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If the PlantUML script is too large? #40

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philipbinhu opened this issue Jul 12, 2021 · 1 comment
Open

If the PlantUML script is too large? #40

philipbinhu opened this issue Jul 12, 2021 · 1 comment

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@philipbinhu
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Hi,

I met a issue. When the PlantUML script is too large exceeding 113 rows. The fig only show parts.

Bin

@VeeeneX
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VeeeneX commented Aug 26, 2021

I've just tried this diagram:

@startuml
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note "Character Combat and Dependencies\nAuthors: Sean Harris and Ranger Adams\nEdited By Greg Donaldson\nReviewed by Justin Hall & E. Thompson" as N1

package PossessionInfo {
	class PossessionDeck
	class Possession
	class Ship
	class Companion
}

package Units {
	class Character
	class IrateLocals
	class Creatures
	class MilitaryUnit
}

package Stacks {
	class AttackerStack
	class DefenderStack
}

class PossessionDeck {
	availablePossessions : list
	updatePossessionDeck()
}

PossessionDeck o-- Possession

class Possession {
	name : str
	type : str
	description : str
	attackModifier : int
	damageModifier : int
	bonusDrawModifier : int
	removeWounds()
	repairCheck()
}

Possession o-- Ship
Possession o-- Companion


class Ship {
	name : string
	cannons : int
	shields : int
	maneuver : int
	maxPassengers : int
}

class Companion {
	name : string
	combatBonus : int
	intelligenceBonus : int
	diplomacyBonus : int
	navigationBonus : int
	special : list
	getSpecial()
}

Character - Possession : < Assigned

class Character {
	allegiance : string (Rebel or Imperial)
	name : string
	title : string
	combat : int
	endurance : int
	intelligence : int
	leadership : int
	diplomacy : int
	navigation : int
	homePlanet : string
	effectiveCombatRating : int
	wounds : int
	leader : boolean
	detected : boolean
	captured : boolean
	active : boolean
	bonusDraws : list
}

MissionGroupStack *-- Character

class MissionGroupStack {
	effectiveCombatRating : int
	currentMission : char
	bonusDraws : list
}

MissionGroupStack - MissionDeck : Selects >
MissionGroupStack - MilitaryUnit : > Can Effect 

class MissionDeck {
	availableMissions : list
	updateMissionDeck()
}

Mission - MissionGroupStack : < Assigned
Mission o- MissionDeck
Mission - IrateLocals : Can Create >
Mission - Creatures : Can Create >

class Mission {
	name : string
	type : char
	description : string
	actionEventCheck()
}

DefenderStack *-- Character
DefenderStack *-- MissionGroupStack

class DefenderStack {
	defenderType : list
	defenseDifferential : dictionary
	defenseModifier : list
	retaliate()
	breakOff()
	inactive()
	applyWounds()
	updateCombatRating()
}

AttackerStack - DefenderStack : Attacks >
AttackerStack *-- Character
AttackerStack *-- IrateLocals
AttackerStack *-- Creatures
AttackerStack *-- MilitaryUnit

class AttackerStack {
	attackerType : list
	attackDifferential : dictionary
	attackModifier : list
	currentRound : int
	attack()
	capture()
	applyWounds()
	updateCombatRating()
	updateModifiers()
}

class IrateLocals {
	type : string
	name : string
	combat : int
	endurance : int
	homePlanet : string
	attackType : string
	effectiveCombatRating : int
	wounds : int
	getType()
}

Creatures <|-- IrateLocals

class Creatures {
	combatShift : int
	breakOffModifier : int
	bonusDrawModifier : int
	getSpecial()
}

class MilitaryUnit {
	allegiance : string (Rebel or Imperial)
	type : string
	name : string
	combat : int
	endurance : int
	environType : string
	effectiveCombatRating : int
	wounds : int
}


@enduml

And it works just fine, it generated whole diagram.

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