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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@@ -131,7 +131,7 @@ MISSION = {
-- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter
-- @param #string MissionName Name of the mission. This name will be used to reference the status of each mission by the players.
-- @param #string MissionPriority String indicating the "priority" of the Mission. e.g. "Primary", "Secondary". It is free format and up to the Mission designer to choose. There are no rules behind this field.
-- @param #string MissionBriefing String indicating the mission briefing to be shown when a player joins a @{CLIENT}.
-- @param #string MissionBriefing String indicating the mission briefing to be shown when a player joins a @{Wrapper.Client#CLIENT}.
-- @param DCS#coalition.side MissionCoalition Side of the coalition, i.e. and enumerator @{#DCS.coalition.side} corresponding to RED, BLUE or NEUTRAL.
-- @return #MISSION self
function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefing, MissionCoalition )
@@ -667,7 +667,7 @@ end
--- Get the TASK identified by the TaskNumber from the Mission. This function is useful in GoalFunctions.
-- @param #string TaskName The Name of the @{Task} within the @{Tasking.Mission}.
-- @param #string TaskName The Name of the @{Tasking.Task} within the @{Tasking.Mission}.
-- @return Tasking.Task#TASK The Task
-- @return #nil Returns nil if no task was found.
function MISSION:GetTask( TaskName )
@@ -677,9 +677,9 @@ function MISSION:GetTask( TaskName )
end
--- Return the next @{Task} ID to be completed within the @{Tasking.Mission}.
--- Return the next @{Tasking.Task} ID to be completed within the @{Tasking.Mission}.
-- @param #MISSION self
-- @param Tasking.Task#TASK Task is the @{Task} object.
-- @param Tasking.Task#TASK Task is the @{Tasking.Task} object.
-- @return Tasking.Task#TASK The task added.
function MISSION:GetNextTaskID( Task )
@@ -689,11 +689,11 @@ function MISSION:GetNextTaskID( Task )
end
--- Register a @{Task} to be completed within the @{Tasking.Mission}.
-- Note that there can be multiple @{Task}s registered to be completed.
--- Register a @{Tasking.Task} to be completed within the @{Tasking.Mission}.
-- Note that there can be multiple @{Tasking.Task}s registered to be completed.
-- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.
-- @param #MISSION self
-- @param Tasking.Task#TASK Task is the @{Task} object.
-- @param Tasking.Task#TASK Task is the @{Tasking.Task} object.
-- @return Tasking.Task#TASK The task added.
function MISSION:AddTask( Task )
@@ -708,11 +708,11 @@ function MISSION:AddTask( Task )
end
--- Removes a @{Task} to be completed within the @{Tasking.Mission}.
-- Note that there can be multiple @{Task}s registered to be completed.
--- Removes a @{Tasking.Task} to be completed within the @{Tasking.Mission}.
-- Note that there can be multiple @{Tasking.Task}s registered to be completed.
-- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.
-- @param #MISSION self
-- @param Tasking.Task#TASK Task is the @{Task} object.
-- @param Tasking.Task#TASK Task is the @{Tasking.Task} object.
-- @return #nil The cleaned Task reference.
function MISSION:RemoveTask( Task )
@@ -1105,7 +1105,7 @@ function MISSION:ReportDetails( ReportGroup )
end
--- Get all the TASKs from the Mission. This function is useful in GoalFunctions.
-- @return {TASK,...} Structure of TASKS with the @{TASK} number as the key.
-- @return {TASK,...} Structure of TASKS with the @{Tasking.Task#TASK} number as the key.
-- @usage
-- -- Get Tasks from the Mission.
-- Tasks = Mission:GetTasks()

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@@ -38,7 +38,7 @@
--
-- A mission can be in a specific state during the simulation run. For more information about these states, please check the @{Tasking.Mission} section.
--
-- To achieve the mission goal, a mission administers @{Tasking.Task}s that are set to achieve the mission goal by the human players.
-- To achieve the mission goal, a mission administers @{#TASK}s that are set to achieve the mission goal by the human players.
-- Each of these tasks can be **dynamically created** using a task dispatcher, or **coded** by the mission designer.
