changeset 19147:b9d6e1525d99 draft

(svn r24008) -Cleanup/doc: try not to mention (No)AI in script APIs
author rubidium <rubidium@openttd.org>
date Sun, 04 Mar 2012 16:54:12 +0000
parents e3d1e5f8e6cb
children 67fbf5bd342f
files src/script/api/script_accounting.hpp src/script/api/script_base.hpp src/script/api/script_bridge.cpp src/script/api/script_controller.cpp src/script/api/script_controller.hpp src/script/api/script_error.hpp src/script/api/script_event.cpp src/script/api/script_event.hpp src/script/api/script_execmode.cpp src/script/api/script_execmode.hpp src/script/api/script_gamesettings.hpp src/script/api/script_list.cpp src/script/api/script_list.hpp src/script/api/script_log.hpp src/script/api/script_object.cpp src/script/api/script_object.hpp src/script/api/script_order.cpp src/script/api/script_order.hpp src/script/api/script_testmode.cpp src/script/api/script_testmode.hpp src/script/api/script_tunnel.cpp src/script/api/script_types.hpp
diffstat 22 files changed, 69 insertions(+), 69 deletions(-) [+]
line wrap: on
line diff
--- a/src/script/api/script_accounting.hpp
+++ b/src/script/api/script_accounting.hpp
@@ -7,7 +7,7 @@
  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
  */
 
-/** @file script_accounting.hpp Everything to handle AI accounting things. */
+/** @file script_accounting.hpp Everything to handle script accounting things. */
 
 #ifndef SCRIPT_ACCOUNTING_HPP
 #define SCRIPT_ACCOUNTING_HPP
--- a/src/script/api/script_base.hpp
+++ b/src/script/api/script_base.hpp
@@ -20,7 +20,7 @@
  *
  * @note The random functions are not called Random and RandomRange, because
  *        RANDOM_DEBUG does some tricky stuff, which messes with those names.
- * @note In MP we cannot use Random because that will cause desyncs (AIs are
+ * @note In MP we cannot use Random because that will cause desyncs (scripts are
  *        ran on the server only, not on all clients). This means that
  *        we use InteractiveRandom in MP. Rand() takes care of this for you.
  */
--- a/src/script/api/script_bridge.cpp
+++ b/src/script/api/script_bridge.cpp
@@ -36,7 +36,7 @@
 
 /**
  * Helper function to connect a just built bridge to nearby roads.
- * @param instance The AI we have to built the road for.
+ * @param instance The script instance we have to built the road for.
  */
 static void _DoCommandReturnBuildBridge2(class ScriptInstance *instance)
 {
@@ -52,7 +52,7 @@
 
 /**
  * Helper function to connect a just built bridge to nearby roads.
- * @param instance The AI we have to built the road for.
+ * @param instance The script instance we have to built the road for.
  */
 static void _DoCommandReturnBuildBridge1(class ScriptInstance *instance)
 {
--- a/src/script/api/script_controller.cpp
+++ b/src/script/api/script_controller.cpp
@@ -7,7 +7,7 @@
  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
  */
 
-/** @file script_controller.cpp Implementation of AIControler. */
+/** @file script_controller.cpp Implementation of ScriptControler. */
 
 #include "../../stdafx.h"
 #include "../../string_func.h"
--- a/src/script/api/script_controller.hpp
+++ b/src/script/api/script_controller.hpp
@@ -7,7 +7,7 @@
  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
  */
 
-/** @file script_controller.hpp The controller of the AI. */
+/** @file script_controller.hpp The controller of the script. */
 
 #ifndef SCRIPT_CONTROLLER_HPP
 #define SCRIPT_CONTROLLER_HPP
@@ -39,21 +39,21 @@
 	~ScriptController();
 
 	/**
-	 * This function is called to start your AI. Your AI starts here. If you
-	 *   return from this function, your AI dies, so make sure that doesn't
+	 * This function is called to start your script. Your script starts here. If you
+	 *   return from this function, your script dies, so make sure that doesn't
 	 *   happen.
-	 * @note Cannot be called from within your AI.
+	 * @note Cannot be called from within your script.
 	 */
 	void Start();
 
