From 89f0909a8fb8019827e028cf68a9c55732962bd9 Mon Sep 17 00:00:00 2001 From: Rolf Geuenich Date: Wed, 19 Oct 2022 06:32:57 +0200 Subject: [PATCH 1/2] Fixed some errors in the documentation of Core MESSAGE (#1804) Removed wrong forth parameter in most examples. Removed duplicate of function ToUnit. --- Moose Development/Moose/Core/Message.lua | 58 +++++++----------------- 1 file changed, 17 insertions(+), 41 deletions(-) diff --git a/Moose Development/Moose/Core/Message.lua b/Moose Development/Moose/Core/Message.lua index 888ae3779..d4ba71f6f 100644 --- a/Moose Development/Moose/Core/Message.lua +++ b/Moose Development/Moose/Core/Message.lua @@ -171,7 +171,7 @@ end --- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player". -- @param #MESSAGE self -- @param Wrapper.Client#CLIENT Client is the Group of the Client. --- @param Core.Settings#SETTINGS Settings Settings used to display the message. +-- @param Core.Settings#SETTINGS Settings used to display the message. -- @return #MESSAGE -- @usage -- @@ -182,11 +182,11 @@ end -- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup ) -- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup ) -- or --- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup ) --- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup ) +-- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25 ):ToClient( ClientGroup ) +-- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25 ):ToClient( ClientGroup ) -- or --- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ) --- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ) +-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25 ) +-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25 ) -- MessageClient1:ToClient( ClientGroup ) -- MessageClient2:ToClient( ClientGroup ) -- @@ -262,41 +262,17 @@ function MESSAGE:ToUnit( Unit, Settings ) return self end ---- Sends a MESSAGE to a Unit. --- @param #MESSAGE self --- @param Wrapper.Unit#UNIT Unit to which the message is displayed. --- @return #MESSAGE Message object. -function MESSAGE:ToUnit( Unit, Settings ) - self:F( Unit.IdentifiableName ) - - if Unit then - - if self.MessageType then - local Settings = Settings or ( Unit and _DATABASE:GetPlayerSettings( Unit:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS - self.MessageDuration = Settings:GetMessageTime( self.MessageType ) - self.MessageCategory = "" -- self.MessageType .. ": " - end - - if self.MessageDuration ~= 0 then - self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) - trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen ) - end - end - - return self -end - --- Sends a MESSAGE to the Blue coalition. -- @param #MESSAGE self -- @return #MESSAGE -- @usage -- -- -- Send a message created with the @{New} method to the BLUE coalition. --- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue() +-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25):ToBlue() -- or --- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue() +-- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToBlue() -- or --- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) +-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ) -- MessageBLUE:ToBlue() -- function MESSAGE:ToBlue() @@ -313,11 +289,11 @@ end -- @usage -- -- -- Send a message created with the @{New} method to the RED coalition. --- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed() +-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToRed() -- or --- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed() +-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToRed() -- or --- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) +-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ) -- MessageRED:ToRed() -- function MESSAGE:ToRed() @@ -336,11 +312,11 @@ end -- @usage -- -- -- Send a message created with the @{New} method to the RED coalition. --- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED ) +-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToCoalition( coalition.side.RED ) -- or --- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED ) +-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToCoalition( coalition.side.RED ) -- or --- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) +-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ) -- MessageRED:ToCoalition( coalition.side.RED ) -- function MESSAGE:ToCoalition( CoalitionSide, Settings ) @@ -384,11 +360,11 @@ end -- @usage -- -- -- Send a message created to all players. --- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll() +-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll() -- or --- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll() +-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll() -- or --- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ) +-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ) -- MessageAll:ToAll() -- function MESSAGE:ToAll( Settings ) From 0441acf1015b43febb3d7ca4b95e4da89bbad393 Mon Sep 17 00:00:00 2001 From: TommyC81 Date: Wed, 19 Oct 2022 14:20:39 +0400 Subject: [PATCH 2/2] Documentation fixes. (#1803) Improve the consistency of the module intros to the most commonly used version (single dash). Add missing module information (abbreviated where none existed previously). Fix broken documentation links Make module names correspond to filenames (and fix links). Fix typos. --- Moose Development/Moose/AI/AI_A2A_Cap.lua | 9 ++-- .../Moose/AI/AI_A2A_Dispatcher.lua | 2 +- Moose Development/Moose/AI/AI_A2A_Gci.lua | 8 ++-- Moose Development/Moose/AI/AI_A2A_Patrol.lua | 2 +- Moose Development/Moose/AI/AI_A2G_BAI.lua | 16 ++----- Moose Development/Moose/AI/AI_A2G_CAS.lua | 17 ++----- Moose Development/Moose/AI/AI_A2G_SEAD.lua | 8 ++-- .../Moose/AI/AI_Air_Dispatcher.lua | 16 +++---- Moose Development/Moose/AI/AI_Air_Engage.lua | 6 +-- Moose Development/Moose/AI/AI_Air_Patrol.lua | 4 +- .../Moose/AI/AI_Air_Squadron.lua | 2 +- Moose Development/Moose/AI/AI_BAI.lua | 4 +- Moose Development/Moose/AI/AI_Balancer.lua | 2 +- Moose Development/Moose/AI/AI_CAP.lua | 10 ++-- Moose Development/Moose/AI/AI_CAS.lua | 4 +- .../Moose/AI/AI_Cargo_Dispatcher_Airplane.lua | 2 +- .../AI/AI_Cargo_Dispatcher_Helicopter.lua | 2 +- .../Moose/AI/AI_Cargo_Dispatcher_Ship.lua | 6 +-- Moose Development/Moose/AI/AI_Cargo_Ship.lua | 6 +-- Moose Development/Moose/AI/AI_Escort.lua | 2 +- .../Moose/AI/AI_Escort_Dispatcher_Request.lua | 2 +- .../Moose/AI/AI_Escort_Request.lua | 4 +- Moose Development/Moose/AI/AI_Formation.lua | 2 +- Moose Development/Moose/AI/AI_Patrol.lua | 2 +- Moose Development/Moose/Cargo/Cargo.lua | 12 ++--- Moose Development/Moose/Cargo/CargoCrate.lua | 2 +- .../Moose/Cargo/CargoSlingload.lua | 2 +- Moose Development/Moose/Core/Event.lua | 2 +- .../Moose/Core/ScheduleDispatcher.lua | 2 +- Moose Development/Moose/Core/UserFlag.lua | 29 ++++++------ .../Moose/Core/Zone_Detection.lua | 14 +++--- .../Moose/Functional/ATC_Ground.lua | 2 +- .../Moose/Functional/Artillery.lua | 46 +++++++++---------- .../Moose/Functional/CleanUp.lua | 2 +- .../Moose/Functional/Designate.lua | 2 +- .../Moose/Functional/Detection.lua | 2 +- .../Moose/Functional/DetectionZones.lua | 15 +++--- Moose Development/Moose/Functional/Escort.lua | 2 +- Moose Development/Moose/Functional/Fox.lua | 2 +- Moose Development/Moose/Functional/Mantis.lua | 2 +- .../Moose/Functional/MissileTrainer.lua | 2 +- .../Moose/Functional/Movement.lua | 2 +- Moose Development/Moose/Functional/RAT.lua | 2 +- Moose Development/Moose/Functional/Sead.lua | 2 +- Moose Development/Moose/Functional/Shorad.lua | 2 +- .../Moose/Functional/Warehouse.lua | 2 +- .../Moose/Functional/ZoneCaptureCoalition.lua | 2 +- .../Moose/Functional/ZoneGoal.lua | 2 +- .../Moose/Functional/ZoneGoalCargo.lua | 2 +- .../Moose/Functional/ZoneGoalCoalition.lua | 2 +- Moose Development/Moose/Ops/ATIS.lua | 4 +- Moose Development/Moose/Ops/CSAR.lua | 2 +- Moose Development/Moose/Ops/CTLD.lua | 2 +- Moose Development/Moose/Sound/SRS.lua | 2 +- .../Moose/Tasking/CommandCenter.lua | 2 +- Moose Development/Moose/Tasking/Mission.lua | 2 +- Moose Development/Moose/Tasking/Task.lua | 6 +-- Moose Development/Moose/Tasking/TaskInfo.lua | 2 +- .../Moose/Tasking/Task_A2G_Dispatcher.lua | 2 +- .../Moose/Tasking/Task_CARGO.lua | 18 ++++---- .../Moose/Tasking/Task_Capture_Dispatcher.lua | 2 +- .../Moose/Tasking/Task_Capture_Zone.lua | 16 +++---- .../Moose/Tasking/Task_Cargo_CSAR.lua | 4 +- .../Moose/Tasking/Task_Cargo_Transport.lua | 2 +- Moose Development/Moose/Utilities/Enums.lua | 2 +- Moose Development/Moose/Utilities/FiFo.lua | 2 +- .../Moose/Utilities/Profiler.lua | 2 +- .../Moose/Utilities/Routines.lua | 2 +- Moose Development/Moose/Utilities/STTS.lua | 2 +- Moose Development/Moose/Utilities/Utils.lua | 2 +- Moose Development/Moose/Wrapper/Airbase.lua | 2 +- Moose Development/Moose/Wrapper/Client.lua | 4 +- .../Moose/Wrapper/Controllable.lua | 2 +- Moose Development/Moose/Wrapper/Group.lua | 4 +- .../Moose/Wrapper/Identifiable.lua | 2 +- Moose Development/Moose/Wrapper/Object.lua | 2 +- .../Moose/Wrapper/Positionable.lua | 2 +- Moose Development/Moose/Wrapper/Scenery.lua | 2 +- Moose Development/Moose/Wrapper/Static.lua | 4 +- Moose Development/Moose/Wrapper/Unit.lua | 2 +- 80 files changed, 191 insertions(+), 209 deletions(-) diff --git a/Moose Development/Moose/AI/AI_A2A_Cap.lua b/Moose Development/Moose/AI/AI_A2A_Cap.lua index aa43344e6..790d08e90 100644 --- a/Moose Development/Moose/AI/AI_A2A_Cap.lua +++ b/Moose Development/Moose/AI/AI_A2A_Cap.lua @@ -1,4 +1,6 @@ ---- **AI** -- (R2.2) - Models the process of Combat Air Patrol (CAP) for airplanes. +--- **AI** - (R2.2) - Models the process of Combat Air Patrol (CAP) for airplanes. +-- +-- This is a class used in the @{AI.AI_A2A_Dispatcher}. -- -- === -- @@ -13,7 +15,6 @@ -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL -- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE - --- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group} -- and automatically engage any airborne enemies that are within a certain range or within a certain zone. -- @@ -81,7 +82,7 @@ -- that will define when the AI will engage with the detected airborne enemy targets. -- The range can be beyond or smaller than the range of the Patrol Zone. -- The range is applied at the position of the