-- Each mission has a separate **Mission Menu**, that focuses on the administration of these tasks.
--
@@ -143,7 +143,7 @@
--
-- ![Command Center](../Tasking/Menu_CommandCenter.JPG)
--
-- When we take back the command center menu, you see two addtional **Assign Task** menu items.
-- When we take back the command center menu, you see two additional **Assign Task** menu items.
-- The menu **Assign Task On** will automatically allocate a task to the player.
-- After the selection of this menu, the menu will change into **Assign Task Off**,
-- and will need to be selected again by the player to switch of the automatic task assignment.
@@ -190,7 +190,7 @@
--
-- The state completion is by default set to **Success**, if the goals of the task have been reached, but can be overruled by a goal method.
--
-- Depending on the tactical situation, a task can be **Cancelled** by the mission governer.
-- Depending on the tactical situation, a task can be **Cancelled** by the mission governor.
-- It is actually the mission designer who has the flexibility to decide at which conditions a task would be set to **Success**, **Failed** or **Cancelled**.
-- This decision all depends on the task goals, and the phase/evolution of the task conditions that would accomplish the goals.
--
@@ -199,16 +199,16 @@
-- However, it could very well be also acceptable that the task would be flagged as **Success**.
--
-- The tasking mechanism governs beside the progress also a scoring mechanism, and in case of goal completion without any active pilot involved
-- in the execution of the task, could result in a **Success** task completion status, but no score would be awared, as there were no players involved.
-- in the execution of the task, could result in a **Success** task completion status, but no score would be awarded, as there were no players involved.
--
-- These different completion states are important for the mission designer to reflect scoring to a player.
-- A success could mean a positive score to be given, while a failure could mean a negative score or penalties to be awarded.
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Author(s): **FlightControl**
--
-- ### Contributions:
-- ### Contribution(s):
--
-- ===
--
@@ -293,7 +293,7 @@
--
-- function Task:OnAfterGoal()
-- if condition == true then
-- self:Success() -- This will flag the task to Succcess when the condition is true.
-- self:Success() -- This will flag the task to Success when the condition is true.
-- else
-- if condition2 == true and condition3 == true then
-- self:Fail() -- This will flag the task to Failed, when condition2 and condition3 would be true.
@@ -732,7 +732,7 @@ end
do -- Group Assignment
--- Returns if the @{Task} is assigned to the Group.
--- Returns if the @{#TASK} is assigned to the Group.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
-- @return #boolean
@@ -750,7 +750,7 @@ do -- Group Assignment
end
--- Set @{Wrapper.Group} assigned to the @{Task}.
--- Set @{Wrapper.Group} assigned to the @{#TASK}.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
-- @return #TASK
@@ -780,7 +780,7 @@ do -- Group Assignment
return self
end
--- Clear the @{Wrapper.Group} assignment from the @{Task}.
--- Clear the @{Wrapper.Group} assignment from the @{#TASK}.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
-- @return #TASK
@@ -824,7 +824,7 @@ do -- Group Assignment
end
--- Assign the @{Task} to a @{Wrapper.Group}.
--- Assign the @{#TASK} to a @{Wrapper.Group}.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
-- @return #TASK
@@ -861,7 +861,7 @@ do -- Group Assignment
return self
end
--- UnAssign the @{Task} from a @{Wrapper.Group}.
--- UnAssign the @{#TASK} from a @{Wrapper.Group}.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
function TASK:UnAssignFromGroup( TaskGroup )
@@ -899,7 +899,7 @@ function TASK:HasGroup( FindGroup )
end
--- Assign the @{Task} to an alive @{Wrapper.Unit}.
--- Assign the @{#TASK} to an alive @{Wrapper.Unit}.
-- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK self
@@ -918,7 +918,7 @@ function TASK:AssignToUnit( TaskUnit )
return self
end
--- UnAssign the @{Task} from an alive @{Wrapper.Unit}.
--- UnAssign the @{#TASK} from an alive @{Wrapper.Unit}.
-- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK self
@@ -932,7 +932,7 @@ function TASK:UnAssignFromUnit( TaskUnit )
return self
end
--- Sets the TimeOut for the @{Task}. If @{Task} stayed planned for longer than TimeOut, it gets into Cancelled status.
--- Sets the TimeOut for the @{#TASK}. If @{#TASK} stayed planned for longer than TimeOut, it gets into Cancelled status.
-- @param #TASK self
-- @param #integer Timer in seconds
-- @return #TASK self
@@ -943,7 +943,7 @@ function TASK:SetTimeOut ( Timer )
return self
end
--- Send a message of the @{Task} to the assigned @{Wrapper.Group}s.
--- Send a message of the @{#TASK} to the assigned @{Wrapper.Group}s.
-- @param #TASK self
function TASK:MessageToGroups( Message )
self:F( { Message = Message } )
@@ -960,7 +960,7 @@ function TASK:MessageToGroups( Message )
end
--- Send the briefng message of the @{Task} to the assigned @{Wrapper.Group}s.
--- Send the briefing message of the @{#TASK} to the assigned @{Wrapper.Group}s.
-- @param #TASK self
function TASK:SendBriefingToAssignedGroups()
self:F2()
@@ -975,7 +975,7 @@ function TASK:SendBriefingToAssignedGroups()
end
--- UnAssign the @{Task} from the @{Wrapper.Group}s.
--- UnAssign the @{#TASK} from the @{Wrapper.Group}s.
-- @param #TASK self
function TASK:UnAssignFromGroups()
self:F2()
@@ -991,7 +991,7 @@ end
--- Returns if the @{Task} has still alive and assigned Units.
--- Returns if the @{#TASK} has still alive and assigned Units.
-- @param #TASK self
-- @return #boolean
function TASK:HasAliveUnits()
@@ -1016,7 +1016,7 @@ function TASK:HasAliveUnits()
return false
end
--- Set the menu options of the @{Task} to all the groups in the SetGroup.
--- Set the menu options of the @{#TASK} to all the groups in the SetGroup.
-- @param #TASK self
-- @param #number MenuTime
-- @return #TASK
@@ -1057,7 +1057,7 @@ function TASK:SetMenuForGroup( TaskGroup, MenuTime )
end
--- Set the planned menu option of the @{Task}.
--- Set the planned menu option of the @{#TASK}.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
-- @param #string MenuText The menu text.
@@ -1092,7 +1092,7 @@ function TASK:SetPlannedMenuForGroup( TaskGroup, MenuTime )
return self
end
--- Set the assigned menu options of the @{Task}.
--- Set the assigned menu options of the @{#TASK}.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
-- @param #number MenuTime
@@ -1127,7 +1127,7 @@ function TASK:SetAssignedMenuForGroup( TaskGroup, MenuTime )
return self
end
--- Remove the menu options of the @{Task} to all the groups in the SetGroup.
--- Remove the menu options of the @{#TASK} to all the groups in the SetGroup.
-- @param #TASK self
-- @param #number MenuTime
-- @return #TASK
@@ -1145,7 +1145,7 @@ function TASK:RemoveMenu( MenuTime )
end
--- Remove the menu option of the @{Task} for a @{Wrapper.Group}.
--- Remove the menu option of the @{#TASK} for a @{Wrapper.Group}.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
-- @param #number MenuTime
@@ -1176,7 +1176,7 @@ function TASK:RefreshMenus( TaskGroup, MenuTime )
end
--- Remove the assigned menu option of the @{Task} for a @{Wrapper.Group}.
--- Remove the assigned menu option of the @{#TASK} for a @{Wrapper.Group}.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
-- @param #number MenuTime
@@ -1275,14 +1275,14 @@ end
--- Returns the @{Task} name.
--- Returns the @{#TASK} name.
-- @param #TASK self
-- @return #string TaskName
function TASK:GetTaskName()
return self.TaskName
end
--- Returns the @{Task} briefing.
--- Returns the @{#TASK} briefing.
-- @param #TASK self
-- @return #string Task briefing.
function TASK:GetTaskBriefing()
@@ -1292,7 +1292,7 @@ end
--- Get the default or currently assigned @{Process} template with key ProcessName.
