Optimized comments and documentation set

This commit is contained in:
FlightControl_Master
2018-05-23 10:42:27 +02:00
parent fe2f59660d
commit 1b39f5d6e6
83 changed files with 538 additions and 525 deletions

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@@ -21,7 +21,7 @@
--
-- ===
--
-- @module AI_Balancer
-- @module AI.AI_Balancer
--- @type AI_BALANCER
-- @field Core.Set#SET_CLIENT SetClient
@@ -30,7 +30,7 @@
-- @extends Core.Fsm#FSM_SET
--- # AI_BALANCER class, extends @{Fsm#FSM_SET}
--- # AI_BALANCER class, extends @{Core.Fsm#FSM_SET}
--
-- The AI_BALANCER class monitors and manages as many replacement AI groups as there are
-- CLIENTS in a SET_CLIENT collection, which are not occupied by human players.
@@ -78,8 +78,8 @@
-- However, there are 2 additional options that you can use to customize the destroy behaviour.
-- When a human player joins a slot, you can configure to let the AI return to:
--
-- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Airbase#AIRBASE}.
-- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Airbase#AIRBASE}.
-- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Wrapper.Airbase#AIRBASE}.
-- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Wrapper.Airbase#AIRBASE}.
--
-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
@@ -141,10 +141,10 @@ function AI_BALANCER:InitSpawnInterval( Earliest, Latest )
return self
end
--- Returns the AI to the nearest friendly @{Airbase#AIRBASE}.
--- Returns the AI to the nearest friendly @{Wrapper.Airbase#AIRBASE}.
-- @param #AI_BALANCER self
-- @param Dcs.DCSTypes#Distance ReturnThresholdRange If there is an enemy @{Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
-- @param Core.Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Set#SET_AIRBASE}s to evaluate where to return to.
-- @param Dcs.DCSTypes#Distance ReturnThresholdRange If there is an enemy @{Wrapper.Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Wrapper.Airbase#AIRBASE}.
-- @param Core.Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Core.Set#SET_AIRBASE}s to evaluate where to return to.
function AI_BALANCER:ReturnToNearestAirbases( ReturnThresholdRange, ReturnAirbaseSet )
self.ToNearestAirbase = true
@@ -152,9 +152,9 @@ function AI_BALANCER:ReturnToNearestAirbases( ReturnThresholdRange, ReturnAirbas
self.ReturnAirbaseSet = ReturnAirbaseSet
end
--- Returns the AI to the home @{Airbase#AIRBASE}.
--- Returns the AI to the home @{Wrapper.Airbase#AIRBASE}.
-- @param #AI_BALANCER self
-- @param Dcs.DCSTypes#Distance ReturnThresholdRange If there is an enemy @{Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Airbase#AIRBASE}.
-- @param Dcs.DCSTypes#Distance ReturnThresholdRange If there is an enemy @{Wrapper.Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Wrapper.Airbase#AIRBASE}.
function AI_BALANCER:ReturnToHomeAirbase( ReturnThresholdRange )
self.ToHomeAirbase = true