AI. --- Use the method @{AI.AI_CAP#AI_A2A_CAP.SetEngageRange}() to define that range. +-- Use the method @{#AI_A2A_CAP.SetEngageRange}() to define that range. -- -- ## 4. Set the Zone of Engagement -- @@ -89,7 +90,7 @@ -- -- An optional @{Zone} can be set, -- that will define when the AI will engage with the detected airborne enemy targets. --- Use the method @{AI.AI_Cap#AI_A2A_CAP.SetEngageZone}() to define that Zone. +-- Use the method @{#AI_A2A_CAP.SetEngageZone}() to define that Zone. -- -- === -- diff --git a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua index 9776bf3f0..76174098d 100644 --- a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua +++ b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua @@ -1148,7 +1148,7 @@ do -- AI_A2A_DISPATCHER self:I( "Captured " .. AirbaseName ) - -- Now search for all squadrons located at the airbase, and sanatize them. + -- Now search for all squadrons located at the airbase, and sanitize them. for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do if Squadron.AirbaseName == AirbaseName then Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning. diff --git a/Moose Development/Moose/AI/AI_A2A_Gci.lua b/Moose Development/Moose/AI/AI_A2A_Gci.lua index 15653d1e0..ac8c5a19f 100644 --- a/Moose Development/Moose/AI/AI_A2A_Gci.lua +++ b/Moose Development/Moose/AI/AI_A2A_Gci.lua @@ -1,6 +1,6 @@ ---- **AI** -- (R2.2) - Models the process of Ground Controlled Interception (GCI) for airplanes. +--- **AI** - (R2.2) - Models the process of Ground Controlled Interception (GCI) for airplanes. -- --- This is a class used in the @{AI_A2A_Dispatcher}. +-- This is a class used in the @{AI.AI_A2A_Dispatcher}. -- -- === -- @@ -8,7 +8,7 @@ -- -- === -- --- @module AI.AI_A2A_GCI +-- @module AI.AI_A2A_Gci -- @image AI_Ground_Control_Intercept.JPG @@ -91,7 +91,7 @@ -- -- An optional @{Zone} can be set, -- that will define when the AI will engage with the detected airborne enemy targets. --- Use the method @{AI.AI_Cap#AI_A2A_GCI.SetEngageZone}() to define that Zone. +-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageZone}() to define that Zone. -- -- === -- diff --git a/Moose Development/Moose/AI/AI_A2A_Patrol.lua b/Moose Development/Moose/AI/AI_A2A_Patrol.lua index f4252fac1..199db84c6 100644 --- a/Moose Development/Moose/AI/AI_A2A_Patrol.lua +++ b/Moose Development/Moose/AI/AI_A2A_Patrol.lua @@ -1,4 +1,4 @@ ---- **AI** -- (R2.2) - Models the process of air patrol of airplanes. +--- **AI** - (R2.2) - Models the process of air patrol of airplanes. -- -- === -- diff --git a/Moose Development/Moose/AI/AI_A2G_BAI.lua b/Moose Development/Moose/AI/AI_A2G_BAI.lua index f35009033..ee32ad4a5 100644 --- a/Moose Development/Moose/AI/AI_A2G_BAI.lua +++ b/Moose Development/Moose/AI/AI_A2G_BAI.lua @@ -1,6 +1,6 @@ ---- **AI** -- Models the process of air to ground BAI engagement for airplanes and helicopters. +--- **AI** - Models the process of air to ground BAI engagement for airplanes and helicopters. -- --- This is a class used in the @{AI_A2G_Dispatcher}. +-- This is a class used in the @{AI.AI_A2G_Dispatcher}. -- -- === -- @@ -11,11 +11,8 @@ -- @module AI.AI_A2G_BAI -- @image AI_Air_To_Ground_Engage.JPG - - --- @type AI_A2G_BAI --- @extends AI.AI_A2A_Engage#AI_A2A_Engage - +-- @extends AI.AI_A2A_Engage#AI_A2A_Engage -- TODO: Documentation. This class does not exist, unable to determine what it extends. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. -- @@ -26,8 +23,6 @@ AI_A2G_BAI = { ClassName = "AI_A2G_BAI", } - - --- Creates a new AI_A2G_BAI object -- @param #AI_A2G_BAI self -- @param Wrapper.Group#GROUP AIGroup @@ -53,7 +48,6 @@ function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAl return self end - --- Creates a new AI_A2G_BAI object -- @param #AI_A2G_BAI self -- @param Wrapper.Group#GROUP AIGroup @@ -92,8 +86,6 @@ function AI_A2G_BAI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageA end end end - + return AttackUnitTasks end - - diff --git a/Moose Development/Moose/AI/AI_A2G_CAS.lua b/Moose Development/Moose/AI/AI_A2G_CAS.lua index de24056c9..f27386227 100644 --- a/Moose Development/Moose/AI/AI_A2G_CAS.lua +++ b/Moose Development/Moose/AI/AI_A2G_CAS.lua @@ -1,6 +1,6 @@ ---- **AI** -- Models the process of air to ground engagement for airplanes and helicopters. +--- **AI** - Models the process of air to ground engagement for airplanes and helicopters. -- --- This is a class used in the @{AI_A2G_Dispatcher}. +-- This is a class used in the @{AI.AI_A2G_Dispatcher}. -- -- === -- @@ -11,11 +11,8 @@ -- @module AI.AI_A2G_CAS -- @image AI_Air_To_Ground_Engage.JPG - - --- @type AI_A2G_CAS --- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL - +-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL TODO: Documentation. This class does not exist, unable to determine what it extends. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. -- @@ -26,8 +23,6 @@ AI_A2G_CAS = { ClassName = "AI_A2G_CAS", } - - --- Creates a new AI_A2G_CAS object -- @param #AI_A2G_CAS self -- @param Wrapper.Group#GROUP AIGroup @@ -53,7 +48,6 @@ function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAl return self end - --- Creates a new AI_A2G_CAS object -- @param #AI_A2G_CAS self -- @param Wrapper.Group#GROUP AIGroup @@ -92,9 +86,6 @@ function AI_A2G_CAS:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageA end end end - + return AttackUnitTasks end - - - diff --git a/Moose Development/Moose/AI/AI_A2G_SEAD.lua b/Moose Development/Moose/AI/AI_A2G_SEAD.lua index 49d7ac16c..27c662baf 100644 --- a/Moose Development/Moose/AI/AI_A2G_SEAD.lua +++ b/Moose Development/Moose/AI/AI_A2G_SEAD.lua @@ -1,6 +1,6 @@ ---- **AI** -- Models the process of air to ground SEAD engagement for airplanes and helicopters. +--- **AI** - Models the process of air to ground SEAD engagement for airplanes and helicopters. -- --- This is a class used in the @{AI_A2G_Dispatcher}. +-- This is a class used in the @{AI.AI_A2G_Dispatcher}. -- -- === -- @@ -67,7 +67,7 @@ -- -- An optional @{Zone} can be set, -- that will define when the AI will engage with the detected airborne enemy targets. --- Use the method @{AI.AI_Cap#AI_A2G_SEAD.SetEngageZone}() to define that Zone. +-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageZone}() to define that Zone. -- TODO: Documentation. Check that this is actually correct. The originally referenced class does not exist. -- -- === -- @@ -76,8 +76,6 @@ AI_A2G_SEAD = { ClassName = "AI_A2G_SEAD", } - - --- Creates a new AI_A2G_SEAD object -- @param #AI_A2G_SEAD self -- @param Wrapper.Group#GROUP AIGroup diff --git a/Moose Development/Moose/AI/AI_Air_Dispatcher.lua b/Moose Development/Moose/AI/AI_Air_Dispatcher.lua index 58e4308e4..c8eb54393 100644 --- a/Moose Development/Moose/AI/AI_Air_Dispatcher.lua +++ b/Moose Development/Moose/AI/AI_Air_Dispatcher.lua @@ -259,7 +259,7 @@ -- -- ### Author: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons). -- --- @module AI.AI_AIR_Dispatcher +-- @module AI.AI_Air_Dispatcher -- @image AI_Air_To_Ground_Dispatching.JPG @@ -1224,7 +1224,7 @@ do -- AI_AIR_DISPATCHER self:I( "Captured " .. AirbaseName ) - -- Now search for all squadrons located at the airbase, and sanatize them. + -- Now search for all squadrons located at the airbase, and sanitize them. for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do if Squadron.AirbaseName == AirbaseName then Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning. @@ -1796,12 +1796,12 @@ do -- AI_AIR_DISPATCHER -- -- @return #AI_AIR_DISPATCHER function AI_AIR_DISPATCHER:SetSquadron2( Squadron ) - + local SquadronName = Squadron:GetName() -- Retrieves the Squadron Name. - self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} + self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} local DefenderSquadron = self.DefenderSquadrons[SquadronName] - + return self end @@ -1812,15 +1812,15 @@ do -- AI_AIR_DISPATCHER function AI_AIR_DISPATCHER:GetSquadron( SquadronName ) local DefenderSquadron = self.DefenderSquadrons[SquadronName] - + if not DefenderSquadron then error( "Unknown Squadron for Dispatcher:" .. SquadronName ) end - + return DefenderSquadron end - + --- Set the Squadron visible before startup of the dispatcher. -- All planes will be spawned as uncontrolled on the parking spot. -- They will lock the parking spot. diff --git a/Moose Development/Moose/AI/AI_Air_Engage.lua b/Moose Development/Moose/AI/AI_Air_Engage.lua index 31dbed41a..07e7d2a71 100644 --- a/Moose Development/Moose/AI/AI_Air_Engage.lua +++ b/Moose Development/Moose/AI/AI_Air_Engage.lua @@ -1,6 +1,6 @@ ---- **AI** -- Models the process of air to ground engagement for airplanes and helicopters. +--- **AI** - Models the process of air to ground engagement for airplanes and helicopters. -- --- This is a class used in the @{AI_A2G_Dispatcher}. +-- This is a class used in the @{AI.AI_A2G_Dispatcher}. -- -- === -- @@ -67,7 +67,7 @@ -- -- An optional @{Zone} can be set, -- that will define when the AI will engage with the detected airborne enemy targets. --- Use the method @{AI.AI_Cap#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone. +-- Use the method @{AI.AI_CAP#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone. -- -- === -- diff --git a/Moose Development/Moose/AI/AI_Air_Patrol.lua b/Moose Development/Moose/AI/AI_Air_Patrol.lua index 185e64572..ebc88838e 100644 --- a/Moose Development/Moose/AI/AI_Air_Patrol.lua +++ b/Moose Development/Moose/AI/AI_Air_Patrol.lua @@ -1,4 +1,4 @@ ---- **AI** -- Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters. +--- **AI** - Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters. -- -- === -- @@ -88,7 +88,7 @@ -- -- An optional @{Zone} can be set, -- that will define when the AI will engage with the detected airborne enemy targets. --- Use the method @{AI.AI_Cap#AI_AIR_PATROL.SetEngageZone}() to define that Zone. +-- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageZone}() to define that Zone. -- -- === -- diff --git a/Moose Development/Moose/AI/AI_Air_Squadron.lua b/Moose Development/Moose/AI/AI_Air_Squadron.lua index 69e660877..40585187b 100644 --- a/Moose Development/Moose/AI/AI_Air_Squadron.lua +++ b/Moose Development/Moose/AI/AI_Air_Squadron.lua @@ -1,6 +1,6 @@ --- **AI** - Models squadrons for airplanes and helicopters. -- --- This is a class used