Documentation fixes. (#1816)

This commit is contained in:
TommyC81
2022-10-29 12:07:50 +04:00
committed by GitHub
parent cba156b3dc
commit 368e720cab
11 changed files with 111 additions and 111 deletions

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@@ -48,8 +48,8 @@
-- Each of these FSM implementation classes start either with:
--
-- * an acronym **AI\_**, which indicates a FSM implementation directing **AI controlled** @{Wrapper.Group#GROUP} and/or @{Wrapper.Unit#UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
-- * an acronym **TASK\_**, which indicates a FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{Wrapper.Unit#UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
-- * an acronym **TASK\_**, which indicates a FSM implementation executing a @{Tasking.Task#TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{Tasking.Task#TASK}, seated in a @{Wrapper.Client#CLIENT} (slot) or a @{Wrapper.Unit#UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
--
-- Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections.
--
@@ -61,9 +61,9 @@
--
-- The following derived classes are available in the MOOSE framework, that implement a specialized form of a FSM:
--
-- * @{#FSM_TASK}: Models Finite State Machines for @{Task}s.
-- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}s.
-- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
-- * @{#FSM_TASK}: Models Finite State Machines for @{Tasking.Task}s.
-- * @{#FSM_PROCESS}: Models Finite State Machines for @{Tasking.Task} actions, which control @{Wrapper.Client}s.
-- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Wrapper.Client}s.
-- * @{#FSM_SET}: Models Finite State Machines for @{Core.Set}s. Note that these FSMs control multiple objects!!! So State concerns here
-- for multiple objects or the position of the state machine in the process.
--
@@ -120,8 +120,8 @@ do -- FSM
-- Each of these FSM implementation classes start either with:
--
-- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{Wrapper.Group#GROUP} and/or @{Wrapper.Unit#UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
-- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{Wrapper.Unit#UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
-- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{Tasking.Task#TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{Tasking.Task#TASK}, seated in a @{Wrapper.Client#CLIENT} (slot) or a @{Wrapper.Unit#UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
--
-- ![Transition Rules and Transition Handlers and Event Triggers](..\Presentations\FSM\Dia3.JPG)
--
@@ -418,7 +418,7 @@ do -- FSM
return self._Transitions or {}
end
--- Set the default @{Process} template with key ProcessName providing the ProcessClass and the process object when it is assigned to a @{Wrapper.Controllable} by the task.
--- Set the default @{#FSM_PROCESS} template with key ProcessName providing the ProcessClass and the process object when it is assigned to a @{Wrapper.Controllable} by the task.
-- @param #FSM self
-- @param #table From Can contain a string indicating the From state or a table of strings containing multiple From states.
-- @param #string Event The Event name.
@@ -953,7 +953,7 @@ do -- FSM_CONTROLLABLE
-- @field Wrapper.Controllable#CONTROLLABLE Controllable
-- @extends Core.Fsm#FSM
--- Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
--- Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Wrapper.Client}s.
--
-- ===
--
@@ -1086,7 +1086,7 @@ do -- FSM_PROCESS
-- @field Tasking.Task#TASK Task
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- FSM_PROCESS class models Finite State Machines for @{Task} actions, which control @{Client}s.
--- FSM_PROCESS class models Finite State Machines for @{Tasking.Task} actions, which control @{Wrapper.Client}s.
--
-- ===
--
@@ -1241,7 +1241,7 @@ do -- FSM_PROCESS
-- TODO: Need to check and fix that an FSM_PROCESS is only for a UNIT. Not for a GROUP.
--- Send a message of the @{Task} to the Group of the Unit.
--- Send a message of the @{Tasking.Task} to the Group of the Unit.
-- @param #FSM_PROCESS self
function FSM_PROCESS:Message( Message )
self:F( { Message = Message } )

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@@ -34,7 +34,7 @@
--
-- Messages are sent:
--
-- * To a @{Client} using @{#MESSAGE.ToClient}().
-- * To a @{Wrapper.Client} using @{#MESSAGE.ToClient}().
-- * To a @{Wrapper.Group} using @{#MESSAGE.ToGroup}()
-- * To a @{Wrapper.Unit} using @{#MESSAGE.ToUnit}()
-- * To a coalition using @{#MESSAGE.ToCoalition}().