--- Get the default or currently assigned @{Core.Fsm#FSM_PROCESS} template with key ProcessName.
-- @param #TASK self
-- @param #string ProcessName
-- @return Core.Fsm#FSM_PROCESS
@@ -1305,8 +1305,8 @@ end
-- TODO: Obscolete?
--- Fail processes from @{Task} with key @{Wrapper.Unit}
-- TODO: Obsolete?
--- Fail processes from @{#TASK} with key @{Wrapper.Unit}.
-- @param #TASK self
-- @param #string TaskUnitName
-- @return #TASK self
@@ -1318,7 +1318,7 @@ function TASK:FailProcesses( TaskUnitName )
end
end
--- Add a FiniteStateMachine to @{Task} with key Task@{Wrapper.Unit}
--- Add a FiniteStateMachine to @{#TASK} with key @{Wrapper.Unit}.
-- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Core.Fsm#FSM_PROCESS Fsm
@@ -1331,7 +1331,7 @@ function TASK:SetStateMachine( TaskUnit, Fsm )
return Fsm
end
--- Gets the FiniteStateMachine of @{Task} with key Task@{Wrapper.Unit}
--- Gets the FiniteStateMachine of @{#TASK} with key @{Wrapper.Unit}.
-- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Fsm#FSM_PROCESS
@@ -1341,7 +1341,7 @@ function TASK:GetStateMachine( TaskUnit )
return self.Fsm[TaskUnit]
end
--- Remove FiniteStateMachines from @{Task} with key Task@{Wrapper.Unit}
--- Remove FiniteStateMachines from @{#TASK} with key @{Wrapper.Unit}.
-- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK self
@@ -1365,7 +1365,7 @@ function TASK:RemoveStateMachine( TaskUnit )
end
--- Checks if there is a FiniteStateMachine assigned to Task@{Wrapper.Unit} for @{Task}
--- Checks if there is a FiniteStateMachine assigned to @{Wrapper.Unit} for @{#TASK}.
-- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK self
@@ -1438,117 +1438,117 @@ function TASK:GetID()
end
--- Sets a @{Task} to status **Success**.
--- Sets a @{#TASK} to status **Success**.
-- @param #TASK self
function TASK:StateSuccess()
self:SetState( self, "State", "Success" )
return self
end
--- Is the @{Task} status **Success**.
--- Is the @{#TASK} status **Success**.
-- @param #TASK self
function TASK:IsStateSuccess()
return self:Is( "Success" )
end
--- Sets a @{Task} to status **Failed**.
--- Sets a @{#TASK} to status **Failed**.
-- @param #TASK self
function TASK:StateFailed()
self:SetState( self, "State", "Failed" )
return self
end
--- Is the @{Task} status **Failed**.
--- Is the @{#TASK} status **Failed**.
-- @param #TASK self
function TASK:IsStateFailed()
return self:Is( "Failed" )
end
--- Sets a @{Task} to status **Planned**.
--- Sets a @{#TASK} to status **Planned**.
-- @param #TASK self
function TASK:StatePlanned()
self:SetState( self, "State", "Planned" )
return self
end
--- Is the @{Task} status **Planned**.
--- Is the @{#TASK} status **Planned**.
-- @param #TASK self
function TASK:IsStatePlanned()
return self:Is( "Planned" )
end
--- Sets a @{Task} to status **Aborted**.
--- Sets a @{#TASK} to status **Aborted**.
-- @param #TASK self
function TASK:StateAborted()
self:SetState( self, "State", "Aborted" )
return self
end
--- Is the @{Task} status **Aborted**.
--- Is the @{#TASK} status **Aborted**.
-- @param #TASK self
function TASK:IsStateAborted()
return self:Is( "Aborted" )
end
--- Sets a @{Task} to status **Cancelled**.
--- Sets a @{#TASK} to status **Cancelled**.
-- @param #TASK self
function TASK:StateCancelled()
self:SetState( self, "State", "Cancelled" )
return self
end
--- Is the @{Task} status **Cancelled**.