in the @{AI_Air_Dispatcher} and derived dispatcher classes. +-- This is a class used in the @{AI.AI_Air_Dispatcher} and derived dispatcher classes. -- -- === -- diff --git a/Moose Development/Moose/AI/AI_BAI.lua b/Moose Development/Moose/AI/AI_BAI.lua index 9da590e03..d211b9688 100644 --- a/Moose Development/Moose/AI/AI_BAI.lua +++ b/Moose Development/Moose/AI/AI_BAI.lua @@ -1,4 +1,4 @@ ---- **AI** -- Peform Battlefield Area Interdiction (BAI) within an engagement zone. +--- **AI** - Peform Battlefield Area Interdiction (BAI) within an engagement zone. -- -- **Features:** -- @@ -26,7 +26,7 @@ -- -- === -- --- @module AI.AI_Bai +-- @module AI.AI_BAI -- @image AI_Battlefield_Air_Interdiction.JPG diff --git a/Moose Development/Moose/AI/AI_Balancer.lua b/Moose Development/Moose/AI/AI_Balancer.lua index b855acf9c..047135fb1 100644 --- a/Moose Development/Moose/AI/AI_Balancer.lua +++ b/Moose Development/Moose/AI/AI_Balancer.lua @@ -1,4 +1,4 @@ ---- **AI** -- Balance player slots with AI to create an engaging simulation environment, independent of the amount of players. +--- **AI** - Balance player slots with AI to create an engaging simulation environment, independent of the amount of players. -- -- **Features:** -- diff --git a/Moose Development/Moose/AI/AI_CAP.lua b/Moose Development/Moose/AI/AI_CAP.lua index f89f2f88f..73d22d3ed 100644 --- a/Moose Development/Moose/AI/AI_CAP.lua +++ b/Moose Development/Moose/AI/AI_CAP.lua @@ -1,4 +1,4 @@ ---- **AI** -- Perform Combat Air Patrolling (CAP) for airplanes. +--- **AI** - Perform Combat Air Patrolling (CAP) for airplanes. -- -- **Features:** -- @@ -29,7 +29,7 @@ -- -- === -- --- @module AI.AI_Cap +-- @module AI.AI_CAP -- @image AI_Combat_Air_Patrol.JPG @@ -106,7 +106,7 @@ -- that will define when the AI will engage with the detected airborne enemy targets. -- The range can be beyond or smaller than the range of the Patrol Zone. -- The range is applied at the position of the AI. --- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range. +-- Use the method @{#AI_CAP_ZONE.SetEngageRange}() to define that range. -- -- ## 4. Set the Zone of Engagement -- @@ -114,7 +114,7 @@ -- -- An optional @{Zone} can be set, -- that will define when the AI will engage with the detected airborne enemy targets. --- Use the method @{AI.AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone. +-- Use the method @{#AI_CAP_ZONE.SetEngageZone}() to define that Zone. -- -- === -- @@ -311,7 +311,7 @@ end function AI_CAP_ZONE:SetEngageZone( EngageZone ) self:F2() - if EngageZone then + if EngageZone then self.EngageZone = EngageZone else self.EngageZone = nil diff --git a/Moose Development/Moose/AI/AI_CAS.lua b/Moose Development/Moose/AI/AI_CAS.lua index de6ab65c1..16f233318 100644 --- a/Moose Development/Moose/AI/AI_CAS.lua +++ b/Moose Development/Moose/AI/AI_CAS.lua @@ -1,4 +1,4 @@ ---- **AI** -- Perform Close Air Support (CAS) near friendlies. +--- **AI** - Perform Close Air Support (CAS) near friendlies. -- -- **Features:** -- @@ -28,7 +28,7 @@ -- -- === -- --- @module AI.AI_Cas +-- @module AI.AI_CAS -- @image AI_Close_Air_Support.JPG --- AI_CAS_ZONE class diff --git a/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua b/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua index 11df8c188..0146c67c9 100644 --- a/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua +++ b/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua @@ -1,4 +1,4 @@ ---- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo using Planes. +--- **AI** - (R2.4) - Models the intelligent transportation of infantry and other cargo using Planes. -- -- ## Features: -- diff --git a/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Helicopter.lua b/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Helicopter.lua index bba9b7108..96cafa944 100644 --- a/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Helicopter.lua +++ b/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Helicopter.lua @@ -1,4 +1,4 @@ ---- **AI** -- (2.4) - Models the intelligent transportation of infantry and other cargo using Helicopters. +--- **AI** - (2.4) - Models the intelligent transportation of infantry and other cargo using Helicopters. -- -- ## Features: -- diff --git a/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Ship.lua b/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Ship.lua index 70f325f62..103b39f26 100644 --- a/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Ship.lua +++ b/Moose Development/Moose/AI/AI_Cargo_Dispatcher_Ship.lua @@ -1,4 +1,4 @@ ---- **AI** -- (2.5.1) - Models the intelligent transportation of infantry and other cargo using Ships +--- **AI** - (2.5.1) - Models the intelligent transportation of infantry and other cargo using Ships -- -- ## Features: -- @@ -37,14 +37,14 @@ -- -- This will be particularly helpful in order to determine how to **Tailor the different cargo handling events**. -- --- The AI_CARGO_DISPATCHER_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framwork. +-- The AI_CARGO_DISPATCHER_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framework. -- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class. -- CARGO derived objects must generally be declared within the mission to make the AI_CARGO_DISPATCHER_SHIP object recognize the cargo. -- -- -- # 1) AI_CARGO_DISPATCHER_SHIP constructor. -- --- * @{AI_CARGO_DISPATCHER_SHIP.New}(): Creates a new AI_CARGO_DISPATCHER_SHIP object. +-- * @{#AI_CARGO_DISPATCHER_SHIP.New}(): Creates a new AI_CARGO_DISPATCHER_SHIP object. -- -- --- -- diff --git a/Moose Development/Moose/AI/AI_Cargo_Ship.lua b/Moose Development/Moose/AI/AI_Cargo_Ship.lua index 37c7da57a..4d79c452a 100644 --- a/Moose Development/Moose/AI/AI_Cargo_Ship.lua +++ b/Moose Development/Moose/AI/AI_Cargo_Ship.lua @@ -1,4 +1,4 @@ ---- **AI** -- (R2.5.1) - Models the intelligent transportation of infantry and other cargo. +--- **AI** - (R2.5.1) - Models the intelligent transportation of infantry and other cargo. -- -- === -- @@ -46,12 +46,12 @@ -- -- ## Cargo deployment. -- --- Using the @{AI_CARGO_SHIP.Deploy}() method, you are able to direct the Ship towards a Deploy zone to unboard/unload the cargo at the +-- Using the @{#AI_CARGO_SHIP.Deploy}() method, you are able to direct the Ship towards a Deploy zone to unboard/unload the cargo at the -- specified coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment. -- -- ## Cargo pickup. -- --- Using the @{AI_CARGO_SHIP.Pickup}() method, you are able to direct the Ship towards a Pickup zone to board/load the cargo at the specified +-- Using the @{#AI_CARGO_SHIP.Pickup}() method, you are able to direct the Ship towards a Pickup zone to board/load the cargo at the specified -- coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment. -- -- diff --git a/Moose Development/Moose/AI/AI_Escort.lua b/Moose Development/Moose/AI/AI_Escort.lua index af3a4c304..e746da19c 100644 --- a/Moose Development/Moose/AI/AI_Escort.lua +++ b/Moose Development/Moose/AI/AI_Escort.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Taking the lead of AI escorting your flight or of other AI. +--- **Functional** - Taking the lead of AI escorting your flight or of other AI. -- -- === -- diff --git a/Moose Development/Moose/AI/AI_Escort_Dispatcher_Request.lua b/Moose Development/Moose/AI/AI_Escort_Dispatcher_Request.lua index 33c614d4a..25d29b7e5 100644 --- a/Moose Development/Moose/AI/AI_Escort_Dispatcher_Request.lua +++ b/Moose Development/Moose/AI/AI_Escort_Dispatcher_Request.lua @@ -11,7 +11,7 @@ -- -- === -- --- @module AI.AI_ESCORT_DISPATCHER_REQUEST +-- @module AI.AI_Escort_Dispatcher_Request -- @image MOOSE.JPG diff --git a/Moose Development/Moose/AI/AI_Escort_Request.lua b/Moose Development/Moose/AI/AI_Escort_Request.lua index 0994a143c..3ae7232b7 100644 --- a/Moose Development/Moose/AI/AI_Escort_Request.lua +++ b/Moose Development/Moose/AI/AI_Escort_Request.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Taking the lead of AI escorting your flight or of other AI, upon request using the menu. +--- **Functional** - Taking the lead of AI escorting your flight or of other AI, upon request using the menu. -- -- === -- @@ -143,7 +143,7 @@ -- -- === -- --- @module AI.AI_Escort +-- @module AI.AI_Escort_Request -- @image Escorting.JPG diff --git a/Moose Development/Moose/AI/AI_Formation.lua b/Moose Development/Moose/AI/AI_Formation.lua index aaf4fbe54..efeced701 100644 --- a/Moose Development/Moose/AI/AI_Formation.lua +++ b/Moose Development/Moose/AI/AI_Formation.lua @@ -1,4 +1,4 @@ ---- **AI** -- Build large airborne formations of aircraft. +--- **AI** - Build large airborne formations of aircraft. -- -- **Features:** -- diff --git a/Moose Development/Moose/AI/AI_Patrol.lua b/Moose Development/Moose/AI/AI_Patrol.lua index 9fd07539a..53aa164ad 100644 --- a/Moose Development/Moose/AI/AI_Patrol.lua +++ b/Moose Development/Moose/AI/AI_Patrol.lua @@ -1,4 +1,4 @@ ---- **AI** -- Perform Air Patrolling for airplanes. +--- **AI** - Perform Air Patrolling for airplanes. -- -- **Features:** -- diff --git a/Moose Development/Moose/Cargo/Cargo.lua b/Moose Development/Moose/Cargo/Cargo.lua index e23e43199..20a9dd022 100644 --- a/Moose Development/Moose/Cargo/Cargo.lua +++ b/Moose Development/Moose/Cargo/Cargo.lua @@ -66,7 +66,7 @@ -- you can board the cargo into the carrier `CargoCarrier`. -- Simple, isn't it? Told you, and this is only the beginning. -- --- The boarding, unboarding, loading, unloading of cargo is however something that is not meant to be coded manualy by mission designers. +-- The boarding, unboarding, loading, unloading of cargo is however something that is not meant to be coded manually by mission designers. -- It would be too low-level and not end-user friendly to deal with cargo handling complexity. -- Things can become really complex if you want to make cargo being handled and behave in multiple scenarios. -- @@ -77,8 +77,8 @@ -- -- ## 3.1) AI Cargo handlers. -- --- - @{AI.AI_Cargo_APC} will create for you the capatility to make an APC group handle cargo. --- - @{AI.AI_Cargo_Helicopter} will create for you the capatility to make a Helicopter group handle cargo. +-- - @{AI.AI_Cargo_APC} will create for you the capability to make an APC group handle cargo. +-- - @{AI.AI_Cargo_Helicopter} will create for you the capability