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@@ -138,7 +138,7 @@ do -- COORDINATE
--
-- Calculate if the coordinate has Line of Sight (LOS) with the other given coordinate.
-- Mountains, trees and other objects can be positioned between the two 3D points, preventing visibilty in a straight continuous line.
-- The method @{#COORDINATE.IsLOS}() returns if the two coodinates have LOS.
-- The method @{#COORDINATE.IsLOS}() returns if the two coordinates have LOS.
--
-- ## 4.7) Check the coordinate position.
--
@@ -654,7 +654,7 @@ do -- COORDINATE
-- @param DCS#Distance Distance The Distance to be added in meters.
-- @param DCS#Angle Angle The Angle in degrees. Defaults to 0 if not specified (nil).
-- @param #boolean Keepalt If true, keep altitude of original coordinate. Default is that the new coordinate is created at the translated land height.
-- @param #boolean Overwrite If true, overwrite the original COORDINATE with the translated one. Otherwise, create a new COODINATE.
-- @param #boolean Overwrite If true, overwrite the original COORDINATE with the translated one. Otherwise, create a new COORDINATE.
-- @return #COORDINATE The new calculated COORDINATE.
function COORDINATE:Translate( Distance, Angle, Keepalt, Overwrite )
@@ -3323,21 +3323,21 @@ do -- POINT_VEC3
--- Return the x coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #number The x coodinate.
-- @return #number The x coordinate.
function POINT_VEC3:GetX()
return self.x
end
--- Return the y coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #number The y coodinate.
-- @return #number The y coordinate.
function POINT_VEC3:GetY()
return self.y
end
--- Return the z coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #number The z coodinate.
-- @return #number The z coordinate.
function POINT_VEC3:GetZ()
return self.z
end
@@ -3371,7 +3371,7 @@ do -- POINT_VEC3
--- Add to the x coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number x The x coordinate value to add to the current x coodinate.
-- @param #number x The x coordinate value to add to the current x coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:AddX( x )
self.x = self.x + x
@@ -3380,7 +3380,7 @@ do -- POINT_VEC3
--- Add to the y coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number y The y coordinate value to add to the current y coodinate.
-- @param #number y The y coordinate value to add to the current y coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:AddY( y )
self.y = self.y + y
@@ -3389,7 +3389,7 @@ do -- POINT_VEC3
--- Add to the z coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number z The z coordinate value to add to the current z coodinate.
-- @param #number z The z coordinate value to add to the current z coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:AddZ( z )
self.z = self.z +z
@@ -3495,14 +3495,14 @@ do -- POINT_VEC2
--- Return the x coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @return #number The x coodinate.
-- @return #number The x coordinate.
function POINT_VEC2:GetX()
return self.x
end
--- Return the y coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @return #number The y coodinate.
-- @return #number The y coordinate.
function POINT_VEC2:GetY()
return self.z
end
@@ -3527,7 +3527,7 @@ do -- POINT_VEC2
--- Return Return the Lat(itude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.x).
-- @param #POINT_VEC2 self
-- @return #number The x coodinate.
-- @return #number The x coordinate.
function POINT_VEC2:GetLat()
return self.x
end
@@ -3543,7 +3543,7 @@ do -- POINT_VEC2
--- Return the Lon(gitude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.z).
-- @param #POINT_VEC2 self
-- @return #number The y coodinate.
-- @return #number The y coordinate.
function POINT_VEC2:GetLon()
return self.z
end

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@@ -22,11 +22,11 @@
-- * @{#SET_GROUP}: Defines a collection of @{Wrapper.Group}s filtered by filter criteria.
-- * @{#SET_UNIT}: Defines a collection of @{Wrapper.Unit}s filtered by filter criteria.
-- * @{#SET_STATIC}: Defines a collection of @{Wrapper.Static}s filtered by filter criteria.
-- * @{#SET_CLIENT}: Defines a collection of @{Client}s filtered by filter criteria.
-- * @{#SET_CLIENT}: Defines a collection of @{Wrapper.Client}s filtered by filter criteria.
-- * @{#SET_AIRBASE}: Defines a collection of @{Wrapper.Airbase}s filtered by filter criteria.
-- * @{#SET_CARGO}: Defines a collection of @{Cargo.Cargo}s filtered by filter criteria.
-- * @{#SET_ZONE}: Defines a collection of @{Core.Zone}s filtered by filter criteria.
-- * @{#SET_SCENERY}: Defines a collection of @{Warpper.Scenery}s added via a filtered @{#SET_ZONE}.
-- * @{#SET_SCENERY}: Defines a collection of @{Wrapper.Scenery}s added via a filtered @{#SET_ZONE}.
--
-- These classes are derived from @{#SET_BASE}, which contains the main methods to manage the collections.
--