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Optimized comments and documentation set
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@@ -10,7 +10,7 @@
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-- and creates a CSV file logging the scoring events and results for use at team or squadron websites.
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--
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-- SCORING automatically calculates the threat level of the objects hit and destroyed by players,
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-- which can be @{Unit}, @{Static) and @{Scenery} objects.
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-- which can be @{Wrapper.Unit}, @{Static) and @{Scenery} objects.
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--
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-- Positive score points are granted when enemy or neutral targets are destroyed.
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-- Negative score points or penalties are given when a friendly target is hit or destroyed.
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@@ -56,7 +56,7 @@
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-- Use the radio menu F10 to consult the scores while running the mission.
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-- Scores can be reported for your user, or an overall score can be reported of all players currently active in the mission.
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--
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-- # 1) @{Scoring#SCORING} class, extends @{Base#BASE}
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-- # 1) @{Scoring#SCORING} class, extends @{Core.Base#BASE}
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--
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-- ## 1.1) Set the destroy score or penalty scale
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--
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@@ -74,9 +74,9 @@
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-- ## 1.2) Define special targets that will give extra scores.
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--
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-- Special targets can be set that will give extra scores to the players when these are destroyed.
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-- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Unit}s.
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-- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Wrapper.Unit}s.
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-- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Static}s.
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-- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Group}s.
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-- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Wrapper.Group}s.
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--
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-- local Scoring = SCORING:New( "Scoring File" )
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-- Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 )
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@@ -93,7 +93,7 @@
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-- Define zones of destruction. Any object destroyed within the zone of the given category will give extra points.
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-- Use the method @{#SCORING.AddZoneScore}() to add a @{Zone} for additional scoring.
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-- Use the method @{#SCORING.RemoveZoneScore}() to remove a @{Zone} for additional scoring.
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-- There are interesting variations that can be achieved with this functionality. For example, if the @{Zone} is a @{Zone#ZONE_UNIT},
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-- There are interesting variations that can be achieved with this functionality. For example, if the @{Zone} is a @{Core.Zone#ZONE_UNIT},
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-- then the zone is a moving zone, and anything destroyed within that @{Zone} will generate points.
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-- The other implementation could be to designate a scenery target (a building) in the mission editor surrounded by a @{Zone},
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-- just large enough around that building.
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@@ -339,11 +339,11 @@ function SCORING:SetScaleDestroyPenalty( Scale )
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return self
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end
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--- Add a @{Unit} for additional scoring when the @{Unit} is destroyed.
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-- Note that if there was already a @{Unit} declared within the scoring with the same name,
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-- then the old @{Unit} will be replaced with the new @{Unit}.
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--- Add a @{Wrapper.Unit} for additional scoring when the @{Wrapper.Unit} is destroyed.
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-- Note that if there was already a @{Wrapper.Unit} declared within the scoring with the same name,
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-- then the old @{Wrapper.Unit} will be replaced with the new @{Wrapper.Unit}.
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-- @param #SCORING self
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-- @param Wrapper.Unit#UNIT ScoreUnit The @{Unit} for which the Score needs to be given.
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-- @param Wrapper.Unit#UNIT ScoreUnit The @{Wrapper.Unit} for which the Score needs to be given.
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-- @param #number Score The Score value.
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-- @return #SCORING
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function SCORING:AddUnitScore( ScoreUnit, Score )
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@@ -355,9 +355,9 @@ function SCORING:AddUnitScore( ScoreUnit, Score )
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return self
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end
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--- Removes a @{Unit} for additional scoring when the @{Unit} is destroyed.
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--- Removes a @{Wrapper.Unit} for additional scoring when the @{Wrapper.Unit} is destroyed.
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-- @param #SCORING self
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-- @param Wrapper.Unit#UNIT ScoreUnit The @{Unit} for which the Score needs to be given.
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-- @param Wrapper.Unit#UNIT ScoreUnit The @{Wrapper.Unit} for which the Score needs to be given.
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-- @return #SCORING
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function SCORING:RemoveUnitScore( ScoreUnit )
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@@ -398,9 +398,9 @@ function SCORING:RemoveStaticScore( ScoreStatic )
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end
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--- Specify a special additional score for a @{Group}.
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--- Specify a special additional score for a @{Wrapper.Group}.
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-- @param #SCORING self
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-- @param Wrapper.Group#GROUP ScoreGroup The @{Group} for which each @{Unit} a Score is given.
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-- @param Wrapper.Group#GROUP ScoreGroup The @{Wrapper.Group} for which each @{Wrapper.Unit} a Score is given.
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-- @param #number Score The Score value.
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-- @return #SCORING
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function SCORING:AddScoreGroup( ScoreGroup, Score )
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@@ -714,7 +714,7 @@ end
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-- A free text can be given that is shown to the players.
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-- The Score can be both positive and negative.
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-- @param #SCORING self
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-- @param Wrapper.Unit#UNIT PlayerUnit The @{Unit} of the Player. Other Properties for the scoring are taken from this PlayerUnit, like coalition, type etc.
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-- @param Wrapper.Unit#UNIT PlayerUnit The @{Wrapper.Unit} of the Player. Other Properties for the scoring are taken from this PlayerUnit, like coalition, type etc.
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-- @param #string GoalTag The string or identifier that is used in the CSV file to identify the goal (sort or group later in Excel).
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-- @param #string Text A free text that is shown to the players.
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-- @param #number Score The score can be both positive or negative ( Penalty ).
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