to make a Helicopter group handle cargo. -- -- -- ## 3.2) AI Cargo transportation dispatchers. @@ -86,7 +86,7 @@ -- There are also dispatchers that make AI work together to transport cargo automatically!!! -- -- - @{AI.AI_Cargo_Dispatcher_APC} derived classes will create for your dynamic cargo handlers controlled by AI ground vehicle groups (APCs) to transport cargo between sites. --- - @{AI.AI_Cargo_Dispatcher_Helicopters} derived classes will create for your dynamic cargo handlers controlled by AI helicpter groups to transport cargo between sites. +-- - @{AI.AI_Cargo_Dispatcher_Helicopters} derived classes will create for your dynamic cargo handlers controlled by AI helicopter groups to transport cargo between sites. -- -- ## 3.3) Cargo transportation tasking. -- @@ -94,7 +94,7 @@ -- -- - @{Tasking.Task_CARGO} derived classes will create for you cargo transportation tasks, that allow human players to interact with MOOSE cargo objects to complete tasks. -- --- Please refer to the documentation reflected within these modules to understand the detailed capabilties. +-- Please refer to the documentation reflected within these modules to understand the detailed capabilities. -- -- # 4) Cargo SETs. -- @@ -228,7 +228,7 @@ -- `StaticName #CARGO(T=CargoTypeName,C=Category,RR=Range,NR=Range)` -- -- * **T=** Provide a text that contains the type name of the cargo object. This type name can be used to filter cargo within a SET_CARGO object. --- * **C=** Provide either `CRATE` or `SLING` to have this static created as a CARGO_CRATE or CARGO_SLINGLOAD respectivly. +-- * **C=** Provide either `CRATE` or `SLING` to have this static created as a CARGO_CRATE or CARGO_SLINGLOAD respectively. -- * **RR=** Provide the minimal range in meters when the report to the carrier, and board to the carrier. -- Note that this option is optional, so can be omitted. The default value of the RR is 250 meters. -- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding. diff --git a/Moose Development/Moose/Cargo/CargoCrate.lua b/Moose Development/Moose/Cargo/CargoCrate.lua index 50cef9a97..4d21c3957 100644 --- a/Moose Development/Moose/Cargo/CargoCrate.lua +++ b/Moose Development/Moose/Cargo/CargoCrate.lua @@ -1,4 +1,4 @@ ---- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object. +--- **Cargo** - Management of single cargo crates, which are based on a @{Static} object. -- -- === -- diff --git a/Moose Development/Moose/Cargo/CargoSlingload.lua b/Moose Development/Moose/Cargo/CargoSlingload.lua index 8af9d5304..e3700247e 100644 --- a/Moose Development/Moose/Cargo/CargoSlingload.lua +++ b/Moose Development/Moose/Cargo/CargoSlingload.lua @@ -1,4 +1,4 @@ ---- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object. The cargo can only be slingloaded. +--- **Cargo** - Management of single cargo crates, which are based on a @{Static} object. The cargo can only be slingloaded. -- -- === -- diff --git a/Moose Development/Moose/Core/Event.lua b/Moose Development/Moose/Core/Event.lua index 05d7ae41f..6c81f7dab 100644 --- a/Moose Development/Moose/Core/Event.lua +++ b/Moose Development/Moose/Core/Event.lua @@ -932,7 +932,7 @@ do -- Event Creation --- Creation of a ZoneGoal Deletion Event. -- @param #EVENT self - -- @param Core.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created. + -- @param Functional.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created. function EVENT:CreateEventDeleteZoneGoal( ZoneGoal ) self:F( { ZoneGoal } ) diff --git a/Moose Development/Moose/Core/ScheduleDispatcher.lua b/Moose Development/Moose/Core/ScheduleDispatcher.lua index 6a96d92ff..611cb6fba 100644 --- a/Moose Development/Moose/Core/ScheduleDispatcher.lua +++ b/Moose Development/Moose/Core/ScheduleDispatcher.lua @@ -1,4 +1,4 @@ ---- **Core** -- SCHEDULEDISPATCHER dispatches the different schedules. +--- **Core** - SCHEDULEDISPATCHER dispatches the different schedules. -- -- === -- diff --git a/Moose Development/Moose/Core/UserFlag.lua b/Moose Development/Moose/Core/UserFlag.lua index 6d8bdd719..5ed5d6cd7 100644 --- a/Moose Development/Moose/Core/UserFlag.lua +++ b/Moose Development/Moose/Core/UserFlag.lua @@ -35,13 +35,13 @@ do -- UserFlag ClassName = "USERFLAG", UserFlagName = nil, } - + --- USERFLAG Constructor. -- @param #USERFLAG self -- @param #string UserFlagName The name of the userflag, which is a free text string. -- @return #USERFLAG function USERFLAG:New( UserFlagName ) --R2.3 - + local self = BASE:Inherit( self, BASE:New() ) -- #USERFLAG self.UserFlagName = UserFlagName @@ -52,7 +52,7 @@ do -- UserFlag --- Get the userflag name. -- @param #USERFLAG self -- @return #string Name of the user flag. - function USERFLAG:GetName() + function USERFLAG:GetName() return self.UserFlagName end @@ -66,18 +66,17 @@ do -- UserFlag -- BlueVictory:Set( 100 ) -- Set the UserFlag VictoryBlue to 100. -- function USERFLAG:Set( Number, Delay ) --R2.3 - + if Delay and Delay>0 then self:ScheduleOnce(Delay, USERFLAG.Set, self, Number) else --env.info(string.format("Setting flag \"%s\" to %d at T=%.1f", self.UserFlagName, Number, timer.getTime())) trigger.action.setUserFlag( self.UserFlagName, Number ) end - - return self - end - + return self + end + --- Get the userflag Number. -- @param #USERFLAG self -- @return #number Number The number value to be checked if it is the same as the userflag. @@ -86,12 +85,10 @@ do -- UserFlag -- local BlueVictoryValue = BlueVictory:Get() -- Get the UserFlag VictoryBlue value. -- function USERFLAG:Get() --R2.3 - - return trigger.misc.getUserFlag( self.UserFlagName ) - end - - + return trigger.misc.getUserFlag( self.UserFlagName ) + end + --- Check if the userflag has a value of Number. -- @param #USERFLAG self -- @param #number Number The number value to be checked if it is the same as the userflag. @@ -102,9 +99,9 @@ do -- UserFlag -- return "Blue has won" -- end function USERFLAG:Is( Number ) --R2.3 - + return trigger.misc.getUserFlag( self.UserFlagName ) == Number - - end + + end end \ No newline at end of file diff --git a/Moose Development/Moose/Core/Zone_Detection.lua b/Moose Development/Moose/Core/Zone_Detection.lua index 96a508c0e..c605d6df3 100644 --- a/Moose Development/Moose/Core/Zone_Detection.lua +++ b/Moose Development/Moose/Core/Zone_Detection.lua @@ -1,6 +1,7 @@ +--- **Core** - The ZONE_DETECTION class, defined by a zone name, a detection object and a radius. +-- @module Core.Zone_Detection ---- The ZONE_DETECTION class, defined by a zone name, a detection object and a radius. --- @type ZONE_DETECTION +--- @type ZONE_DETECTION -- @field DCS#Vec2 Vec2 The current location of the zone. -- @field DCS#Distance Radius The radius of the zone. -- @extends #ZONE_BASE @@ -29,7 +30,7 @@ function ZONE_DETECTION:New( ZoneName, Detection, Radius ) self.Detection = Detection self.Radius = Radius - + return self end @@ -48,15 +49,14 @@ function ZONE_DETECTION:BoundZone( Points, CountryID, UnBound ) local Angle local RadialBase = math.pi*2 - - -- + for Angle = 0, 360, (360 / Points ) do local Radial = Angle * RadialBase / 360 Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius() Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius() - + local CountryName = _DATABASE.COUNTRY_NAME[CountryID] - + local Tire = { ["country"] = CountryName, ["category"] = "Fortifications", diff --git a/Moose Development/Moose/Functional/ATC_Ground.lua b/Moose Development/Moose/Functional/ATC_Ground.lua index 2e72dcea3..5e89ff144 100644 --- a/Moose Development/Moose/Functional/ATC_Ground.lua +++ b/Moose Development/Moose/Functional/ATC_Ground.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Monitor airbase traffic and regulate speed while taxiing. +--- **Functional** - Monitor airbase traffic and regulate speed while taxiing. -- -- === -- diff --git a/Moose Development/Moose/Functional/Artillery.lua b/Moose Development/Moose/Functional/Artillery.lua index f611ff58d..84b498f67 100644 --- a/Moose Development/Moose/Functional/Artillery.lua +++ b/Moose Development/Moose/Functional/Artillery.lua @@ -30,7 +30,7 @@ -- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536) -- -- ==== --- @module Functional.Arty +-- @module Functional.Artillery -- @image Artillery.JPG ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- @@ -108,7 +108,7 @@ --- Enables mission designers easily to assign targets for artillery units. Since the implementation is based on a Finite State Model (FSM), the mission designer can -- interact with the process at certain events or states. -- --- A new ARTY object can be created with the @{#ARTY.New}(*group*) contructor. +-- A new ARTY object can be created with the @{#ARTY.New}(*group*) constructor. -- The parameter *group* has to be a MOOSE Group object and defines ARTY group. -- -- The ARTY FSM process can be started by the @{#ARTY.Start}() command. @@ -146,7 +146,7 @@ -- When a new target is assigned via the @{#ARTY.AssignTargetCoord}() function (see below), the **NewTarget** event is triggered. -- -- ## Assigning Targets --- Assigning targets is a central point of the ARTY class. Multiple targets can be assigned simultanioulsly and are put into a queue. +-- Assigning targets is a central point of the ARTY class. Multiple targets can be assigned simultaneously and are put into a queue. -- Of course, targets can be added at any time during the mission. For example, once they are detected by a reconnaissance unit. -- -- In order to add a target, the function @{#ARTY.AssignTargetCoord}(*coord*, *prio*, *radius*, *nshells*, *maxengage*, *time*, *weapontype*, *name*) has to be used. @@ -161,7 +161,7 @@ -- * *maxengage*: Number of times a target is engaged. -- * *time*: Time of day the engagement is schedule in the format "hh:mm:ss" for hh=hours, mm=minutes, ss=seconds. -- For example "10:15:35". In the case the attack will be executed at a quarter past ten in the morning at the day the mission started. --- If the engagement should start on the following day the format can be specified as "10:15:35+1", where the +1 denots the following day. +-- If the engagement should start on the following day the format can be specified as "10:15:35+1", where the +1 denotes the following day. -- This is useful for longer running missions or if the mission starts at 23:00 hours and the attack should be scheduled at 01:00 hours on the following