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docs: Update & fix docs
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Panakotta00 committed Sep 6, 2024
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2 changes: 1 addition & 1 deletion docs/modules/ROOT/pages/lua/api/Component.adoc
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= Component Module
:table-caption!:

Description
The Component Module contains the component Library.

== Globals

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4 changes: 2 additions & 2 deletions docs/modules/ROOT/pages/lua/api/Computer.adoc
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= Computer Module
:table-caption!:

Description
The Computer Module provides the Computer Library.

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!===
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====

=== __computer.__**media** : xref:/reflection/classes/FINMediaSubsystem.adoc[FINMediaSubsystem]
Description
Field containing a reference to the Media Subsystem.

=== __computer.__**millis** () -> int
Returns the amount of milliseconds passed since the system started.
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2 changes: 1 addition & 1 deletion docs/modules/ROOT/pages/lua/api/Debug.adoc
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= Debug Module
:table-caption!:

Description


== Globals

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2 changes: 1 addition & 1 deletion docs/modules/ROOT/pages/lua/api/Event.adoc
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= Event Module
:table-caption!:

Description


== Globals

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6 changes: 5 additions & 1 deletion docs/modules/ROOT/pages/lua/api/FileSystem.adoc
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= File-System Module
:table-caption!:

Description
FicsIt-Networks implements it’s own virtual filesystem for UNIX like experience using the FileSystem.
The file system consists of nodes. Such a node can be a File, a Folder or something else. Each nodes is able to have child nodes and might be able to get opened with a file stream. A folder also delivers an abstract interface for adding and removing nodes. A Device implements lookup functions for searching for nodes in the filesystem structure. Such a device can be a temporary filesystem (tmpfs) which exists only in memory and which will get purged on a system reboot, or f.e. a disk filesystem (drives) which store the nodes on the real virtual filesystem in a folder. You can then mount such a device to a location in the root filesystem tree so when you now access a path, the filesystem looks first for the device and uses then the remaining path to get the node data from the device.
There is also a DriveNode which simply holds a reference to a drive so you can access a drive via the filesystem. You can use then the mount function to mount the Drive of a DriveNode to the given location in the filesystem tree.
Because you need at least one drive mounted to even be able to access any node, we provide the initFileSystem function which you can call only once in a system session. This functions will then mount the DevDevice to the given location.
The DevDevice is a sepcial Device which holds all the DeviceNodes representing Device attached to the computer session, like hard drives, tempfs and the serial I/O.

== Globals

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2 changes: 1 addition & 1 deletion docs/modules/ROOT/pages/lua/api/FutureModule.adoc
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= Future Module
:table-caption!:

Description
This Module provides the Future type and all its necessary functionallity.

== Types

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10 changes: 5 additions & 5 deletions docs/modules/ROOT/pages/lua/api/ModuleSystem.adoc
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= Module-System Module
:table-caption!:

Description


== Types

=== **ModuleTableFunction**


=== __ModuleTableFunction.__**description** : string
Description


=== __ModuleTableFunction.__**displayName** : string
Description


=== __ModuleTableFunction.__**name** : string
Description


=== __ModuleTableFunction.__**quickRef** : string
Description


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= Reflection-System Base Module
:table-caption!:

Description
This Module provides common functionallity required by further reflection related modules.

== Types

Expand All @@ -12,8 +12,9 @@ Instead of just calling it, you can also ask for information about the function
And it makes debugging a bit easier.

=== __ReflectionFunction.__**asFunctionObject** : xref:/reflection/classes/Function.adoc[Function]
Description
Returns the Reflection-System Object that represents this Reflected Function.
This way you can deeply inspect the function and its associations.

=== __ReflectionFunction.__**quickRef** : string
Description
A stirng containing the signature and description of the function for quick way to get info one the function within code.

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= Reflection-System Class Module
:table-caption!:

Description
This module provides all the functionallity for the usage of Types/Classes from the reflection system in Lua.

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!===
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= Reflection-System Object Module
:table-caption!:

Description
This module provides all the functionallity for the usage of objects from the reflection system in Lua.

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!===
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= Reflection-System Struct Module
:table-caption!:

Description
This module provides all the functionallity for the usage of reflected structs in Lua.

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!===
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6 changes: 6 additions & 0 deletions docs/modules/ROOT/pages/reflection/classes/Actor.adoc
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= Actor
:table-caption!:

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!===
! Parent
! xref:/reflection/classes/Object.adoc[Object]
!===

This is the base class of all things that can exist within the world by them self.

// tag::interface[]
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= Actor Component
:table-caption!:

[cols="1,5a",separator="!"]
!===
! Parent
! xref:/reflection/classes/Object.adoc[Object]
!===

A component/part of an actor in the world.

// tag::interface[]
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6 changes: 6 additions & 0 deletions docs/modules/ROOT/pages/reflection/classes/ArrayProperty.adoc
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= Array Property
:table-caption!:

[cols="1,5a",separator="!"]
!===
! Parent
! xref:/reflection/classes/Property.adoc[Property]
!===

A reflection object representing a array property.