--- Is the @{#TASK} status **Cancelled**.
-- @param #TASK self
function TASK:IsStateCancelled()
return self:Is( "Cancelled" )
end
--- Sets a @{Task} to status **Assigned**.
--- Sets a @{#TASK} to status **Assigned**.
-- @param #TASK self
function TASK:StateAssigned()
self:SetState( self, "State", "Assigned" )
return self
end
--- Is the @{Task} status **Assigned**.
--- Is the @{#TASK} status **Assigned**.
-- @param #TASK self
function TASK:IsStateAssigned()
return self:Is( "Assigned" )
end
--- Sets a @{Task} to status **Hold**.
--- Sets a @{#TASK} to status **Hold**.
-- @param #TASK self
function TASK:StateHold()
self:SetState( self, "State", "Hold" )
return self
end
--- Is the @{Task} status **Hold**.
--- Is the @{#TASK} status **Hold**.
-- @param #TASK self
function TASK:IsStateHold()
return self:Is( "Hold" )
end
--- Sets a @{Task} to status **Replanned**.
--- Sets a @{#TASK} to status **Replanned**.
-- @param #TASK self
function TASK:StateReplanned()
self:SetState( self, "State", "Replanned" )
return self
end
--- Is the @{Task} status **Replanned**.
--- Is the @{#TASK} status **Replanned**.
-- @param #TASK self
function TASK:IsStateReplanned()
return self:Is( "Replanned" )
end
--- Gets the @{Task} status.
--- Gets the @{#TASK} status.
-- @param #TASK self
function TASK:GetStateString()
return self:GetState( self, "State" )
end
--- Sets a @{Task} briefing.
--- Sets a @{#TASK} briefing.
-- @param #TASK self
-- @param #string TaskBriefing
-- @return #TASK self
@@ -1558,7 +1558,7 @@ function TASK:SetBriefing( TaskBriefing )
return self
end
--- Gets the @{Task} briefing.
--- Gets the @{#TASK} briefing.
-- @param #TASK self
-- @return #string The briefing text.
function TASK:GetBriefing()

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@@ -33,7 +33,7 @@ do -- TASK_A2A_DISPATCHER
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia3.JPG)
--
-- The EWR will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.
-- The EWR will detect units, will group them, and will dispatch @{Tasking.Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.
-- Find a summary below describing for which situation a task type is created:
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia9.JPG)
@@ -140,7 +140,7 @@ do -- TASK_A2A_DISPATCHER
--
-- ## 4. Set **Scoring** and **Messages**:
--
-- The TASK\_A2A\_DISPATCHER is a state machine. It triggers the event Assign when a new player joins a @{Task} dispatched by the TASK\_A2A\_DISPATCHER.
-- The TASK\_A2A\_DISPATCHER is a state machine. It triggers the event Assign when a new player joins a @{Tasking.Task} dispatched by the TASK\_A2A\_DISPATCHER.
-- An _event handler_ can be defined to catch the **Assign** event, and add **additional processing** to set _scoring_ and to _define messages_,
-- when the player reaches certain achievements in the task.
--

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@@ -39,7 +39,7 @@ do -- TASK_A2G_DISPATCHER
-- in a true co-operation environment wherein **Multiple Teams** will collaborate in Missions to **achieve a common Mission Goal**.
--
-- The A2G dispatcher will dispatch the A2G Tasks to a defined @{Core.Set} of @{Wrapper.Group}s that will be manned by **Players**.
-- We call this the **AttackSet** of the A2G dispatcher. So, the Players are seated in the @{Client}s of the @{Wrapper.Group} @{Core.Set}.
-- We call this the **AttackSet** of the A2G dispatcher. So, the Players are seated in the @{Wrapper.Client}s of the @{Wrapper.Group} @{Core.Set}.
--
-- Depending on the actions of the enemy, preventive tasks are dispatched to the players to orchestrate the engagement in a true co-operation.
-- The detection object will group the detected targets by its grouping method, and integrates a @{Core.Set} of @{Wrapper.Group}s that are Recce vehicles or air units.