day. -- Of course, later days are also possible by appending "+2", "+3", etc. -- **Note** that the time has to be given as a string. So the enclosing quotation marks "" are important. @@ -179,7 +179,7 @@ -- Let's first consider the case that none of the targets is scheduled to be executed at a certain time (*time*=nil). -- The ARTY group will first engage the target with higher priority (*prio*=10). After the engagement is finished, the target with lower priority is attacked. -- This is because the target with lower prio has been attacked one time less. After the attack on the lower priority task is finished and both targets --- have been engaged equally often, the target with the higher priority is engaged again. This coninues until a target has engaged three times. +-- have been engaged equally often, the target with the higher priority is engaged again. This continues until a target has engaged three times. -- Once the maximum number of engagements is reached, the target is deleted from the queue. -- -- In other words, the queue is first sorted with respect to the number of engagements and targets with the same number of engagements are sorted with @@ -190,7 +190,7 @@ -- As mentioned above, targets can be engaged at a specific time of the day via the *time* parameter. -- -- If the *time* parameter is specified for a target, the first engagement of that target will happen at that time of the day and not before. --- This also applies when multiple engagements are requested via the *maxengage* parameter. The first attack will not happen before the specifed time. +-- This also applies when multiple engagements are requested via the *maxengage* parameter. The first attack will not happen before the specified time. -- When that timed attack is finished, the *time* parameter is deleted and the remaining engagements are carried out in the same manner as for untimed targets (described above). -- -- Of course, it can happen that a scheduled task should be executed at a time, when another target is already under attack. @@ -201,7 +201,7 @@ -- -- ## Determining the Amount of Ammo -- --- In order to determin when a unit is out of ammo and possible initiate the rearming process it is necessary to know which types of weapons have to be counted. +-- In order to determine when a unit is out of ammo and possible initiate the rearming process it is necessary to know which types of weapons have to be counted. -- For most artillery unit types, this is simple because they only have one type of weapon and hence ammunition. -- -- However, there are more complex scenarios. For example, naval units carry a big arsenal of different ammunition types ranging from various cannon shell types @@ -217,7 +217,7 @@ -- **Note** that the default parameters "weapons.shells", "weapons.nurs", "weapons.missiles" **should in priciple** capture all the corresponding ammo types. -- However, the logic searches for the string "weapon.missies" in the ammo type. Especially for missiles, this string is often not contained in the ammo type descriptor. -- --- One way to determin which types of ammo the unit carries, one can use the debug mode of the arty class via @{#ARTY.SetDebugON}(). +-- One way to determine which types of ammo the unit carries, one can use the debug mode of the arty class via @{#ARTY.SetDebugON}(). -- In debug mode, the all ammo types of the group are printed to the monitor as message and can be found in the DCS.log file. -- -- ## Employing Selected Weapons @@ -274,7 +274,7 @@ -- -- ## Simulated Weapons -- --- In addtion to the standard weapons a group has available some special weapon types that are not possible to use in the native DCS environment are simulated. +-- In addition to the standard weapons a group has available some special weapon types that are not possible to use in the native DCS environment are simulated. -- -- ### Tactical Nukes -- @@ -283,9 +283,9 @@ -- -- By default, they group does not have any nukes available. To give the group the ability the function @{#ARTY.SetTacNukeShells}(*n*) can be used. -- This supplies the group with *n* nuclear shells, where *n* is restricted to the number of conventional shells the group can carry. --- Note that the group must always have convenctional shells left in order to fire a nuclear shell. +-- Note that the group must always have conventional shells left in order to fire a nuclear shell. -- --- The default explostion strength is 0.075 kilo tons TNT. The can be changed with the @{#ARTY.SetTacNukeWarhead}(*strength*), where *strength* is given in kilo tons TNT. +-- The default explosion strength is 0.075 kilo tons TNT. The can be changed with the @{#ARTY.SetTacNukeWarhead}(*strength*), where *strength* is given in kilo tons TNT. -- -- ### Illumination Shells -- @@ -301,12 +301,12 @@ -- -- ### Smoke Shells -- --- In a similar way to illumination shells, ARTY groups can also employ smoke shells. The numer of smoke shells the group has available is set by the function +-- In a similar way to illumination shells, ARTY groups can also employ smoke shells. The number of smoke shells the group has available is set by the function -- @{#ARTY.SetSmokeShells}(*n*, *color*), where *n* is the number of shells and *color* defines the smoke color. Default is SMOKECOLOR.Red. -- -- The weapon type to be used in the @{#ARTY.AssignTargetCoord}() function is *ARTY.WeaponType.SmokeShells*. -- --- The explosive shell the group fired is destroyed shortly before its impact on the ground and smoke of the speficied color is triggered at that position. +-- The explosive shell the group fired is destroyed shortly before its impact on the ground and smoke of the specified color is triggered at that position. -- -- -- ## Assignments via Markers on F10 Map @@ -320,15 +320,15 @@ -- ### Target Assignments -- A new target can be assigned by writing **arty engage** in the marker text. -- This is followed by a **comma separated list** of (optional) keywords and parameters. --- First, it is important to address the ARTY group or groups that should engage. This can be done in numrous ways. The keywords are *battery*, *alias*, *cluster*. +-- First, it is important to address the ARTY group or groups that should engage. This can be done in numerous ways. The keywords are *battery*, *alias*, *cluster*. -- It is also possible to address all ARTY groups by the keyword *everyone* or *allbatteries*. These two can be used synonymously. -- **Note that**, if no battery is assigned nothing will happen. -- -- * *everyone* or *allbatteries* The target is assigned to all batteries. -- * *battery* Name of the ARTY group that the target is assigned to. Note that **the name is case sensitive** and has to be given in quotation marks. Default is all ARTY groups of the right coalition. -- * *alias* Alias of the ARTY group that the target is assigned to. The alias is **case sensitive** and needs to be in quotation marks. --- * *cluster* The cluster of ARTY groups that is addessed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks. --- * *key* A number to authorize the target assignment. Only specifing the correct number will trigger an engagement. +-- * *cluster* The cluster of ARTY groups that is addressed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks. +-- * *key* A number to authorize the target assignment. Only specifying the correct number will trigger an engagement. -- * *time* Time for which which the engagement is schedules, e.g. 08:42. Default is as soon as possible. -- * *prio* Priority of the engagement as number between 1 (high prio) and 100 (low prio). Default is 50, i.e. medium priority. -- * *shots* Number of shots (shells, rockets or missiles) fired at each engagement. Default is 5. @@ -353,8 +353,8 @@ -- arty engage, battery "Paladin Alpha", weapon nukes, shots 1, time 20:15 -- arty engage, battery "Horwitzer 1", lldms 41:51:00N 41:47:58E -- --- Note that the keywords and parameters are *case insensitve*. Only exception are the battery, alias and cluster names. --- These must be exactly the same as the names of the goups defined in the mission editor or the aliases and cluster names defined in the script. +-- Note that the keywords and parameters are *case insensitive*. Only exception are the battery, alias and cluster names. +-- These must be exactly the same as the names of the groups defined in the mission editor or the aliases and cluster names defined in the script. -- -- ### Relocation Assignments -- @@ -363,11 +363,11 @@ -- * *time* Time for which which the relocation/move is schedules, e.g. 08:42. Default is as soon as possible. -- * *speed* The speed in km/h the group will drive at. Default is 70% of its max possible speed. -- * *on road* Group will use mainly roads. Default is off, i.e. it will go in a straight line from its current position to the assigned coordinate. --- * *canceltarget* Group will cancel all running firing engagements and immidiately start to move. Default is that group will wait until is current assignment is over. +-- * *canceltarget* Group will cancel all running firing engagements and immediately start to move. Default is that group will wait until is current assignment is over. -- * *battery* Name of the ARTY group that the relocation is assigned to. -- * *alias* Alias of the ARTY group that the target is assigned to. The alias is **case sensitive** and needs to be in quotation marks. --- * *cluster* The cluster of ARTY groups that is addessed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks. --- * *key* A number to authorize the target assignment. Only specifing the correct number will trigger an engagement. +-- * *cluster* The cluster of ARTY groups that is addressed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks. +-- * *key* A number to authorize the target assignment. Only specifying the correct number will trigger an engagement. -- * *lldms* Specify the coordinates in Lat/Long degrees, minutes and seconds format. The actual location of the marker is unimportant. The group will move to the coordinates given in the lldms keyword. -- Format is DD:MM:SS[N,S] DD:MM:SS[W,E]. See example below. -- * *readonly* Marker cannot be deleted by users any more. Hence, assignment cannot be cancelled by removing the marker. @@ -410,12 +410,12 @@ -- -- A few options can be set by marks. The corresponding keyword is **arty set**. This can be used to define the rearming place and group for a battery. -- --- To set the reamring place of a group at the marker position type +-- To set the rearming place of a group at the marker position type -- arty set, battery "Paladin Alpha", rearming place -- -- Setting the rearming group is independent of the position of the mark. Just create one anywhere on the map and type -- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M818" --- Note that the name of the rearming group has to be given in quotation marks and spellt exactly as the group name defined in the mission editor. +-- Note that the name of the rearming group has to be given in quotation marks and spelt exactly as the group name defined in the mission editor. -- -- ## Transporting -- diff --git a/Moose Development/Moose/Functional/CleanUp.lua b/Moose Development/Moose/Functional/CleanUp.lua index a2183c097..994147589 100644 --- a/Moose Development/Moose/Functional/CleanUp.lua +++ b/Moose Development/Moose/Functional/CleanUp.