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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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@ -100,11 +100,11 @@ do -- DETECTION_BASE
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--
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-- Various methods exist how to retrieve the grouped items from a DETECTION_BASE derived class:
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--
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-- * The method @{Detection#DETECTION_BASE.GetDetectedItems}() retrieves the DetectedItems[] list.
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-- * A DetectedItem from the DetectedItems[] list can be retrieved using the method @{Detection#DETECTION_BASE.GetDetectedItem}( DetectedItemIndex ).
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-- * The method @{Functional.Detection#DETECTION_BASE.GetDetectedItems}() retrieves the DetectedItems[] list.
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-- * A DetectedItem from the DetectedItems[] list can be retrieved using the method @{Functional.Detection#DETECTION_BASE.GetDetectedItem}( DetectedItemIndex ).
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-- Note that this method returns a DetectedItem element from the list, that contains a Set variable and further information
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-- about the DetectedItem that is set by the DETECTION_BASE derived classes, used to group the DetectedItem.
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-- * A DetectedSet from the DetectedItems[] list can be retrieved using the method @{Detection#DETECTION_BASE.GetDetectedSet}( DetectedItemIndex ).
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-- * A DetectedSet from the DetectedItems[] list can be retrieved using the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}( DetectedItemIndex ).
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-- This method retrieves the Set from a DetectedItem element from the DetectedItem list (DetectedItems[ DetectedItemIndex ].Set ).
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--
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-- ## **Visual filters** to fine-tune the probability of the detected objects
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@ -141,7 +141,7 @@ do -- DETECTION_BASE
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--
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-- Note that based on this probability factor, not only the detection but also the **type** of the unit will be applied!
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--
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-- Use the method @{Detection#DETECTION_BASE.SetDistanceProbability}() to set the probability factor upon a 10 km distance.
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-- Use the method @{Functional.Detection#DETECTION_BASE.SetDistanceProbability}() to set the probability factor upon a 10 km distance.
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--
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-- ### Alpha Angle visual detection probability
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--
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@ -153,7 +153,7 @@ do -- DETECTION_BASE
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-- For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like:
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-- 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%
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--
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-- Use the method @{Detection#DETECTION_BASE.SetAlphaAngleProbability}() to set the probability factor if 0°.
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-- Use the method @{Functional.Detection#DETECTION_BASE.SetAlphaAngleProbability}() to set the probability factor if 0°.
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--
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-- ### Cloudy Zones detection probability
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--
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@ -161,7 +161,7 @@ do -- DETECTION_BASE
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-- The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission
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-- zones that reflect cloudy areas where detected units may not be so easily visually detected.
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--
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-- Use the method @{Detection#DETECTION_BASE.SetZoneProbability}() to set for a defined number of zones, the probability factors.
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-- Use the method @{Functional.Detection#DETECTION_BASE.SetZoneProbability}() to set for a defined number of zones, the probability factors.
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--
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-- Note however, that the more zones are defined to be "cloudy" within a detection, the more performance it will take
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-- from the DETECTION_BASE to calculate the presence of the detected unit within each zone.
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@ -178,7 +178,7 @@ do -- DETECTION_BASE
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-- ### Detection acceptance of within range limit
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--
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-- A range can be set that will limit a successful detection for a unit.
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-- Use the method @{Detection#DETECTION_BASE.SetAcceptRange}() to apply a range in meters till where detected units will be accepted.
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-- Use the method @{Functional.Detection#DETECTION_BASE.SetAcceptRange}() to apply a range in meters till where detected units will be accepted.
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--
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-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
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--
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@ -195,7 +195,7 @@ do -- DETECTION_BASE
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-- ### Detection acceptance if within zone(s).
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--
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-- 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).
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-- Use the method @{Detection#DETECTION_BASE.SetAcceptZones}() will accept detected units if they are within the specified zones.
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-- Use the method @{Functional.Detection#DETECTION_BASE.SetAcceptZones}() will accept detected units if they are within the specified zones.
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--
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-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
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--
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@ -215,7 +215,7 @@ do -- DETECTION_BASE
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-- ### Detection rejectance if within zone(s).
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--
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-- 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).
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-- Use the method @{Detection#DETECTION_BASE.SetRejectZones}() will reject detected units if they are within the specified zones.
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-- Use the method @{Functional.Detection#DETECTION_BASE.SetRejectZones}() will reject detected units if they are within the specified zones.
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-- An example of how to use the method is shown below.
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--
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-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
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@ -235,7 +235,7 @@ do -- DETECTION_BASE
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--
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-- ## Detection of Friendlies Nearby
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--
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-- Use the method @{Detection#DETECTION_BASE.SetFriendliesRange}() to set the range what will indicate when friendlies are nearby
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-- Use the method @{Functional.Detection#DETECTION_BASE.SetFriendliesRange}() to set the range what will indicate when friendlies are nearby
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-- a DetectedItem. The default range is 6000 meters. For air detections, it is advisory to use about 30.000 meters.