 	/**
-	 * Find at which tick your AI currently is.
+	 * Find at which tick your script currently is.
 	 * @return returns the current tick.
 	 */
 	static uint GetTick();
 
 	/**
-	 * Get the number of operations the AI may still execute this tick.
+	 * Get the number of operations the script may still execute this tick.
 	 * @return The amount of operations left to execute.
 	 * @note This number can go negative when certain uninteruptable
 	 *   operations are executed. The amount of operations that you go
@@ -82,21 +82,21 @@
 	static uint GetVersion();
 
 	/**
-	 * Change the minimum amount of time the AI should be put in suspend mode
+	 * Change the minimum amount of time the script should be put in suspend mode
 	 *   when you execute a command. Normally in SP this is 1, and in MP it is
 	 *   what ever delay the server has been programmed to delay commands
-	 *   (normally between 1 and 5). To give a more 'real' effect to your AI,
+	 *   (normally between 1 and 5). To give a more 'real' effect to your script,
 	 *   you can control that number here.
 	 * @param ticks The minimum amount of ticks to wait.
-	 * @pre Ticks should be positive. Too big values will influence performance of the AI.
+	 * @pre Ticks should be positive. Too big values will influence performance of the script.
 	 * @note If the number is lower than the MP setting, the MP setting wins.
 	 */
 	static void SetCommandDelay(int ticks);
 
 	/**
-	 * Sleep for X ticks. The code continues after this line when the X AI ticks
-	 *   are passed. Mind that an AI tick is different from in-game ticks and
-	 *   differ per AI speed.
+	 * Sleep for X ticks. The code continues after this line when the X script ticks
+	 *   are passed. Mind that an script tick is different from in-game ticks and
+	 *   differ per script speed.
 	 * @param ticks the ticks to wait
 	 * @pre ticks > 0.
 	 * @post the value of GetTick() will be changed exactly 'ticks' in value after
@@ -131,7 +131,7 @@
 	int loaded_library_count;         ///< The amount of libraries.
 
 	/**
-	 * Register all classes that are known inside the NoAI API.
+	 * Register all classes that are known inside the script API.
 	 */
 	void RegisterClasses();
 };
--- a/src/script/api/script_error.hpp
+++ b/src/script/api/script_error.hpp
@@ -16,7 +16,7 @@
 #include <map>
 
 /**
- * Helper to write precondition enforcers for the AI API in an abbreviated manner.
+ * Helper to write precondition enforcers for the script API in an abbreviated manner.
  * @param returnval The value to return on failure.
  * @param condition The condition that must be obeyed.
  */
@@ -27,7 +27,7 @@
 	}
 
 /**
- * Helper to write precondition enforcers for the AI API in an abbreviated manner.
+ * Helper to write precondition enforcers for the script API in an abbreviated manner.
  * @param returnval The value to return on failure.
  * @param condition The condition that must be obeyed.
  * @param error_code The error code passed to ScriptObject::SetLastError.
@@ -83,7 +83,7 @@
 		ERR_PRECONDITION_STRING_TOO_LONG,             // []
 		/** The company you use is invalid */
 		ERR_PRECONDITION_INVALID_COMPANY,             // []
-		/** An error returned by a NewGRF. No possibility to get the exact error in an AI readable format */
+		/** An error returned by a NewGRF. No possibility to get the exact error in an script readable format */
 		ERR_NEWGRF_SUPPLIED_ERROR,                    // []
 
 		/** Base for general errors */
@@ -149,31 +149,31 @@
 	 * Get the error based on the OpenTTD StringID.
 	 * @api -all
 	 * @param internal_string_id The string to convert.
-	 * @return The NoAI equivalent error message.
+	 * @return The script equivalent error message.
 	 */
 	static ScriptErrorType StringToError(StringID internal_string_id);
 
 	/**
-	 * Map an internal OpenTTD error message to its NoAI equivalent.
+	 * Map an internal OpenTTD error message to its script equivalent.
 	 * @api -all
 	 * @param internal_string_id The OpenTTD StringID used for an error.
-	 * @param ai_error_msg The NoAI equivalent error message.
+	 * @param ai_error_msg The script equivalent error message.
 	 */
 	static void RegisterErrorMap(StringID internal_string_id, ScriptErrorType ai_error_msg);
 