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases. +--- **Functional** - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases. -- -- === -- diff --git a/Moose Development/Moose/Functional/Designate.lua b/Moose Development/Moose/Functional/Designate.lua index d6a6be101..f40693f2e 100644 --- a/Moose Development/Moose/Functional/Designate.lua +++ b/Moose Development/Moose/Functional/Designate.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Management of target **Designation**. Lase, smoke and illuminate targets. +--- **Functional** - Management of target **Designation**. Lase, smoke and illuminate targets. -- -- === -- diff --git a/Moose Development/Moose/Functional/Detection.lua b/Moose Development/Moose/Functional/Detection.lua index d48937517..97c5913a4 100644 --- a/Moose Development/Moose/Functional/Detection.lua +++ b/Moose Development/Moose/Functional/Detection.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Models the detection of enemy units by FACs or RECCEs and group them according various methods. +--- **Functional** - Models the detection of enemy units by FACs or RECCEs and group them according various methods. -- -- === -- diff --git a/Moose Development/Moose/Functional/DetectionZones.lua b/Moose Development/Moose/Functional/DetectionZones.lua index a64710a15..7998eaa2b 100644 --- a/Moose Development/Moose/Functional/DetectionZones.lua +++ b/Moose Development/Moose/Functional/DetectionZones.lua @@ -1,3 +1,6 @@ +--- **Functional** - Captures the class DETECTION_ZONES. +-- @module Functional.DetectionZones + do -- DETECTION_ZONES --- @type DETECTION_ZONES @@ -40,27 +43,27 @@ do -- DETECTION_ZONES ClassName = "DETECTION_ZONES", DetectionZoneRange = nil, } - - + + --- DETECTION_ZONES constructor. -- @param #DETECTION_ZONES self -- @param Core.Set#SET_ZONE DetectionSetZone The @{Set} of ZONE_RADIUS. -- @param DCS#Coalition.side DetectionCoalition The coalition of the detection. -- @return #DETECTION_ZONES function DETECTION_ZONES:New( DetectionSetZone, DetectionCoalition ) - + -- Inherits from DETECTION_BASE local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetZone ) ) -- #DETECTION_ZONES - + self.DetectionSetZone = DetectionSetZone -- Core.Set#SET_ZONE self.DetectionCoalition = DetectionCoalition - + self._SmokeDetectedUnits = false self._FlareDetectedUnits = false self._SmokeDetectedZones = false self._FlareDetectedZones = false self._BoundDetectedZones = false - + return self end diff --git a/Moose Development/Moose/Functional/Escort.lua b/Moose Development/Moose/Functional/Escort.lua index 43686ba06..57a9ed5da 100644 --- a/Moose Development/Moose/Functional/Escort.lua +++ b/Moose Development/Moose/Functional/Escort.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Taking the lead of AI escorting your flight. +--- **Functional** - Taking the lead of AI escorting your flight. -- -- === -- diff --git a/Moose Development/Moose/Functional/Fox.lua b/Moose Development/Moose/Functional/Fox.lua index 1e6341a0d..1c947b7ea 100644 --- a/Moose Development/Moose/Functional/Fox.lua +++ b/Moose Development/Moose/Functional/Fox.lua @@ -20,7 +20,7 @@ -- === -- -- ### Author: **funkyfranky** --- @module Functional.FOX +-- @module Functional.Fox -- @image Functional_FOX.png --- FOX class. diff --git a/Moose Development/Moose/Functional/Mantis.lua b/Moose Development/Moose/Functional/Mantis.lua index 2dde61915..74c724336 100644 --- a/Moose Development/Moose/Functional/Mantis.lua +++ b/Moose Development/Moose/Functional/Mantis.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Modular, Automatic and Network capable Targeting and Interception System for Air Defenses +--- **Functional** - Modular, Automatic and Network capable Targeting and Interception System for Air Defenses -- -- === -- diff --git a/Moose Development/Moose/Functional/MissileTrainer.lua b/Moose Development/Moose/Functional/MissileTrainer.lua index cc8de571b..865beef80 100644 --- a/Moose Development/Moose/Functional/MissileTrainer.lua +++ b/Moose Development/Moose/Functional/MissileTrainer.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Train missile defence and deflection. +--- **Functional** - Train missile defence and deflection. -- -- === -- diff --git a/Moose Development/Moose/Functional/Movement.lua b/Moose Development/Moose/Functional/Movement.lua index 7c004d4e2..4b922ed1b 100644 --- a/Moose Development/Moose/Functional/Movement.lua +++ b/Moose Development/Moose/Functional/Movement.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Limit the movement of simulaneous moving ground vehicles. +--- **Functional** - Limit the movement of simulaneous moving ground vehicles. -- -- === -- diff --git a/Moose Development/Moose/Functional/RAT.lua b/Moose Development/Moose/Functional/RAT.lua index b33285764..888ad0304 100644 --- a/Moose Development/Moose/Functional/RAT.lua +++ b/Moose Development/Moose/Functional/RAT.lua @@ -51,7 +51,7 @@ -- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536) -- -- === --- @module Functional.Rat +-- @module Functional.RAT -- @image RAT.JPG ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- diff --git a/Moose Development/Moose/Functional/Sead.lua b/Moose Development/Moose/Functional/Sead.lua index 2af6c64f3..ebcd2228c 100644 --- a/Moose Development/Moose/Functional/Sead.lua +++ b/Moose Development/Moose/Functional/Sead.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Make SAM sites execute evasive and defensive behaviour when being fired upon. +--- **Functional** - Make SAM sites execute evasive and defensive behaviour when being fired upon. -- -- === -- diff --git a/Moose Development/Moose/Functional/Shorad.lua b/Moose Development/Moose/Functional/Shorad.lua index f70bb11a5..8c105df8a 100644 --- a/Moose Development/Moose/Functional/Shorad.lua +++ b/Moose Development/Moose/Functional/Shorad.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Short Range Air Defense System +--- **Functional** - Short Range Air Defense System -- -- === -- diff --git a/Moose Development/Moose/Functional/Warehouse.lua b/Moose Development/Moose/Functional/Warehouse.lua index c753a7b0a..f0b06061a 100644 --- a/Moose Development/Moose/Functional/Warehouse.lua +++ b/Moose Development/Moose/Functional/Warehouse.lua @@ -1274,7 +1274,7 @@ -- -- ## Example 13: Battlefield Air Interdiction -- --- This example show how to couple the WAREHOUSE class with the @{AI.AI_Bai} class. +-- This example show how to couple the WAREHOUSE class with the @{AI.AI_BAI} class. -- Four enemy targets have been located at the famous Kobuleti X. All three available Viggen 2-ship flights are assigned to kill at least one of the BMPs to complete their mission. -- -- -- Start Warehouse at Kobuleti. diff --git a/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua b/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua index 78f499d30..420129ece 100644 --- a/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua +++ b/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua @@ -1,4 +1,4 @@ ---- **Functional** -- Models the process to zone guarding and capturing. +--- **Functional** - Models the process to zone guarding and capturing. -- -- === -- diff --git a/Moose Development/Moose/Functional/ZoneGoal.lua b/Moose Development/Moose/Functional/ZoneGoal.lua index 3ed9554f9..bc39d0758 100644 --- a/Moose Development/Moose/Functional/ZoneGoal.lua +++ b/Moose Development/Moose/Functional/ZoneGoal.lua @@ -1,4 +1,4 @@ ---- **Functional (WIP)** -- Base class that models processes to achieve goals involving a Zone. +--- **Functional (WIP)** - Base class that models processes to achieve goals involving a Zone. -- -- === -- diff --git a/Moose Development/Moose/Functional/ZoneGoalCargo.lua b/Moose Development/Moose/Functional/ZoneGoalCargo.lua index 9ae8ae613..0d8e55cbb 100644 --- a/Moose Development/Moose/Functional/ZoneGoalCargo.lua +++ b/Moose Development/Moose/Functional/ZoneGoalCargo.lua @@ -1,4 +1,4 @@ ---- **Functional (WIP)** -- Base class that models processes to achieve goals involving a Zone and Cargo. +--- **Functional (WIP)** - Base class that models processes to achieve goals involving a Zone and Cargo. -- -- === -- diff --git a/Moose Development/Moose/Functional/ZoneGoalCoalition.lua b/Moose Development/Moose/Functional/ZoneGoalCoalition.lua index d2086f1ad..1893e4c4e 100644 --- a/Moose Development/Moose/Functional/ZoneGoalCoalition.lua +++ b/Moose Development/Moose/Functional/ZoneGoalCoalition.lua @@ -1,4 +1,4 @@ ---- **Functional (WIP)** -- Base class that models processes to achieve goals involving a Zone for a Coalition. +--- **Functional (WIP)** - Base class that models processes to achieve goals involving a Zone for a Coalition. -- -- === -- diff --git a/Moose Development/Moose/Ops/ATIS.lua b/Moose Development/Moose/Ops/ATIS.lua index ab66d8b5a..0fb3a24a0 100644 --- a/Moose Development/Moose/Ops/ATIS.lua +++ b/Moose Development/Moose/Ops/ATIS.lua @@ -46,7 +46,7 @@ -- -- ### Author: **funkyfranky** -- --- @module Ops.Atis +-- @module Ops.ATIS -- @image OPS_ATIS.png --- ATIS class. @@ -1047,7 +1047,7 @@ end -- Or you make your life simple and just include the sign so you don't have to bother about East/West. -- -- @param #ATIS self --- @param #number magvar Magnetic