Documentation updates

This commit is contained in:
FlightControl_Master 2018-06-01 10:59:53 +02:00
parent f556077ff6
commit 18098d402b
5 changed files with 43 additions and 43 deletions

View File

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

View File

@ -100,11 +100,11 @@ do -- DETECTION_BASE
-- --
-- Various methods exist how to retrieve the grouped items from a DETECTION_BASE derived class: -- Various methods exist how to retrieve the grouped items from a DETECTION_BASE derived class:
-- --
-- * The method @{Detection#DETECTION_BASE.GetDetectedItems}() retrieves the DetectedItems[] list. -- * The method @{Functional.Detection#DETECTION_BASE.GetDetectedItems}() retrieves the DetectedItems[] list.
-- * A DetectedItem from the DetectedItems[] list can be retrieved using the method @{Detection#DETECTION_BASE.GetDetectedItem}( DetectedItemIndex ). -- * A DetectedItem from the DetectedItems[] list can be retrieved using the method @{Functional.Detection#DETECTION_BASE.GetDetectedItem}( DetectedItemIndex ).
-- Note that this method returns a DetectedItem element from the list, that contains a Set variable and further information -- Note that this method returns a DetectedItem element from the list, that contains a Set variable and further information
-- about the DetectedItem that is set by the DETECTION_BASE derived classes, used to group the DetectedItem. -- about the DetectedItem that is set by the DETECTION_BASE derived classes, used to group the DetectedItem.
-- * A DetectedSet from the DetectedItems[] list can be retrieved using the method @{Detection#DETECTION_BASE.GetDetectedSet}( DetectedItemIndex ). -- * A DetectedSet from the DetectedItems[] list can be retrieved using the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}( DetectedItemIndex ).
-- This method retrieves the Set from a DetectedItem element from the DetectedItem list (DetectedItems[ DetectedItemIndex ].Set ). -- This method retrieves the Set from a DetectedItem element from the DetectedItem list (DetectedItems[ DetectedItemIndex ].Set ).
-- --
-- ## **Visual filters** to fine-tune the probability of the detected objects -- ## **Visual filters** to fine-tune the probability of the detected objects
@ -141,7 +141,7 @@ do -- DETECTION_BASE
-- --
-- Note that based on this probability factor, not only the detection but also the **type** of the unit will be applied! -- Note that based on this probability factor, not only the detection but also the **type** of the unit will be applied!
-- --
-- Use the method @{Detection#DETECTION_BASE.SetDistanceProbability}() to set the probability factor upon a 10 km distance. -- Use the method @{Functional.Detection#DETECTION_BASE.SetDistanceProbability}() to set the probability factor upon a 10 km distance.
-- --
-- ### Alpha Angle visual detection probability -- ### Alpha Angle visual detection probability
-- --
@ -153,7 +153,7 @@ do -- DETECTION_BASE
-- For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like: -- For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like:
-- 0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100% -- 0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100%
-- --
-- Use the method @{Detection#DETECTION_BASE.SetAlphaAngleProbability}() to set the probability factor if 0°. -- Use the method @{Functional.Detection#DETECTION_BASE.SetAlphaAngleProbability}() to set the probability factor if 0°.
-- --
-- ### Cloudy Zones detection probability -- ### Cloudy Zones detection probability
-- --
@ -161,7 +161,7 @@ do -- DETECTION_BASE
-- The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission -- The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission
-- zones that reflect cloudy areas where detected units may not be so easily visually detected. -- zones that reflect cloudy areas where detected units may not be so easily visually detected.
-- --
-- Use the method @{Detection#DETECTION_BASE.SetZoneProbability}() to set for a defined number of zones, the probability factors. -- Use the method @{Functional.Detection#DETECTION_BASE.SetZoneProbability}() to set for a defined number of zones, the probability factors.
-- --
-- Note however, that the more zones are defined to be "cloudy" within a detection, the more performance it will take -- Note however, that the more zones are defined to be "cloudy" within a detection, the more performance it will take
-- from the DETECTION_BASE to calculate the presence of the detected unit within each zone. -- from the DETECTION_BASE to calculate the presence of the detected unit within each zone.
@ -178,7 +178,7 @@ do -- DETECTION_BASE
-- ### Detection acceptance of within range limit -- ### Detection acceptance of within range limit
-- --
-- A range can be set that will limit a successful detection for a unit. -- A range can be set that will limit a successful detection for a unit.
-- Use the method @{Detection#DETECTION_BASE.SetAcceptRange}() to apply a range in meters till where detected units will be accepted. -- Use the method @{Functional.Detection#DETECTION_BASE.SetAcceptRange}() to apply a range in meters till where detected units will be accepted.
-- --
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers. -- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
-- --
@ -195,7 +195,7 @@ do -- DETECTION_BASE
-- ### Detection acceptance if within zone(s). -- ### Detection acceptance if within zone(s).
-- --
-- Specific ZONE_BASE object(s) can be given as a parameter, which will only accept a detection if the unit is within the specified ZONE_BASE object(s). -- Specific ZONE_BASE object(s) can be given as a parameter, which will only accept a detection if the unit is within the specified ZONE_BASE object(s).
-- Use the method @{Detection#DETECTION_BASE.SetAcceptZones}() will accept detected units if they are within the specified zones. -- Use the method @{Functional.Detection#DETECTION_BASE.SetAcceptZones}() will accept detected units if they are within the specified zones.