 	/**
-	 * Map an internal OpenTTD error message to its NoAI equivalent.
+	 * Map an internal OpenTTD error message to its script equivalent.
 	 * @api -all
-	 * @param ai_error_msg The NoAI error message representation.
+	 * @param ai_error_msg The script error message representation.
 	 * @param message The string representation of this error message, used for debug purposes.
 	 */
 	static void RegisterErrorMapString(ScriptErrorType ai_error_msg, const char *message);
 
 private:
-	typedef std::map<StringID, ScriptErrorType> ScriptErrorMap;           ///< The type for mapping between error (internal OpenTTD) StringID to the AI error type.
+	typedef std::map<StringID, ScriptErrorType> ScriptErrorMap;           ///< The type for mapping between error (internal OpenTTD) StringID to the script error type.
 	typedef std::map<ScriptErrorType, const char *> ScriptErrorMapString; ///< The type for mapping between error type and textual representation.
 
-	static ScriptErrorMap error_map;              ///< The mapping between error (internal OpenTTD) StringID to the AI error type.
+	static ScriptErrorMap error_map;              ///< The mapping between error (internal OpenTTD) StringID to the script error type.
 	static ScriptErrorMapString error_map_string; ///< The mapping between error type and textual representation.
 };
 
--- a/src/script/api/script_event.cpp
+++ b/src/script/api/script_event.cpp
@@ -14,7 +14,7 @@
 
 #include <queue>
 
-/** The queue of events for an AI. */
+/** The queue of events for a script. */
 struct ScriptEventData {
 	std::queue<ScriptEvent *> stack; ///< The actual queue.
 };
--- a/src/script/api/script_event.hpp
+++ b/src/script/api/script_event.hpp
@@ -79,7 +79,7 @@
  * Class that handles all event related functions.
  * @api ai game
  * @note it is not needed to create an instance of ScriptEvent to access it, as
- *  all members are static, and all data is stored AI-wide.
+ *  all members are static, and all data is stored script instance-wide.
  */
 class ScriptEventController : public ScriptObject {
 public:
--- a/src/script/api/script_execmode.cpp
+++ b/src/script/api/script_execmode.cpp
@@ -31,9 +31,9 @@
 ScriptExecMode::~ScriptExecMode()
 {
 	if (this->GetDoCommandModeInstance() != this) {
-		/* Ignore this error if the AI already died. */
+		/* Ignore this error if the script already died. */
 		if (!ScriptObject::GetActiveInstance()->IsDead()) {
-			throw Script_FatalError("ScriptExecMode object was removed while it was not the latest AI*Mode object created.");
+			throw Script_FatalError("ScriptExecMode object was removed while it was not the latest *Mode object created.");
 		}
 	}
 	this->SetDoCommandMode(this->last_mode, this->last_instance);
--- a/src/script/api/script_execmode.hpp
+++ b/src/script/api/script_execmode.hpp
@@ -7,7 +7,7 @@
  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
  */
 
-/** @file script_execmode.hpp Switch the AI to Execute Mode. */
+/** @file script_execmode.hpp Switch the script to Execute Mode. */
 
 #ifndef SCRIPT_EXECMODE_HPP
 #define SCRIPT_EXECMODE_HPP
--- a/src/script/api/script_gamesettings.hpp
+++ b/src/script/api/script_gamesettings.hpp
@@ -30,9 +30,9 @@
  * @note The names of the setting for ScriptGameSettings::IsValid and
  *       ScriptGameSettings::GetValue are the same ones as those that are shown by
  *       the list_settings command in the in-game console. Settings that are
- *       string based are NOT supported and AIGAmeSettings::IsValid will return
+ *       string based are NOT supported and GameSettings::IsValid will return
  *       false for them. These settings will not be supported either because
- *       they have no relevance for the AI (default client names, server IPs,
+ *       they have no relevance for the script (default client names, server IPs,
  *       etc.).
  */
 class ScriptGameSettings : public ScriptObject {
@@ -73,7 +73,7 @@
 	static bool SetValue(const char *setting, int value);
 