variation in degrees. Positive for easterly and negative for westerly variation. Default is magnatic declinaton of the used map, c.f. @{Utilities.UTils#UTILS.GetMagneticDeclination}. +-- @param #number magvar Magnetic variation in degrees. Positive for easterly and negative for westerly variation. Default is magnatic declinaton of the used map, c.f. @{Utilities.Utils#UTILS.GetMagneticDeclination}. -- @return #ATIS self function ATIS:SetMagneticDeclination( magvar ) self.magvar = magvar or UTILS.GetMagneticDeclination() diff --git a/Moose Development/Moose/Ops/CSAR.lua b/Moose Development/Moose/Ops/CSAR.lua index 511fc7929..8ae06fb13 100644 --- a/Moose Development/Moose/Ops/CSAR.lua +++ b/Moose Development/Moose/Ops/CSAR.lua @@ -1,4 +1,4 @@ ---- **Ops** -- Combat Search and Rescue. +--- **Ops** - Combat Search and Rescue. -- -- === -- diff --git a/Moose Development/Moose/Ops/CTLD.lua b/Moose Development/Moose/Ops/CTLD.lua index 6dea1271c..a4a5c945d 100644 --- a/Moose Development/Moose/Ops/CTLD.lua +++ b/Moose Development/Moose/Ops/CTLD.lua @@ -1,4 +1,4 @@ ---- **Ops** -- Combat Troops & Logistics Department. +--- **Ops** - Combat Troops & Logistics Department. -- -- === -- diff --git a/Moose Development/Moose/Sound/SRS.lua b/Moose Development/Moose/Sound/SRS.lua index a5ce049f0..52ed609b0 100644 --- a/Moose Development/Moose/Sound/SRS.lua +++ b/Moose Development/Moose/Sound/SRS.lua @@ -26,7 +26,7 @@ -- === -- -- ### Author: **funkyfranky** --- @module Sound.MSRS +-- @module Sound.SRS -- @image Sound_MSRS.png --- MSRS class. diff --git a/Moose Development/Moose/Tasking/CommandCenter.lua b/Moose Development/Moose/Tasking/CommandCenter.lua index 8df64d063..6562fcb90 100644 --- a/Moose Development/Moose/Tasking/CommandCenter.lua +++ b/Moose Development/Moose/Tasking/CommandCenter.lua @@ -1,4 +1,4 @@ ---- **Tasking** -- A command center governs multiple missions, and takes care of the reporting and communications. +--- **Tasking** - A command center governs multiple missions, and takes care of the reporting and communications. -- -- **Features:** -- diff --git a/Moose Development/Moose/Tasking/Mission.lua b/Moose Development/Moose/Tasking/Mission.lua index e8da4f102..78cfad1d6 100644 --- a/Moose Development/Moose/Tasking/Mission.lua +++ b/Moose Development/Moose/Tasking/Mission.lua @@ -1,4 +1,4 @@ ---- **Tasking** -- A mission models a goal to be achieved through the execution and completion of tasks by human players. +--- **Tasking** - A mission models a goal to be achieved through the execution and completion of tasks by human players. -- -- **Features:** -- diff --git a/Moose Development/Moose/Tasking/Task.lua b/Moose Development/Moose/Tasking/Task.lua index f553cfc71..4a8bcdb31 100644 --- a/Moose Development/Moose/Tasking/Task.lua +++ b/Moose Development/Moose/Tasking/Task.lua @@ -1,4 +1,4 @@ ---- **Tasking** -- A task object governs the main engine to administer human taskings. +--- **Tasking** - A task object governs the main engine to administer human taskings. -- -- **Features:** -- @@ -262,8 +262,8 @@ -- -- ## 1.3) Cargo Tasks -- --- - @{Tasking.Task_Cargo#TASK_CARGO_TRANSPORT} - Models the transportation of cargo to deployment zones. --- - @{Tasking.Task_Cargo#TASK_CARGO_CSAR} - Models the rescue of downed friendly pilots from behind enemy lines. +-- - @{Tasking.Task_CARGO#TASK_CARGO_TRANSPORT} - Models the transportation of cargo to deployment zones. +-- - @{Tasking.Task_CARGO#TASK_CARGO_CSAR} - Models the rescue of downed friendly pilots from behind enemy lines. -- -- -- # 2) Task status events. diff --git a/Moose Development/Moose/Tasking/TaskInfo.lua b/Moose Development/Moose/Tasking/TaskInfo.lua index 8d825e309..9c1eb7a18 100644 --- a/Moose Development/Moose/Tasking/TaskInfo.lua +++ b/Moose Development/Moose/Tasking/TaskInfo.lua @@ -1,4 +1,4 @@ ---- **Tasking** -- Controls the information of a Task. +--- **Tasking** - Controls the information of a Task. -- -- === -- diff --git a/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua b/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua index b9aedb1b6..b6f0cf300 100644 --- a/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua +++ b/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua @@ -1,4 +1,4 @@ ---- **Tasking** -- Dynamically allocates A2G tasks to human players, based on detected ground targets through reconnaissance. +--- **Tasking** - Dynamically allocates A2G tasks to human players, based on detected ground targets through reconnaissance. -- -- **Features:** -- diff --git a/Moose Development/Moose/Tasking/Task_CARGO.lua b/Moose Development/Moose/Tasking/Task_CARGO.lua index b327ab6a3..3c1923b3c 100644 --- a/Moose Development/Moose/Tasking/Task_CARGO.lua +++ b/Moose Development/Moose/Tasking/Task_CARGO.lua @@ -1,11 +1,11 @@ ---- **Tasking** -- Base class to model tasks for players to transport cargo. +--- **Tasking** - Base class to model tasks for players to transport cargo. -- -- ## Features: -- -- * TASK_CARGO is the **base class** for: -- -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} --- * @{Tasking.Task_Cargo_CSAR#TASK_CARGO_CSAR} +-- * @{Tasking.Task_CARGO_CSAR#TASK_CARGO_CSAR} -- -- -- === @@ -34,7 +34,7 @@ -- The following TASK_CARGO_ classes are important, as they implement the CONCRETE tasks: -- -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT}: Defines a task for a human player to transport a set of cargo between various zones. --- * @{Tasking.Task_Cargo_CSAR#TASK_CARGO_CSAR}: Defines a task for a human player to Search and Rescue wounded pilots. +-- * @{Tasking.Task_CARGO_CSAR#TASK_CARGO_CSAR}: Defines a task for a human player to Search and Rescue wounded pilots. -- -- However! The menu system and basic usage of the TASK_CARGO classes is explained in the @{#TASK_CARGO} class description. -- So please browse further below to understand how to use it from a player perspective! @@ -387,9 +387,9 @@ -- -- Please consult the documentation how to implement the derived classes of SET_CARGO in: -- --- - @{Tasking.Task_Cargo#TASK_CARGO}: Documents the main methods how to handle the cargo tasking from a mission designer perspective. --- - @{Tasking.Task_Cargo#TASK_CARGO_TRANSPORT}: Documents the specific methods how to handle the cargo transportation tasking from a mission designer perspective. --- - @{Tasking.Task_Cargo#TASK_CARGO_CSAR}: Documents the specific methods how to handle the cargo CSAR tasking from a mission designer perspective. +-- - @{Tasking.Task_CARGO#TASK_CARGO}: Documents the main methods how to handle the cargo tasking from a mission designer perspective. +-- - @{Tasking.Task_CARGO#TASK_CARGO_TRANSPORT}: Documents the specific methods how to handle the cargo transportation tasking from a mission designer perspective. +-- - @{Tasking.Task_CARGO#TASK_CARGO_CSAR}: Documents the specific methods how to handle the cargo CSAR tasking from a mission designer perspective. -- -- -- === @@ -400,7 +400,7 @@ -- -- === -- --- @module Tasking.Task_Cargo +-- @module Tasking.Task_CARGO -- @image MOOSE.JPG do -- TASK_CARGO @@ -438,8 +438,8 @@ do -- TASK_CARGO -- -- ### 2.1.1) Cargo Tasks -- - -- - @{Tasking.Task_Cargo#TASK_CARGO_TRANSPORT} - Models the transportation of cargo to deployment zones. - -- - @{Tasking.Task_Cargo#TASK_CARGO_CSAR} - Models the rescue of downed friendly pilots from behind enemy lines. + -- - @{Tasking.Task_CARGO#TASK_CARGO_TRANSPORT} - Models the transportation of cargo to deployment zones. + -- - @{Tasking.Task_CARGO#TASK_CARGO_CSAR} - Models the rescue of downed friendly pilots from behind enemy lines. -- -- ## 2.2) Handle TASK_CARGO Events ... -- diff --git a/Moose Development/Moose/Tasking/Task_Capture_Dispatcher.lua b/Moose Development/Moose/Tasking/Task_Capture_Dispatcher.lua index e9b3954ac..87046e1ff 100644 --- a/Moose Development/Moose/Tasking/Task_Capture_Dispatcher.lua +++ b/Moose Development/Moose/Tasking/Task_Capture_Dispatcher.lua @@ -54,7 +54,7 @@ -- -- === -- --- @module Tasking.Task_Zone_Capture_Dispatcher +-- @module Tasking.Task_Capture_Dispatcher -- @image MOOSE.JPG do -- TASK_CAPTURE_DISPATCHER diff --git a/Moose Development/Moose/Tasking/Task_Capture_Zone.lua b/Moose Development/Moose/Tasking/Task_Capture_Zone.lua index 3ca128b98..9a7a30a9b 100644 --- a/Moose Development/Moose/Tasking/Task_Capture_Zone.lua +++ b/Moose Development/Moose/Tasking/Task_Capture_Zone.lua @@ -8,14 +8,14 @@ -- -- === -- --- @module Tasking.TaskZoneCapture +-- @module Tasking.Task_Capture_Zone -- @image MOOSE.JPG do -- TASK_ZONE_GOAL --- The TASK_ZONE_GOAL class -- @type TASK_ZONE_GOAL - -- @field Core.ZoneGoal#ZONE_GOAL ZoneGoal + -- @field Functional.ZoneGoal#ZONE_GOAL ZoneGoal -- @extends Tasking.Task#TASK --- # TASK_ZONE_GOAL class, extends @{Tasking.Task#TASK} @@ -47,7 +47,7 @@ do -- TASK_ZONE_GOAL -- @param Tasking.Mission#MISSION Mission -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. -- @param #string TaskName The name of the Task. - -- @param Core.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoal + -- @param Functional.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoal -- @return #TASK_ZONE_GOAL self function TASK_ZONE_GOAL:New( Mission, SetGroup, TaskName, ZoneGoal, TaskType, TaskBriefing ) local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType, TaskBriefing ) ) -- #TASK_ZONE_GOAL @@ -115,10 +115,10 @@ do -- TASK_ZONE_GOAL end --- @param #TASK_ZONE_GOAL self - -- @param Core.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal Engine. + -- @param Functional.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal Engine. function TASK_ZONE_GOAL:SetProtect( ZoneGoal ) - self.ZoneGoal = ZoneGoal -- Core.ZoneGoal#ZONE_GOAL + self.ZoneGoal = ZoneGoal -- Functional.ZoneGoal#ZONE_GOAL end @@ -169,10 +169,10 @@ do -- TASK_CAPTURE_ZONE --- The TASK_CAPTURE_ZONE class -- @type TASK_CAPTURE_ZONE - -- @field Core.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoal + -- @field Functional.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoal -- @extends #TASK_ZONE_GOAL - --- # TASK_CAPTURE_ZONE class, extends @{Tasking.TaskZoneGoal#TASK_ZONE_GOAL} + --- # TASK_CAPTURE_ZONE class, extends @{Tasking.Task_Capture_Zone#TASK_ZONE_GOAL} -- -- The TASK_CAPTURE_ZONE class defines an Suppression or Extermination of Air Defenses task for a human player to be executed. -- These tasks are important to be executed as they will help to achieve air superiority at the vicinity. @@ -191,7 +191,7 @@ do -- TASK_CAPTURE_ZONE -- @param Tasking.Mission#MISSION Mission -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. -- @param #string TaskName The name of the Task. - -- @param Core.