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".
This commit is contained in:
TommyC81
2021-12-28 14:01:05 +04:00
committed by GitHub
parent f62e3391e1
commit 00d1aec210
33 changed files with 1329 additions and 1562 deletions

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@@ -903,7 +903,7 @@ function DATABASE:_RegisterPlayers()
return self
end
--- Private method that registers all Groups and Units within in the mission.
--- Private method that registers all Groups and Units within the mission.
-- @param #DATABASE self
-- @return #DATABASE self
function DATABASE:_RegisterGroupsAndUnits()
@@ -944,7 +944,7 @@ function DATABASE:_RegisterGroupsAndUnits()
return self
end
--- Private method that registers all Units of skill Client or Player within in the mission.
--- Private method that registers all Units of skill Client or Player within the mission.
-- @param #DATABASE self
-- @return #DATABASE self
function DATABASE:_RegisterClients()
@@ -957,7 +957,8 @@ function DATABASE:_RegisterClients()
return self
end
--- @param #DATABASE self
--- Private method that registers all Statics within the mission.
-- @param #DATABASE self
function DATABASE:_RegisterStatics()
local CoalitionsData = { GroupsRed = coalition.getStaticObjects( coalition.side.RED ), GroupsBlue = coalition.getStaticObjects( coalition.side.BLUE ), GroupsNeutral = coalition.getStaticObjects( coalition.side.NEUTRAL ) }

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@@ -32,11 +32,11 @@
--
-- ![Objects](..\Presentations\EVENT\Dia5.JPG)
--
-- There are 5 levels of kind of objects that the _EVENTDISPATCHER services:
-- There are 5 types/levels of objects that the _EVENTDISPATCHER services:
--
-- * _DATABASE object: The core of the MOOSE objects. Any object that is created, deleted or updated, is done in this database.
-- * SET_ derived classes: Subsets of the _DATABASE object. These subsets are updated by the _EVENTDISPATCHER as the second priority.
-- * UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to teh subscribed UNIT object.
-- * SET_ derived classes: These are subsets of the _DATABASE object. These subsets are updated by the _EVENTDISPATCHER as the second priority.
-- * UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed UNIT object.
-- * GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object.
-- * Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object.
--
@@ -131,6 +131,8 @@
-- * Weapon data: Certain events populate weapon information.
-- * Place data: Certain events populate place information.
--
-- Example code snippet:
--
-- --- This function is an Event Handling function that will be called when Tank1 is Dead.
-- -- EventData is an EVENTDATA structure.
-- -- We use the EventData.IniUnit to smoke the tank Green.
@@ -150,6 +152,7 @@
-- In case a STATIC object is involved, the documentation indicates which fields will and won't not be populated.
-- The fields **IniObjectCategory** and **TgtObjectCategory** contain the indicator which **kind of object is involved** in the event.
-- You can use the enumerator **Object.Category.UNIT** and **Object.Category.STATIC** to check on IniObjectCategory and TgtObjectCategory.
--
-- Example code snippet:
--
-- if Event.IniObjectCategory == Object.Category.UNIT then

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@@ -18,11 +18,11 @@
--
-- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**.
--
-- A FSM can only be in one of a finite number of states.
-- A FSM can only be in one of a finite number of states.
-- The machine is in only one state at a time; the state it is in at any given time is called the **current state**.
-- It can change from one state to another when initiated by an **__internal__ or __external__ triggering event**, which is called a **transition**.
-- An **FSM implementation** is defined by **a list of its states**, **its initial state**, and **the triggering events** for **each possible transition**.
-- An FSM implementation is composed out of **two parts**, a set of **state transition rules**, and an implementation set of **state transition handlers**, implementing those transitions.
-- A **FSM implementation** is defined by **a list of its states**, **its initial state**, and **the triggering events** for **each possible transition**.
-- A FSM implementation is composed out of **two parts**, a set of **state transition rules**, and an implementation set of **state transition handlers**, implementing those transitions.
--
-- The FSM class supports a **hierarchical implementation of a Finite State Machine**,
-- that is, it allows to **embed existing FSM implementations in a master FSM**.
@@ -34,21 +34,21 @@
-- orders him to destroy x targets and account the results.
-- Other examples of ready made FSM could be:
--
-- * route a plane to a zone flown by a human
-- * detect targets by an AI and report to humans
-- * account for destroyed targets by human players
-- * handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle
-- * let an AI patrol a zone
-- * Route a plane to a zone flown by a human.
-- * Detect targets by an AI and report to humans.
-- * Account for destroyed targets by human players.
-- * Handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle.
-- * Let an AI patrol a zone.
--
-- The **MOOSE framework** uses extensively the FSM class and derived FSM\_ classes,
-- The **MOOSE framework** extensively uses the FSM class and derived FSM\_ classes,
-- because **the goal of MOOSE is to simplify mission design complexity for mission building**.
-- By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes.
-- **Ready made FSM-based implementations classes** exist within the MOOSE framework that **can easily be re-used,
-- and tailored** by mission designers through **the implementation of Transition Handlers**.
-- Each of these FSM implementation classes start either with:
--
-- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
-- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
-- * an acronym **AI\_**, which indicates a FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
-- * an acronym **TASK\_**, which indicates a FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
--
-- Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections.
@@ -59,7 +59,7 @@
-- I've reworked this development (taken the concept), and created a **hierarchical state machine** out of it, embedded within the DCS simulator.
-- Additionally, I've added extendability and created an API that allows seamless FSM implementation.
--
-- The following derived classes are available in the MOOSE framework, that implement a specialised form of a FSM:
-- The following derived classes are available in the MOOSE framework, that implement a specialized form of a FSM:
--
-- * @{#FSM_TASK}: Models Finite State Machines for @{Task}s.
-- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}s.

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@@ -778,7 +778,7 @@ end
do
-- This local variable is used to cache the menus registered under groups.
-- Menus don't dissapear when groups for players are destroyed and restarted.
-- Menus don't disappear when groups for players are destroyed and restarted.
-- So every menu for a client created must be tracked so that program logic accidentally does not create.
-- the same menus twice during initialization logic.
-- These menu classes are handling this logic with this variable.

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@@ -1373,7 +1373,7 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
SpawnTemplate.modulation = self.SpawnInitModu
end
-- Set country, coaliton and categroy.
-- Set country, coalition and category.
SpawnTemplate.CategoryID = self.SpawnInitCategory or SpawnTemplate.CategoryID
SpawnTemplate.CountryID = self.SpawnInitCountry or SpawnTemplate.CountryID
SpawnTemplate.CoalitionID = self.SpawnInitCoalition or SpawnTemplate.CoalitionID
@@ -2360,7 +2360,7 @@ end
-- The known AIRBASE objects are automatically imported at mission start by MOOSE.
-- Therefore, there isn't any New() constructor defined for AIRBASE objects.
--
-- Ships and Farps are added within the mission, and are therefore not known.
-- Ships and FARPs are added within the mission, and are therefore not known.
-- For these AIRBASE objects, there isn't an @{Wrapper.Airbase#AIRBASE} enumeration defined.
-- You need to provide the **exact name** of the airbase as the parameter to the @{Wrapper.Airbase#AIRBASE.FindByName}() method!
--

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