 	/**
-	 * Checks whether the given vehicle-type is disabled for AIs.
+	 * Checks whether the given vehicle-type is disabled for companies.
 	 * @param vehicle_type The vehicle-type to check.
 	 * @return True if the vehicle-type is disabled.
 	 * @api -game
--- a/src/script/api/script_list.cpp
+++ b/src/script/api/script_list.cpp
@@ -64,8 +64,8 @@
 class ScriptListSorterValueAscending : public ScriptListSorter {
 private:
 	ScriptList::ScriptListBucket::iterator bucket_iter;    ///< The iterator over the list to find the buckets.
-	ScriptList::AIItemList *bucket_list;               ///< The current bucket list we're iterator over.
-	ScriptList::AIItemList::iterator bucket_list_iter; ///< The iterator over the bucket list.
+	ScriptList::ScriptItemList *bucket_list;               ///< The current bucket list we're iterator over.
+	ScriptList::ScriptItemList::iterator bucket_list_iter; ///< The iterator over the bucket list.
 
 public:
 	/**
@@ -150,8 +150,8 @@
 class ScriptListSorterValueDescending : public ScriptListSorter {
 private:
 	ScriptList::ScriptListBucket::iterator bucket_iter;    ///< The iterator over the list to find the buckets.
-	ScriptList::AIItemList *bucket_list;               ///< The current bucket list we're iterator over.
-	ScriptList::AIItemList::iterator bucket_list_iter; ///< The iterator over the bucket list.
+	ScriptList::ScriptItemList *bucket_list;               ///< The current bucket list we're iterator over.
+	ScriptList::ScriptItemList::iterator bucket_list_iter; ///< The iterator over the bucket list.
 
 public:
 	/**
@@ -593,9 +593,9 @@
 		default: NOT_REACHED();
 		case SORT_BY_VALUE:
 			for (ScriptListBucket::iterator iter = this->buckets.begin(); iter != this->buckets.end(); iter = this->buckets.begin()) {
-				AIItemList *items = &(*iter).second;
+				ScriptItemList *items = &(*iter).second;
 				size_t size = items->size();
-				for (AIItemList::iterator iter = items->begin(); iter != items->end(); iter = items->begin()) {
+				for (ScriptItemList::iterator iter = items->begin(); iter != items->end(); iter = items->begin()) {
 					if (--count < 0) return;
 					this->RemoveItem(*iter);
 					/* When the last item is removed from the bucket, the bucket itself is removed.
@@ -630,9 +630,9 @@
 		default: NOT_REACHED();
 		case SORT_BY_VALUE:
 			for (ScriptListBucket::reverse_iterator iter = this->buckets.rbegin(); iter != this->buckets.rend(); iter = this->buckets.rbegin()) {
-				AIItemList *items = &(*iter).second;
+				ScriptItemList *items = &(*iter).second;
 				size_t size = items->size();
-				for (AIItemList::reverse_iterator iter = items->rbegin(); iter != items->rend(); iter = items->rbegin()) {
+				for (ScriptItemList::reverse_iterator iter = items->rbegin(); iter != items->rend(); iter = items->rbegin()) {
 					if (--count < 0) return;
 					this->RemoveItem(*iter);
 					/* When the last item is removed from the bucket, the bucket itself is removed.
--- a/src/script/api/script_list.hpp
+++ b/src/script/api/script_list.hpp
@@ -44,9 +44,9 @@
 	int modifications;            ///< Number of modification that has been done. To prevent changing data while valuating.
 
 public:
-	typedef std::set<int32> AIItemList;               ///< The list of items inside the bucket
-	typedef std::map<int32, AIItemList> ScriptListBucket; ///< The bucket list per value
-	typedef std::map<int32, int32> ScriptListMap;         ///< List per item
+	typedef std::set<int32> ScriptItemList;                   ///< The list of items inside the bucket
+	typedef std::map<int32, ScriptItemList> ScriptListBucket; ///< The bucket list per value
+	typedef std::map<int32, int32> ScriptListMap;             ///< List per item
 
