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General fixes (#1673)
* General minor Code formatting and minor typo/document fixes. * Update Marker.lua Code formatting and minor typo/document fixes. Note specifically the correction of "self.tocoaliton" to "self.tocoalition".
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@@ -370,11 +370,11 @@ end
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--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
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-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
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-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
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-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
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-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
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-- Once the time is finished, the old AI will return to the base.
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-- @param #AI_AIR self
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-- @param #number FuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
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-- @param #number FuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
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-- @param #number OutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
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-- @return #AI_AIR self
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function AI_AIR:SetFuelThreshold( FuelThresholdPercentage, OutOfFuelOrbitTime )
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@@ -387,14 +387,14 @@ function AI_AIR:SetFuelThreshold( FuelThresholdPercentage, OutOfFuelOrbitTime )
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return self
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end
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--- When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.
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--- When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.
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-- However, damage cannot be foreseen early on.
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-- Therefore, when the damage treshold is reached,
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-- Therefore, when the damage threshold is reached,
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-- the AI will return immediately to the home base (RTB).
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-- Note that for groups, the average damage of the complete group will be calculated.
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-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.
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-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.
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-- @param #AI_AIR self
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-- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
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-- @param #number PatrolDamageThreshold The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.
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-- @return #AI_AIR self
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function AI_AIR:SetDamageThreshold( PatrolDamageThreshold )
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@@ -476,7 +476,7 @@ function AI_AIR:onafterStatus()
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local Fuel = self.Controllable:GetFuelMin()
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-- If the fuel in the controllable is below the treshold percentage,
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-- If the fuel in the controllable is below the threshold percentage,
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-- then send for refuel in case of a tanker, otherwise RTB.
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if Fuel < self.FuelThresholdPercentage then
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