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Documentation updates
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@@ -1267,7 +1267,7 @@ do -- AI_A2A_DISPATCHER
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--- Calculates which AI friendlies are nearby the area
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-- @param #AI_A2A_DISPATCHER self
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-- @param DetectedItem
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-- @return #number, Core.CommandCenter#REPORT
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-- @return #table A list of the friendlies nearby.
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function AI_A2A_DISPATCHER:GetAIFriendliesNearBy( DetectedItem )
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local FriendliesNearBy = self.Detection:GetFriendliesDistance( DetectedItem )
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@@ -2881,7 +2881,7 @@ do -- AI_A2A_DISPATCHER
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--- Creates an ENGAGE task when there are human friendlies airborne near the targets.
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-- @param #AI_A2A_DISPATCHER self
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-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
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-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem The detected item.
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-- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units.
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-- @return #nil If there are no targets to be set.
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function AI_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem )
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@@ -2908,7 +2908,7 @@ do -- AI_A2A_DISPATCHER
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--- Creates an GCI task when there are targets for it.
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-- @param #AI_A2A_DISPATCHER self
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-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
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-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem The detected item.
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-- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units.
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-- @return #nil If there are no targets to be set.
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function AI_A2A_DISPATCHER:EvaluateGCI( DetectedItem )
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@@ -2935,7 +2935,7 @@ do -- AI_A2A_DISPATCHER
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--- Assigns A2A AI Tasks in relation to the detected items.
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-- @param #AI_A2A_DISPATCHER self
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-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
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-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Functional.Detection#DETECTION_BASE} derived object.
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-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
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function AI_A2A_DISPATCHER:ProcessDetected( Detection )
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@@ -3060,10 +3060,10 @@ end
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do
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--- Calculates which HUMAN friendlies are nearby the area
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--- Calculates which HUMAN friendlies are nearby the area.
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-- @param #AI_A2A_DISPATCHER self
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-- @param DetectedItem
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-- @return #number, Core.CommandCenter#REPORT
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-- @param DetectedItem The detected item.
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-- @return #number, Core.Report#REPORT The amount of friendlies and a text string explaining which friendlies of which type.
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function AI_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem )
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local DetectedSet = DetectedItem.Set
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@@ -3106,14 +3106,14 @@ do
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return PlayersCount, PlayerTypesReport
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end
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--- Calculates which friendlies are nearby the area
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--- Calculates which friendlies are nearby the area.
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-- @param #AI_A2A_DISPATCHER self
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-- @param DetectedItem
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-- @return #number, Core.CommandCenter#REPORT
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function AI_A2A_DISPATCHER:GetFriendliesNearBy( Target )
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-- @param DetectedItem The detected item.
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-- @return #number, Core.Report#REPORT The amount of friendlies and a text string explaining which friendlies of which type.
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function AI_A2A_DISPATCHER:GetFriendliesNearBy( DetectedItem )
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local DetectedSet = Target.Set
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local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( Target )
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local DetectedSet = DetectedItem.Set
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local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( DetectedItem )
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local FriendlyTypes = {}
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local FriendliesCount = 0
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@@ -3150,8 +3150,8 @@ do
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return FriendliesCount, FriendlyTypesReport
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end
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---
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-- @param AI_A2A_DISPATCHER
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--- Schedules a new CAP for the given SquadronName.
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-- @param #AI_A2A_DISPATCHER self
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-- @param #string SquadronName The squadron name.
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function AI_A2A_DISPATCHER:SchedulerCAP( SquadronName )
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self:CAP( SquadronName )
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