-- --
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers. -- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
-- --
@ -215,7 +215,7 @@ do -- DETECTION_BASE
-- ### Detection rejectance if within zone(s). -- ### Detection rejectance if within zone(s).
-- --
-- Specific ZONE_BASE object(s) can be given as a parameter, which will reject detection if the unit is within the specified ZONE_BASE object(s). -- Specific ZONE_BASE object(s) can be given as a parameter, which will reject detection if the unit is within the specified ZONE_BASE object(s).
-- Use the method @{Detection#DETECTION_BASE.SetRejectZones}() will reject detected units if they are within the specified zones. -- Use the method @{Functional.Detection#DETECTION_BASE.SetRejectZones}() will reject detected units if they are within the specified zones.
-- An example of how to use the method is shown below. -- An example of how to use the method is shown below.
-- --
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers. -- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
@ -235,7 +235,7 @@ do -- DETECTION_BASE
-- --
-- ## Detection of Friendlies Nearby -- ## Detection of Friendlies Nearby
-- --
-- Use the method @{Detection#DETECTION_BASE.SetFriendliesRange}() to set the range what will indicate when friendlies are nearby -- Use the method @{Functional.Detection#DETECTION_BASE.SetFriendliesRange}() to set the range what will indicate when friendlies are nearby
-- a DetectedItem. The default range is 6000 meters. For air detections, it is advisory to use about 30.000 meters. -- a DetectedItem. The default range is 6000 meters. For air detections, it is advisory to use about 30.000 meters.
-- --
-- ## DETECTION_BASE is a Finite State Machine -- ## DETECTION_BASE is a Finite State Machine
@ -1802,7 +1802,7 @@ end
do -- DETECTION_UNITS do -- DETECTION_UNITS
--- # DETECTION_UNITS class, extends @{Detection#DETECTION_BASE} --- # DETECTION_UNITS class, extends @{Functional.Detection#DETECTION_BASE}
-- --
-- The DETECTION_UNITS class will detect units within the battle zone. -- The DETECTION_UNITS class will detect units within the battle zone.
-- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference. -- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference.
@ -2052,7 +2052,7 @@ end
do -- DETECTION_TYPES do -- DETECTION_TYPES
--- # 3) DETECTION_TYPES class, extends @{Detection#DETECTION_BASE} --- # 3) DETECTION_TYPES class, extends @{Functional.Detection#DETECTION_BASE}
-- --
-- The DETECTION_TYPES class will detect units within the battle zone. -- The DETECTION_TYPES class will detect units within the battle zone.
-- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected. -- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected.
@ -2261,7 +2261,7 @@ end
do -- DETECTION_AREAS do -- DETECTION_AREAS
--- # 4) DETECTION_AREAS class, extends @{Detection#DETECTION_BASE} --- # 4) DETECTION_AREAS class, extends @{Functional.Detection#DETECTION_BASE}
-- --
-- The DETECTION_AREAS class will detect units within the battle zone for a list of @{Wrapper.Group}s detecting targets following (a) detection method(s), -- The DETECTION_AREAS class will detect units within the battle zone for a list of @{Wrapper.Group}s detecting targets following (a) detection method(s),
-- and will build a list (table) of @{Core.Set#SET_UNIT}s containing the @{Unit#UNIT}s detected. -- and will build a list (table) of @{Core.Set#SET_UNIT}s containing the @{Unit#UNIT}s detected.
@ -2270,26 +2270,26 @@ do -- DETECTION_AREAS
-- --
-- ## 4.1) Retrieve the Detected Unit Sets and Detected Zones -- ## 4.1) Retrieve the Detected Unit Sets and Detected Zones
-- --
-- The methods to manage the DetectedItems[].Set(s) are implemented in @{Detection#DECTECTION_BASE} and -- The methods to manage the DetectedItems[].Set(s) are implemented in @{Functional.Detection#DECTECTION_BASE} and
-- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Detection#DETECTION_AREAS}. -- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Functional.Detection#DETECTION_AREAS}.
-- --
-- Retrieve the DetectedItems[].Set with the method @{Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned. -- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
-- --
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Detection#DETECTION_BASE.GetDetectionZones}(). -- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Detection#DETECTION_BASE.GetDetectionZoneCount}(). -- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Detection#DETECTION_BASE.GetDetectionZone}() with a given index. -- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
-- --
-- ## 4.4) Flare or Smoke detected units -- ## 4.4) Flare or Smoke detected units
-- --
-- Use the methods @{Detection#DETECTION_AREAS.FlareDetectedUnits}() or @{Detection#DETECTION_AREAS.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place. -- Use the methods @{Functional.Detection#DETECTION_AREAS.FlareDetectedUnits}() or @{Functional.Detection#DETECTION_AREAS.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place.
-- --
-- ## 4.5) Flare or Smoke or Bound detected zones -- ## 4.5) Flare or Smoke or Bound detected zones
-- --
-- Use the methods: -- Use the methods:
-- --
-- * @{Detection#DETECTION_AREAS.FlareDetectedZones}() to flare in a color -- * @{Functional.Detection#DETECTION_AREAS.FlareDetectedZones}() to flare in a color
-- * @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to smoke in a color -- * @{Functional.Detection#DETECTION_AREAS.SmokeDetectedZones}() to smoke in a color
-- * @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to bound with a tire with a white flag -- * @{Functional.Detection#DETECTION_AREAS.SmokeDetectedZones}() to bound with a tire with a white flag
-- --
-- the detected zones when a new detection has taken place. -- the detected zones when a new detection has taken place.
-- --

