooltip\nvoid reg_anim_animate_forever(ObjectPtr what, int anim, int delay)\n```\nAdds a single, in-place animation on an object (what) to an animation sequence-list, at a given delay from the previous animation (delay should always be -1)! This animation will animate continuously until something in the system interrupts it. To be used *very* sparingly, for instance Gizmo's sign and the
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"value": "```fallout-ssl-tooltip\nvoid reg_anim_animate_forever(ObjectPtr what, int anim, int delay)\n```\nAdds a single, in-place animation on an object (what) to an animation sequence-list, at a given delay from the previous animation (delay should always be -1)! This animation will animate continuously until something in the system interrupts it. To be used *very* sparingly, for instance Gizmo's sign and the 'pray' signs in the children of the cathedral (which will have to be toned down)."
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}
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{
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"category": "actions",
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"documentation": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nRandomTurn()\n```\nThis action causes the active creature to turn in a random direction. The example script is from waitturn.bcs.\n```\nIF\n True()\nTHEN\n RESPONSE #100\n RandomTurn()\nEND\n```\n\n* This action will never stop, (unless interrupted in specific situations), and thus never leave the action list.\n* Executes [Wait()](https://gibberlings3.github.io/iesdp/scripting/actions/bg2actions.htm#63) for a random amount of time, (1
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"value": "```weidu-baf-tooltip\nRandomTurn()\n```\nThis action causes the active creature to turn in a random direction. The example script is from waitturn.bcs.\n```\nIF\n True()\nTHEN\n RESPONSE #100\n RandomTurn()\nEND\n```\n\n* This action will never stop, (unless interrupted in specific situations), and thus never leave the action list.\n* Executes [Wait()](https://gibberlings3.github.io/iesdp/scripting/actions/bg2actions.htm#63) for a random amount of time, (1-40 seconds), if the creature goes off-screen.\n* Waits 1-10 seconds between each evaluation.\n"
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}
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"category": "actions",
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"documentation": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nRandomWalk()\n```\nThis action causes the active creature to walk randomly, staying within the current area. The example script is blbear.bcs; it instructs bears to walk rather than fight if the nearest enemy is a druid.\n```\nIF\n Delay(5)\n See(NearestEnemyOf(Myself))\n Class(NearestEnemyOf(Myself),DRUID)\n NumCreatureGT([ENEMY],1)\nTHEN\n RESPONSE #100\n RandomWalk()\nEND\n```\n\n* This action will never stop, (unless interrupted in specific situations), and thus never leave the action list.\n* Executes [Wait()](https://gibberlings3.github.io/iesdp/scripting/actions/bg2actions.htm#63) for a random amount of time, (1
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"value": "```weidu-baf-tooltip\nRandomWalk()\n```\nThis action causes the active creature to walk randomly, staying within the current area. The example script is blbear.bcs; it instructs bears to walk rather than fight if the nearest enemy is a druid.\n```\nIF\n Delay(5)\n See(NearestEnemyOf(Myself))\n Class(NearestEnemyOf(Myself),DRUID)\n NumCreatureGT([ENEMY],1)\nTHEN\n RESPONSE #100\n RandomWalk()\nEND\n```\n\n* This action will never stop, (unless interrupted in specific situations), and thus never leave the action list.\n* Executes [Wait()](https://gibberlings3.github.io/iesdp/scripting/actions/bg2actions.htm#63) for a random amount of time, (1-40 seconds), if the creature goes off-screen.\n* Has a 50/50 chance to [MoveToPoint()](https://gibberlings3.github.io/iesdp/scripting/actions/bg2actions.htm#23), or do a pass of [RandomTurn()](https://gibberlings3.github.io/iesdp/scripting/actions/bg2actions.htm#130), (including [RandomTurn()](https://gibberlings3.github.io/iesdp/scripting/actions/bg2actions.htm#130)'s wait time).\n"
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}
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{
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"category": "keywords",
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"documentation": {
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"kind": "markdown",
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"value": "```weidu-d-tooltip\nEND\n```\nBlock terminator for APPEND, EXTEND_TOP, EXTEND_BOTTOM, state, ALTER_TRANS, and other constructs.\n\n---\nChain epilogue: `END transition list`
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"value": "```weidu-d-tooltip\nEND\n```\nBlock terminator for APPEND, EXTEND_TOP, EXTEND_BOTTOM, state, ALTER_TRANS, and other constructs.\n\n---\nChain epilogue: `END transition list` - execute the given transitions after the final state in the CHAIN."
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"category": "trans_next",
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"documentation": {
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"kind": "markdown",
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"value": "```weidu-d-tooltip\nEXTERN [ IF_FILE_EXISTS ] filename stateLabel\n```\nThe dialogue continues at the state with label stateLabel in the file filename.DLG. The whole transition is not compiled if there's IF_FILE_EXISTS and the file filename doesn't exist.\n\n---\nChain epilogue: `EXTERN filename stateNumber`
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"value": "```weidu-d-tooltip\nEXTERN [ IF_FILE_EXISTS ] filename stateLabel\n```\nThe dialogue continues at the state with label stateLabel in the file filename.DLG. The whole transition is not compiled if there's IF_FILE_EXISTS and the file filename doesn't exist.\n\n---\nChain epilogue: `EXTERN filename stateNumber` - transfer to the given state in the given dialogue file."
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{
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