From 116527abfecf6f0eba6f0a135f77b1f9eba2ee53 Mon Sep 17 00:00:00 2001 From: Applevangelist Date: Sat, 30 Nov 2024 13:09:58 +0100 Subject: [PATCH] xx --- Moose Development/Moose/Core/Fsm.lua | 18 ++++-------------- Moose Development/Moose/Core/Point.lua | 8 ++++---- .../Moose/Wrapper/Controllable.lua | 2 -- 3 files changed, 8 insertions(+), 20 deletions(-) diff --git a/Moose Development/Moose/Core/Fsm.lua b/Moose Development/Moose/Core/Fsm.lua index e3fbd4f6c..d85f7c4c2 100644 --- a/Moose Development/Moose/Core/Fsm.lua +++ b/Moose Development/Moose/Core/Fsm.lua @@ -45,12 +45,6 @@ -- 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 a FSM implementation directing **AI controlled** @{Wrapper.Group#GROUP} and/or @{Wrapper.Unit#UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class. --- * an acronym **TASK\_**, which indicates a FSM implementation executing a @{Tasking.Task#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 @{Tasking.Task#TASK}, seated in a @{Wrapper.Client#CLIENT} (slot) or a @{Wrapper.Unit#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. -- -- ##__Disclaimer:__ @@ -61,7 +55,6 @@ -- -- 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 @{Tasking.Task}s. -- * @{#FSM_PROCESS}: Models Finite State Machines for @{Tasking.Task} actions, which control @{Wrapper.Client}s. -- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Wrapper.Client}s. -- * @{#FSM_SET}: Models Finite State Machines for @{Core.Set}s. Note that these FSMs control multiple objects!!! So State concerns here @@ -78,7 +71,8 @@ -- @image Core_Finite_State_Machine.JPG do -- FSM - + + --- -- @type FSM -- @field #string ClassName Name of the class. -- @field Core.Scheduler#SCHEDULER CallScheduler Call scheduler. @@ -117,11 +111,6 @@ do -- FSM -- 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** @{Wrapper.Group#GROUP} and/or @{Wrapper.Unit#UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class. - -- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{Tasking.Task#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 @{Tasking.Task#TASK}, seated in a @{Wrapper.Client#CLIENT} (slot) or a @{Wrapper.Unit#UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class. -- -- ![Transition Rules and Transition Handlers and Event Triggers](..\Presentations\FSM\Dia3.JPG) -- @@ -1081,7 +1070,8 @@ do -- FSM_CONTROLLABLE end do -- FSM_PROCESS - + + --- -- @type FSM_PROCESS -- @field Tasking.Task#TASK Task -- @extends Core.Fsm#FSM_CONTROLLABLE diff --git a/Moose Development/Moose/Core/Point.lua b/Moose Development/Moose/Core/Point.lua index 169140b4d..052b3987d 100644 --- a/Moose Development/Moose/Core/Point.lua +++ b/Moose Development/Moose/Core/Point.lua @@ -3313,16 +3313,16 @@ do -- COORDINATE -- @param #COORDINATE self -- @param Wrapper.Controllable#CONTROLLABLE Controllable The controllable to retrieve the settings from, otherwise the default settings will be chosen. -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. - -- @param Tasking.Task#TASK Task The task for which coordinates need to be calculated. -- @return #string The coordinate Text in the configured coordinate system. - function COORDINATE:ToString( Controllable, Settings, Task ) + function COORDINATE:ToString( Controllable, Settings ) -- self:E( { Controllable = Controllable and Controllable:GetName() } ) local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS local ModeA2A = nil - + + --[[ if Task then if Task:IsInstanceOf( TASK_A2A ) then ModeA2A = true @@ -3339,7 +3339,7 @@ do -- COORDINATE end end end - + --]] if ModeA2A == nil then local IsAir = Controllable and ( Controllable:IsAirPlane() or Controllable:IsHelicopter() ) or false diff --git a/Moose Development/Moose/Wrapper/Controllable.lua b/Moose Development/Moose/Wrapper/Controllable.lua index 362f6eb03..fbe6a31e2 100644 --- a/Moose Development/Moose/Wrapper/Controllable.lua +++ b/Moose Development/Moose/Wrapper/Controllable.lua @@ -1777,8 +1777,6 @@ function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation, return DCSTask end --- EN-ACT_ROUTE TASKS FOR AIRBORNE CONTROLLABLES - --- (AIR) Engaging targets of defined types. -- @param #CONTROLLABLE self -- @param DCS#Distance Distance Maximal distance from the target to a route leg. If the target is on a greater distance it will be ignored.