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--
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-- ## DETECTION_BASE is a Finite State Machine
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@ -1802,7 +1802,7 @@ end
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do -- DETECTION_UNITS
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--- # DETECTION_UNITS class, extends @{Detection#DETECTION_BASE}
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--- # DETECTION_UNITS class, extends @{Functional.Detection#DETECTION_BASE}
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--
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-- The DETECTION_UNITS class will detect units within the battle zone.
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-- 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.
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@ -2052,7 +2052,7 @@ end
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do -- DETECTION_TYPES
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--- # 3) DETECTION_TYPES class, extends @{Detection#DETECTION_BASE}
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--- # 3) DETECTION_TYPES class, extends @{Functional.Detection#DETECTION_BASE}
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--
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-- The DETECTION_TYPES class will detect units within the battle zone.
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-- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected.
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@ -2261,7 +2261,7 @@ end
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do -- DETECTION_AREAS
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--- # 4) DETECTION_AREAS class, extends @{Detection#DETECTION_BASE}
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--- # 4) DETECTION_AREAS class, extends @{Functional.Detection#DETECTION_BASE}
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--
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-- 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),
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-- and will build a list (table) of @{Core.Set#SET_UNIT}s containing the @{Unit#UNIT}s detected.
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@ -2270,26 +2270,26 @@ do -- DETECTION_AREAS
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--
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-- ## 4.1) Retrieve the Detected Unit Sets and Detected Zones
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--
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-- The methods to manage the DetectedItems[].Set(s) are implemented in @{Detection#DECTECTION_BASE} and
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-- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Detection#DETECTION_AREAS}.
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-- The methods to manage the DetectedItems[].Set(s) are implemented in @{Functional.Detection#DECTECTION_BASE} and
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-- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Functional.Detection#DETECTION_AREAS}.
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--
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-- Retrieve the DetectedItems[].Set with the method @{Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
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-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
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--
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-- 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}().
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-- To understand the amount of zones created, use the method @{Detection#DETECTION_BASE.GetDetectionZoneCount}().
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-- If you want to obtain a specific zone from the DetectedZones, use the method @{Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
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-- 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}().
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-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZoneCount}().
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-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
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--
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-- ## 4.4) Flare or Smoke detected units
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--
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-- 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.
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-- 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.
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--
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-- ## 4.5) Flare or Smoke or Bound detected zones
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--
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-- Use the methods:
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--
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-- * @{Detection#DETECTION_AREAS.FlareDetectedZones}() to flare in a color
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-- * @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to smoke in a color
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-- * @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to bound with a tire with a white flag
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-- * @{Functional.Detection#DETECTION_AREAS.FlareDetectedZones}() to flare in a color
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-- * @{Functional.Detection#DETECTION_AREAS.SmokeDetectedZones}() to smoke in a color
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-- * @{Functional.Detection#DETECTION_AREAS.SmokeDetectedZones}() to bound with a tire with a white flag
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--
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-- the detected zones when a new detection has taken place.
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--
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@ -256,7 +256,7 @@ do -- DETECTION_REPORTING
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--- Creates a string of the detected items in a @{Detection}.
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-- @param #DETECTION_MANAGER self
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-- @param Core.Set#SET_UNIT DetectedSet The detected Set created by the @{Detection#DETECTION_BASE} object.
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-- @param Core.Set#SET_UNIT DetectedSet The detected Set created by the @{Functional.Detection#DETECTION_BASE} object.
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-- @return #DETECTION_MANAGER self
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function DETECTION_REPORTING:GetDetectedItemsText( DetectedSet )
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self:F2()
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@ -289,7 +289,7 @@ do -- DETECTION_REPORTING
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--- Reports the detected items to the @{Core.Set#SET_GROUP}.
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-- @param #DETECTION_REPORTING self
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-- @param Wrapper.Group#GROUP Group The @{Wrapper.Group} object to where the report needs to go.
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-- @param Functional.Detection#DETECTION_AREAS Detection The detection created by the @{Detection#DETECTION_BASE} object.
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-- @param Functional.Detection#DETECTION_AREAS Detection The detection created by the @{Functional.Detection#DETECTION_BASE} object.
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-- @return #boolean Return true if you want the reporting to continue... false will cancel the reporting loop.
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function DETECTION_REPORTING:ProcessDetected( Group, Detection )
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self:F2( Group )
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@ -334,7 +334,7 @@ do -- TASK_A2A_DISPATCHER
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-- @param #TASK_A2A_DISPATCHER self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Tasking.Task#TASK Task
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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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-- @param #boolean DetectedItemID
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-- @param #boolean DetectedItemChange
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-- @return Tasking.Task#TASK
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@ -484,7 +484,7 @@ do -- TASK_A2A_DISPATCHER
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--- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}.
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-- @param #TASK_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 TASK_A2A_DISPATCHER:ProcessDetected( Detection )
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self:F()
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@ -582,7 +582,7 @@ do -- TASK_A2G_DISPATCHER
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--- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}.
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-- @param #TASK_A2G_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 TASK_A2G_DISPATCHER:ProcessDetected( Detection )
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self:F()
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