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoalCoalition + -- @param Functional.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoalCoalition -- @param #string TaskBriefing The briefing of the task. -- @return #TASK_CAPTURE_ZONE self function TASK_CAPTURE_ZONE:New( Mission, SetGroup, TaskName, ZoneGoalCoalition, TaskBriefing) diff --git a/Moose Development/Moose/Tasking/Task_Cargo_CSAR.lua b/Moose Development/Moose/Tasking/Task_Cargo_CSAR.lua index 7b099980f..c48c27a22 100644 --- a/Moose Development/Moose/Tasking/Task_Cargo_CSAR.lua +++ b/Moose Development/Moose/Tasking/Task_Cargo_CSAR.lua @@ -1,4 +1,4 @@ ---- **Tasking** -- Orchestrates the task for players to execute CSAR for downed pilots. +--- **Tasking** - Orchestrates the task for players to execute CSAR for downed pilots. -- -- **Specific features:** -- @@ -44,7 +44,7 @@ -- -- === -- --- Please read through the @{Tasking.Task_Cargo} process to understand the mechanisms of tasking and cargo tasking and handling. +-- Please read through the @{Tasking.Task_CARGO} process to understand the mechanisms of tasking and cargo tasking and handling. -- -- The cargo will be a downed pilot, which is located somwhere on the battlefield. Use the menus system and facilities to -- join the CSAR task, and retrieve the pilot from behind enemy lines. The menu system is generic, there is nothing diff --git a/Moose Development/Moose/Tasking/Task_Cargo_Transport.lua b/Moose Development/Moose/Tasking/Task_Cargo_Transport.lua index 8629871b2..25bcb2c9c 100644 --- a/Moose Development/Moose/Tasking/Task_Cargo_Transport.lua +++ b/Moose Development/Moose/Tasking/Task_Cargo_Transport.lua @@ -1,4 +1,4 @@ ---- **Tasking** -- Models tasks for players to transport cargo. +--- **Tasking** - Models tasks for players to transport cargo. -- -- **Specific features:** -- diff --git a/Moose Development/Moose/Utilities/Enums.lua b/Moose Development/Moose/Utilities/Enums.lua index 18d959928..63f3d6187 100644 --- a/Moose Development/Moose/Utilities/Enums.lua +++ b/Moose Development/Moose/Utilities/Enums.lua @@ -13,7 +13,7 @@ -- -- Other Moose classes also have enumerators. For example, the AIRBASE class has enumerators for airbase names. -- --- @module ENUMS +-- @module Utilities.Enums -- @image MOOSE.JPG --- [DCS Enum world](https://wiki.hoggitworld.com/view/DCS_enum_world) diff --git a/Moose Development/Moose/Utilities/FiFo.lua b/Moose Development/Moose/Utilities/FiFo.lua index 323cc7526..0ba1ba612 100644 --- a/Moose Development/Moose/Utilities/FiFo.lua +++ b/Moose Development/Moose/Utilities/FiFo.lua @@ -10,7 +10,7 @@ -- === -- -- ### Author: **applevangelist** --- @module Utils.FiFo +-- @module Utilities.FiFo -- @image MOOSE.JPG -- Date: April 2022 diff --git a/Moose Development/Moose/Utilities/Profiler.lua b/Moose Development/Moose/Utilities/Profiler.lua index 66240179d..a6358a552 100644 --- a/Moose Development/Moose/Utilities/Profiler.lua +++ b/Moose Development/Moose/Utilities/Profiler.lua @@ -6,7 +6,7 @@ -- -- ### Author: **TAW CougarNL**, *funkyfranky* -- --- @module Utilities.PROFILER +-- @module Utilities.Profiler -- @image Utils_Profiler.jpg --- PROFILER class. diff --git a/Moose Development/Moose/Utilities/Routines.lua b/Moose Development/Moose/Utilities/Routines.lua index 926c8686d..48ae593ba 100644 --- a/Moose Development/Moose/Utilities/Routines.lua +++ b/Moose Development/Moose/Utilities/Routines.lua @@ -1,5 +1,5 @@ --- Various routines --- @module routines +-- @module Utilities.Routines -- @image MOOSE.JPG env.setErrorMessageBoxEnabled( false ) diff --git a/Moose Development/Moose/Utilities/STTS.lua b/Moose Development/Moose/Utilities/STTS.lua index 36aa2cc43..fb9482408 100644 --- a/Moose Development/Moose/Utilities/STTS.lua +++ b/Moose Development/Moose/Utilities/STTS.lua @@ -1,7 +1,7 @@ --- **Utilities** DCS Simple Text-To-Speech (STTS). -- -- --- @module Utils.STTS +-- @module Utilities.STTS -- @image MOOSE.JPG --- [DCS Enum world](https://wiki.hoggitworld.com/view/DCS_enum_world) diff --git a/Moose Development/Moose/Utilities/Utils.lua b/Moose Development/Moose/Utilities/Utils.lua index da6e66988..9f9a3e1aa 100644 --- a/Moose Development/Moose/Utilities/Utils.lua +++ b/Moose Development/Moose/Utilities/Utils.lua @@ -9,7 +9,7 @@ -- * FlightControl : Rework to OO framework. -- * And many more -- --- @module Utils +-- @module Utilities.Utils -- @image MOOSE.JPG diff --git a/Moose Development/Moose/Wrapper/Airbase.lua b/Moose Development/Moose/Wrapper/Airbase.lua index 4ef5d9731..e8481670a 100644 --- a/Moose Development/Moose/Wrapper/Airbase.lua +++ b/Moose Development/Moose/Wrapper/Airbase.lua @@ -1,4 +1,4 @@ ---- **Wrapper** -- AIRBASE is a wrapper class to handle the DCS Airbase objects. +--- **Wrapper** - AIRBASE is a wrapper class to handle the DCS Airbase objects. -- -- === -- diff --git a/Moose Development/Moose/Wrapper/Client.lua b/Moose Development/Moose/Wrapper/Client.lua index 529accdcf..bc5e6b4f8 100644 --- a/Moose Development/Moose/Wrapper/Client.lua +++ b/Moose Development/Moose/Wrapper/Client.lua @@ -1,4 +1,4 @@ ---- **Wrapper** -- CLIENT wraps DCS Unit objects acting as a __Client__ or __Player__ within a mission. +--- **Wrapper** - CLIENT wraps DCS Unit objects acting as a __Client__ or __Player__ within a mission. -- -- === -- @@ -58,7 +58,7 @@ -- * @{#CLIENT.Find}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object. -- * @{#CLIENT.FindByName}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name. -- --- **IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).** +-- **IMPORTANT: ONE SHOULD NEVER SANITIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).** -- -- @field #CLIENT CLIENT = { diff --git a/Moose Development/Moose/Wrapper/Controllable.lua b/Moose Development/Moose/Wrapper/Controllable.lua index e5a165ea1..6b6d56057 100644 --- a/Moose Development/Moose/Wrapper/Controllable.lua +++ b/Moose Development/Moose/Wrapper/Controllable.lua @@ -1,4 +1,4 @@ ---- **Wrapper** -- CONTROLLABLE is an intermediate class wrapping Group and Unit classes "controllers". +--- **Wrapper** - CONTROLLABLE is an intermediate class wrapping Group and Unit classes "controllers". -- -- === -- diff --git a/Moose Development/Moose/Wrapper/Group.lua b/Moose Development/Moose/Wrapper/Group.lua index 906331fa4..7784f647c 100644 --- a/Moose Development/Moose/Wrapper/Group.lua +++ b/Moose Development/Moose/Wrapper/Group.lua @@ -1,4 +1,4 @@ ---- **Wrapper** -- GROUP wraps the DCS Class Group objects. +--- **Wrapper** - GROUP wraps the DCS Class Group objects. -- -- === -- @@ -11,7 +11,7 @@ -- * Handle local Group Controller. -- * Manage the "state" of the DCS Group. -- --- **IMPORTANT: ONE SHOULD NEVER SANATIZE these GROUP OBJECT REFERENCES! (make the GROUP object references nil).** +-- **IMPORTANT: ONE SHOULD NEVER SANITIZE these GROUP OBJECT REFERENCES! (make the GROUP object references nil).** -- -- === -- diff --git a/Moose Development/Moose/Wrapper/Identifiable.lua b/Moose Development/Moose/Wrapper/Identifiable.lua index 7b77c9512..1710289d7 100644 --- a/Moose Development/Moose/Wrapper/Identifiable.lua +++ b/Moose Development/Moose/Wrapper/Identifiable.lua @@ -1,4 +1,4 @@ ---- **Wrapper** -- IDENTIFIABLE is an intermediate class wrapping DCS Object class derived Objects. +--- **Wrapper** - IDENTIFIABLE is an intermediate class wrapping DCS Object class derived Objects. -- -- === -- diff --git a/Moose Development/Moose/Wrapper/Object.lua b/Moose Development/Moose/Wrapper/Object.lua index f57ff73e8..4488141fa 100644 --- a/Moose Development/Moose/Wrapper/Object.lua +++ b/Moose Development/Moose/Wrapper/Object.lua @@ -1,4 +1,4 @@ ---- **Wrapper** -- OBJECT wraps the DCS Object derived objects. +--- **Wrapper** - OBJECT wraps the DCS Object derived objects. -- -- === -- diff --git a/Moose Development/Moose/Wrapper/Positionable.lua b/Moose Development/Moose/Wrapper/Positionable.lua index 87e199c9a..80cbba34c 100644 --- a/Moose Development/Moose/Wrapper/Positionable.lua +++ b/Moose Development/Moose/Wrapper/Positionable.lua @@ -1,4 +1,4 @@ ---- **Wrapper** -- POSITIONABLE wraps DCS classes that are "positionable". +--- **Wrapper** - POSITIONABLE wraps DCS classes that are "positionable". -- -- === -- diff --git a/Moose Development/Moose/Wrapper/Scenery.lua b/Moose Development/Moose/Wrapper/Scenery.lua index 22b8b627a..9b0871960 100644 --- a/Moose Development/Moose/Wrapper/Scenery.lua +++ b/Moose Development/Moose/Wrapper/Scenery.lua @@ -1,4 +1,4 @@ ---- **Wrapper** -- SCENERY models scenery within the DCS simulator. +--- **Wrapper** - SCENERY models scenery within the DCS simulator. -- -- === -- diff --git a/Moose Development/Moose/Wrapper/Static.lua b/Moose Development/Moose/Wrapper/Static.lua index fef0b098d..775ebd94c 100644 --- a/Moose Development/Moose/Wrapper/Static.lua +++ b/Moose Development/Moose/Wrapper/Static.lua @@ -1,4 +1,4 @@ ---- **Wrapper** -- STATIC wraps the DCS StaticObject class. +--- **Wrapper** - STATIC wraps the DCS StaticObject class. -- -- === -- @@ -40,7 +40,7 @@ -- -- * @{#STATIC.FindByName}(): Find a STATIC instance from the _DATABASE object using a DCS Static name. -- --- IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil). +-- IMPORTANT: ONE SHOULD NEVER SANITIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil). -- -- @field #STATIC STATIC = { diff --git a/Moose Development/Moose/Wrapper/Unit.lua b/Moose Development/Moose/Wrapper/Unit.lua index 6195f03e5..645c6e84f 100644 --- a/Moose Development/Moose/Wrapper/Unit.lua +++ b/Moose Development/Moose/Wrapper/Unit.lua @@ -42,7 +42,7 @@ -- * @{#UNIT.Find}(): Find a UNIT instance from the _DATABASE object using a DCS Unit object. -- * @{#UNIT.FindByName}(): Find a UNIT instance from the _DATABASE object using a DCS Unit name. -- --- IMPORTANT: ONE SHOULD NEVER SANATIZE these UNIT OBJECT REFERENCES! (make the UNIT object references nil). +-- IMPORTANT: ONE SHOULD NEVER SANITIZE these UNIT OBJECT REFERENCES! (make the UNIT object references nil). -- -- ## DCS UNIT APIs --