View File

@ -256,7 +256,7 @@ do -- DETECTION_REPORTING
--- Creates a string of the detected items in a @{Detection}. --- Creates a string of the detected items in a @{Detection}.
-- @param #DETECTION_MANAGER self -- @param #DETECTION_MANAGER self
-- @param Core.Set#SET_UNIT DetectedSet The detected Set created by the @{Detection#DETECTION_BASE} object. -- @param Core.Set#SET_UNIT DetectedSet The detected Set created by the @{Functional.Detection#DETECTION_BASE} object.
-- @return #DETECTION_MANAGER self -- @return #DETECTION_MANAGER self
function DETECTION_REPORTING:GetDetectedItemsText( DetectedSet ) function DETECTION_REPORTING:GetDetectedItemsText( DetectedSet )
self:F2() self:F2()
@ -289,7 +289,7 @@ do -- DETECTION_REPORTING
--- Reports the detected items to the @{Core.Set#SET_GROUP}. --- Reports the detected items to the @{Core.Set#SET_GROUP}.
-- @param #DETECTION_REPORTING self -- @param #DETECTION_REPORTING self
-- @param Wrapper.Group#GROUP Group The @{Wrapper.Group} object to where the report needs to go. -- @param Wrapper.Group#GROUP Group The @{Wrapper.Group} object to where the report needs to go.
-- @param Functional.Detection#DETECTION_AREAS Detection The detection created by the @{Detection#DETECTION_BASE} object. -- @param Functional.Detection#DETECTION_AREAS Detection The detection created by the @{Functional.Detection#DETECTION_BASE} object.
-- @return #boolean Return true if you want the reporting to continue... false will cancel the reporting loop. -- @return #boolean Return true if you want the reporting to continue... false will cancel the reporting loop.
function DETECTION_REPORTING:ProcessDetected( Group, Detection ) function DETECTION_REPORTING:ProcessDetected( Group, Detection )
self:F2( Group ) self:F2( Group )

View File

@ -334,7 +334,7 @@ do -- TASK_A2A_DISPATCHER
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
-- @param Tasking.Mission#MISSION Mission -- @param Tasking.Mission#MISSION Mission
-- @param Tasking.Task#TASK Task -- @param Tasking.Task#TASK Task
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object. -- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Functional.Detection#DETECTION_BASE} derived object.
-- @param #boolean DetectedItemID -- @param #boolean DetectedItemID
-- @param #boolean DetectedItemChange -- @param #boolean DetectedItemChange
-- @return Tasking.Task#TASK -- @return Tasking.Task#TASK
@ -484,7 +484,7 @@ do -- TASK_A2A_DISPATCHER
--- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}. --- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}.
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object. -- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Functional.Detection#DETECTION_BASE} derived object.
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop. -- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function TASK_A2A_DISPATCHER:ProcessDetected( Detection ) function TASK_A2A_DISPATCHER:ProcessDetected( Detection )
self:F() self:F()

View File

@ -582,7 +582,7 @@ do -- TASK_A2G_DISPATCHER
--- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}. --- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}.
-- @param #TASK_A2G_DISPATCHER self -- @param #TASK_A2G_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object. -- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Functional.Detection#DETECTION_BASE} derived object.
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop. -- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function TASK_A2G_DISPATCHER:ProcessDetected( Detection ) function TASK_A2G_DISPATCHER:ProcessDetected( Detection )
self:F() self:F()