// tag::interface[]
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= Big Gauge Module
:table-caption!:

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!===
! Parent
! xref:/reflection/classes/Buildable.adoc[FINModuleBase]
!===

A medium analogue Gauge for use on Large Panels. The red portion and needle position can be changed through FIN

// tag::interface[]
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6 changes: 6 additions & 0 deletions docs/modules/ROOT/pages/reflection/classes/Buildable.adoc
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= Buildable
:table-caption!:

[cols="1,5a",separator="!"]
!===
! Parent
! xref:/reflection/classes/Actor.adoc[Actor]
!===

The base class of all buildables.

// tag::interface[]
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6 changes: 6 additions & 0 deletions docs/modules/ROOT/pages/reflection/classes/BuzzerModule.adoc
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= Buzzer Module
:table-caption!:

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!===
! Parent
! xref:/reflection/classes/Buildable.adoc[FINModuleBase]
!===

A small buzzer for panel mounting capable of playing single frequency beeps

// tag::interface[]
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6 changes: 6 additions & 0 deletions docs/modules/ROOT/pages/reflection/classes/CircuitBridge.adoc
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= Circuite Bridget
:table-caption!:

[cols="1,5a",separator="!"]
!===
! Parent
! xref:/reflection/classes/Buildable.adoc[Buildable]
!===

A building that can connect two circuit networks together.

// tag::interface[]
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6 changes: 6 additions & 0 deletions docs/modules/ROOT/pages/reflection/classes/CircuitSwitch.adoc
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= Circuit Switch
:table-caption!:

[cols="1,5a",separator="!"]
!===
! Parent
! xref:/reflection/classes/CircuitBridge.adoc[CircuitBridge]
!===

A circuit bridge that can be activated and deactivate by the player.

// tag::interface[]
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= Circuit Priority Switch
:table-caption!:

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!===
! Parent
! xref:/reflection/classes/CircuitSwitch.adoc[CircuitSwitch]
!===

A circuit power switch that can be activated and deactivated based on a priority to prevent a full factory power shutdown.

// tag::interface[]
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6 changes: 6 additions & 0 deletions docs/modules/ROOT/pages/reflection/classes/Class.adoc
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= Class
:table-caption!:

[cols="1,5a",separator="!"]
!===
! Parent
! xref:/reflection/classes/Struct.adoc[Struct]
!===

Object that contains all information about a type.

// tag::interface[]
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6 changes: 6 additions & 0 deletions docs/modules/ROOT/pages/reflection/classes/ClassProperty.adoc
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= Class Property
:table-caption!:

[cols="1,5a",separator="!"]
!===
! Parent
! xref:/reflection/classes/Property.adoc[Property]
!===

A reflection object representing a class property.

// tag::interface[]
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= Codeable Merger
:table-caption!:

[cols="1,5a",separator="!"]
!===
! Parent
! xref:/reflection/classes/Buildable.adoc[FGBuildableConveyorAttachment]
!===



// tag::interface[]
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= Codeable Splitter
:table-caption!:

[cols="1,5a",separator="!"]
!===
! Parent
! xref:/reflection/classes/Buildable.adoc[FGBuildableConveyorAttachment]
!===



// tag::interface[]
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6 changes: 6 additions & 0 deletions docs/modules/ROOT/pages/reflection/classes/ComputerCase.adoc
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= Computer Case
:table-caption!:

[cols="1,5a",separator="!"]
!===
! Parent
! xref:/reflection/classes/Buildable.adoc[Buildable]
!===



// tag::interface[]
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= Docking Station
:table-caption!:

[cols="1,5a",separator="!"]
!===
! Parent
! xref:/reflection/classes/Factory.adoc[Factory]
!===

A docking station for wheeled vehicles to transfer cargo.

// tag::interface[]
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6 changes: 6 additions & 0 deletions docs/modules/ROOT/pages/reflection/classes/Door.adoc
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= Door
:table-caption!:

[cols="1,5a",separator="!"]
!===
! Parent
! xref:/reflection/classes/Buildable.adoc[FGBuildableWall]
!===

The base class of all doors.

// tag::interface[]
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6 changes: 6 additions & 0 deletions docs/modules/ROOT/pages/reflection/classes/EncoderModule.adoc
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= Encoder Module
:table-caption!:

[cols="1,5a",separator="!"]
!===
! Parent
! xref:/reflection/classes/Buildable.adoc[FINModuleBase]
!===

This Potentiometer Module allows for input of a value with infinite range, this because it only fires how much the value changed since last, not how much it is at.

// tag::interface[]
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= FINAdvancedNetworkConnectionComponent
:table-caption!:

[cols="1,5a",separator="!"]
!===
! Parent
! xref:/reflection/classes/ActorComponent.adoc[ActorComponent]
!===



// tag::interface[]
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= FINComputerGPU
:table-caption!:

[cols="1,5a",separator="!"]
!===
! Parent
! xref:/reflection/classes/Buildable.adoc[FINComputerModule]
!===



// tag::interface[]
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