 	ScriptListMap items;           ///< The items in the list
 	ScriptListBucket buckets;      ///< The items in the list, sorted by value
--- a/src/script/api/script_log.hpp
+++ b/src/script/api/script_log.hpp
@@ -20,13 +20,13 @@
  */
 class ScriptLog : public ScriptObject {
 	/* ScriptController needs access to Enum and Log, in order to keep the flow from
-	 *  OpenTTD core to NoAI API clear and simple. */
+	 *  OpenTTD core to script API clear and simple. */
 	friend class ScriptController;
 
 public:
 	/**
 	 * Log levels; The value is also feed to DEBUG() lvl.
-	 *  This has no use for you, as AI writer.
+	 *  This has no use for you, as script writer.
 	 * @api -all
 	 */
 	enum ScriptLogType {
@@ -38,8 +38,8 @@
 	};
 
 	/**
-	 * Internal representation of the log-data inside the AI.
-	 *  This has no use for you, as AI writer.
+	 * Internal representation of the log-data inside the script.
+	 *  This has no use for you, as script writer.
 	 * @api -all
 	 */
 	struct LogData {
--- a/src/script/api/script_object.cpp
+++ b/src/script/api/script_object.cpp
@@ -303,13 +303,13 @@
 		if (callback != NULL) callback(GetActiveInstance());
 		return true;
 	} else if (_networking) {
-		/* Suspend the AI till the command is really executed. */
+		/* Suspend the script till the command is really executed. */
 		throw Script_Suspend(-(int)GetDoCommandDelay(), callback);
 	} else {
 		IncreaseDoCommandCosts(res.GetCost());
 
-		/* Suspend the AI player for 1+ ticks, so it simulates multiplayer. This
-		 *  both avoids confusion when a developer launched his AI in a
+		/* Suspend the script player for 1+ ticks, so it simulates multiplayer. This
+		 *  both avoids confusion when a developer launched his script in a
 		 *  multiplayer game, but also gives time for the GUI and human player
 		 *  to interact with the game. */
 		throw Script_Suspend(GetDoCommandDelay(), callback);
--- a/src/script/api/script_object.hpp
+++ b/src/script/api/script_object.hpp
@@ -67,7 +67,7 @@
 
 protected:
 	/**
-	 * Executes a raw DoCommand for the AI.
+	 * Executes a raw DoCommand for the script.
 	 */
 	static bool DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint cmd, const char *text = NULL, Script_SuspendCallbackProc *callback = NULL);
 
@@ -117,17 +117,17 @@
 	static RailType GetRailType();
 
 	/**
-	 * Set the current mode of your AI to this proc.
+	 * Set the current mode of your script to this proc.
 	 */
 	static void SetDoCommandMode(ScriptModeProc *proc, ScriptObject *instance);
 
 	/**
-	 * Get the current mode your AI is currently under.
+	 * Get the current mode your script is currently under.
 	 */
 	static ScriptModeProc *GetDoCommandMode();
 
 	/**
-	 * Get the instance of the current mode your AI is currently under.
+	 * Get the instance of the current mode your script is currently under.
 	 */
 	static ScriptObject *GetDoCommandModeInstance();
 
@@ -223,7 +223,7 @@
 	static int GetCallbackVariable(int index);
 
 	/**
-	 * Can we suspend the AI at this moment?
+	 * Can we suspend the script at this moment?
 	 */
 	static bool CanSuspend();
 
--- a/src/script/api/script_order.cpp
+++ b/src/script/api/script_order.cpp
@@ -544,7 +544,7 @@
  * command has completed before we know the next bits to change we need to
  * call the function multiple times. Each time it'll reduce the difference
  * between the wanted and the current order.
- * @param instance The AI we are doing the callback for.
+ * @param instance The script instance we are doing the callback for.
  */
 static void _DoCommandReturnSetOrderFlags(class ScriptInstance *instance)
 {
--- a/src/script/api/script_order.hpp
+++ b/src/script/api/script_order.hpp
@@ -123,7 +123,7 @@
 	 * Index in the list of orders for a vehicle. The first order has index 0, the second
 	 * order index 1, etc. The current order can be queried by using ORDER_CURRENT. Do not
 	 * use ORDER_INVALID yourself, it's used as return value by for example ResolveOrderPosition.
-	 * @note Automatic orders are hidden from AIs, so OrderPosition 0 will always be the first
+	 * @note Automatic orders are hidden from scripts, so OrderPosition 0 will always be the first
 	 * manual order.
 	 */
 	enum OrderPosition {
@@ -510,7 +510,7 @@
 	 * @param order_flags The new flags given to the order.
 	 * @pre IsValidVehicleOrder(vehicle_id, order_position).
 	 * @pre AreOrderFlagsValid(GetOrderDestination(vehicle_id, order_position), order_flags).
-	 * @pre (order_flags & AIOF_GOTO_NEAREST_DEPOT) == (GetOrderFlags(vehicle_id, order_position) & AIOF_GOTO_NEAREST_DEPOT).
+	 * @pre (order_flags & OF_GOTO_NEAREST_DEPOT) == (GetOrderFlags(vehicle_id, order_position) & OF_GOTO_NEAREST_DEPOT).
 	 * @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
 	 * @return True if and only if the order was changed.
 	 * @api -game
--- a/src/script/api/script_testmode.cpp
+++ b/src/script/api/script_testmode.cpp
@@ -31,9 +31,9 @@
 ScriptTestMode::~ScriptTestMode()
 {
 	if (this->GetDoCommandModeInstance() != this) {
-		/* Ignore this error if the AI already died. */
+		/* Ignore this error if the script already died. */
 		if (!ScriptObject::GetActiveInstance()->IsDead()) {
-			throw Script_FatalError("AITestmode object was removed while it was not the latest AI*Mode object created.");
+			throw Script_FatalError("Testmode object was removed while it was not the latest *Mode object created.");
 		}
 	}
 	this->SetDoCommandMode(this->last_mode, this->last_instance);
--- a/src/script/api/script_testmode.hpp
+++ b/src/script/api/script_testmode.hpp
@@ -7,7 +7,7 @@
  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
  */
 
-/** @file script_testmode.hpp Switch the AI to Test Mode. */
+/** @file script_testmode.hpp Switch the script instance to Test Mode. */
 
 #ifndef SCRIPT_TESTMODE_HPP
 #define SCRIPT_TESTMODE_HPP
--- a/src/script/api/script_tunnel.cpp
+++ b/src/script/api/script_tunnel.cpp
@@ -47,7 +47,7 @@
 
 /**
  * Helper function to connect a just built tunnel to nearby roads.
- * @param instance The AI we have to built the road for.
+ * @param instance The script instance we have to built the road for.
  */
 static void _DoCommandReturnBuildTunnel2(class ScriptInstance *instance)
 {
@@ -63,7 +63,7 @@
 
 /**
  * Helper function to connect a just built tunnel to nearby roads.
- * @param instance The AI we have to built the road for.
+ * @param instance The script instance we have to built the road for.
  */
 static void _DoCommandReturnBuildTunnel1(class ScriptInstance *instance)
 {
--- a/src/script/api/script_types.hpp
+++ b/src/script/api/script_types.hpp
@@ -95,7 +95,7 @@
 typedef uint16 GroupID;      ///< The ID of a group.
 typedef uint16 IndustryID;   ///< The ID of an industry.
 typedef uint8 IndustryType;  ///< The ID of an industry-type.
-typedef OverflowSafeInt64 Money; ///< Money, stored in a 32bit/64bit safe way. For AIs money is always in pounds.
+typedef OverflowSafeInt64 Money; ///< Money, stored in a 32bit/64bit safe way. For scripts money is always in pounds.
 typedef uint16 SignID;       ///< The ID of a sign.
 typedef uint16 StationID;    ///< The ID of a station.
 typedef uint16 StringID;     ///< The ID of a string.
@@ -105,7 +105,7 @@
 typedef uint32 VehicleID;    ///< The ID of a vehicle.
 
 /* Types we defined ourself, as the OpenTTD core doesn't have them (yet) */
-typedef uint ScriptErrorType;    ///< The types of errors inside the NoAI framework.
+typedef uint ScriptErrorType;///< The types of errors inside the script framework.
 typedef BridgeType BridgeID; ///< The ID of a bridge.
 
 #endif /* SCRIPT_TYPES_HPP */