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

View File

@@ -7,7 +7,7 @@
-- * Setup quickly an AIR defense system for a coalition. -- * Setup quickly an AIR defense system for a coalition.
-- * Setup multiple defense zones to defend specific coordinates in your battlefield. -- * Setup multiple defense zones to defend specific coordinates in your battlefield.
-- * Setup (SEAD) Suppression of Air Defense squadrons, to gain control in the air of enemy grounds. -- * Setup (SEAD) Suppression of Air Defense squadrons, to gain control in the air of enemy grounds.
-- * Setup (CAS) Controlled Air Support squadrons, to attack closeby enemy ground units near friendly installations. -- * Setup (CAS) Controlled Air Support squadrons, to attack close by enemy ground units near friendly installations.
-- * Setup (BAI) Battleground Air Interdiction squadrons to attack remote enemy ground units and targets. -- * Setup (BAI) Battleground Air Interdiction squadrons to attack remote enemy ground units and targets.
-- * Define and use a detection network controlled by recce. -- * Define and use a detection network controlled by recce.
-- * Define AIR defense squadrons at airbases, FARPs and carriers. -- * Define AIR defense squadrons at airbases, FARPs and carriers.
@@ -24,7 +24,7 @@
-- --
-- ## Missions: -- ## Missions:
-- --
-- [AID-AIR - AI AIR Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-AIR%20-%20AI%20AIR%20Dispatching) -- [AID-AIR - AI AIR Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching)
-- --
-- === -- ===
-- --
@@ -88,7 +88,7 @@
-- --
-- ## 4. How do the defenses decide **when and where to engage** on approaching enemy units? -- ## 4. How do the defenses decide **when and where to engage** on approaching enemy units?
-- --
-- The AIR dispacher needs you to setup (various) defense coordinates, which are strategic positions in the battle field to be defended. -- The AIR dispatcher needs you to setup (various) defense coordinates, which are strategic positions in the battle field to be defended.
-- Any ground based enemy approaching within the proximity of such a defense point, may trigger for a defensive action by friendly air units. -- Any ground based enemy approaching within the proximity of such a defense point, may trigger for a defensive action by friendly air units.
-- --
-- There are 2 important parameters that play a role in the defensive decision making: defensiveness and reactivity. -- There are 2 important parameters that play a role in the defensive decision making: defensiveness and reactivity.
@@ -108,7 +108,7 @@
-- ## 5. Are defense coordinates and defense reactivity the only parameters? -- ## 5. Are defense coordinates and defense reactivity the only parameters?
-- --
-- No, depending on the target type, and the threat level of the target, the probability of defense will be higher. -- No, depending on the target type, and the threat level of the target, the probability of defense will be higher.
-- In other words, when a SAM-10 radar emitter is detected, its probabilty for defense will be much higher than when a BMP-1 vehicle is -- In other words, when a SAM-10 radar emitter is detected, its probability for defense will be much higher than when a BMP-1 vehicle is
-- detected, even when both enemies are at the same distance from a defense coordinate. -- detected, even when both enemies are at the same distance from a defense coordinate.
-- This will ensure optimal defenses, SEAD tasks will be launched much more quicker against engaging radar emitters, to ensure air superiority. -- This will ensure optimal defenses, SEAD tasks will be launched much more quicker against engaging radar emitters, to ensure air superiority.
-- Approaching main battle tanks will be engaged much faster, than a group of approaching trucks. -- Approaching main battle tanks will be engaged much faster, than a group of approaching trucks.
@@ -117,12 +117,12 @@
-- ## 6. Which Squadrons will I create and which name will I give each Squadron? -- ## 6. Which Squadrons will I create and which name will I give each Squadron?
-- --
-- The AIR defense system works with **Squadrons**. Each Squadron must be given a unique name, that forms the **key** to the squadron. -- The AIR defense system works with **Squadrons**. Each Squadron must be given a unique name, that forms the **key** to the squadron.
-- Several options and activities can be set per Squadron. A free format name can be given, but always ensure that the name is meaningfull -- Several options and activities can be set per Squadron. A free format name can be given, but always ensure that the name is meaningful
-- for your mission, and remember that squadron names are used for communication to the players of your mission. -- for your mission, and remember that squadron names are used for communication to the players of your mission.
-- --
-- There are mainly 3 types of defenses: **SEAD**, **CAS** and **BAI**. -- There are mainly 3 types of defenses: **SEAD**, **CAS** and **BAI**.
-- --
-- Suppression of Air Defenses (SEAD) are effective agains radar emitters. Close Air Support (CAS) is launched when the enemy is close near friendly units. -- Suppression of Air Defenses (SEAD) are effective against radar emitters. Close Air Support (CAS) is launched when the enemy is close near friendly units.
-- Battleground Air Interdiction (BAI) tasks are launched when there are no friendlies around. -- Battleground Air Interdiction (BAI) tasks are launched when there are no friendlies around.
-- --
-- Depending on the defense type, different payloads will be needed. See further points on squadron definition. -- Depending on the defense type, different payloads will be needed. See further points on squadron definition.
@@ -180,7 +180,7 @@
-- ## 12. Are moving defense coordinates possible? -- ## 12. Are moving defense coordinates possible?
-- --
-- Yes, different COORDINATE types are possible to be used. -- Yes, different COORDINATE types are possible to be used.
-- The COORDINATE_UNIT will help you to specify a defense coodinate that is attached to a moving unit. -- The COORDINATE_UNIT will help you to specify a defense coordinate that is attached to a moving unit.
-- --
-- --
-- ## 13. How much defense coordinates do I need to create? -- ## 13. How much defense coordinates do I need to create?
@@ -214,7 +214,7 @@
-- * From a parking spot with running engines -- * From a parking spot with running engines
-- * From a parking spot with cold engines -- * From a parking spot with cold engines
-- --
-- **The default takeoff method is staight in the air.** -- **The default takeoff method is straight in the air.**
-- This takeoff method is the most useful if you want to avoid airplane clutter at airbases! -- This takeoff method is the most useful if you want to avoid airplane clutter at airbases!
-- But it is the least realistic one! -- But it is the least realistic one!
-- --
@@ -236,10 +236,10 @@
-- --
-- For each Squadron, depending on the helicopter or airplane type (modern, old) and payload, which overhead is required to provide any defense? -- For each Squadron, depending on the helicopter or airplane type (modern, old) and payload, which overhead is required to provide any defense?
-- --
-- In other words, if **X** enemy ground units are detected, how many **Y** defense helicpters or airplanes need to engage (per squadron)? -- In other words, if **X** enemy ground units are detected, how many **Y** defense helicopters or airplanes need to engage (per squadron)?
-- The **Y** is dependent on the type of airplane (era), payload, fuel levels, skills etc. -- The **Y** is dependent on the type of airplane (era), payload, fuel levels, skills etc.
-- But the most important factor is the payload, which is the amount of AIR weapons the defense can carry to attack the enemy ground units. -- But the most important factor is the payload, which is the amount of AIR weapons the defense can carry to attack the enemy ground units.
-- For example, a Ka-50 can carry 16 vikrs, that means, that it potentially can destroy at least 8 ground units without a reload of ammunication. -- For example, a Ka-50 can carry 16 vikrs, that means, that it potentially can destroy at least 8 ground units without a reload of ammunition.
-- That means, that one defender can destroy more enemy ground units. -- That means, that one defender can destroy more enemy ground units.
-- Thus, the overhead is a **factor** that will calculate dynamically how many **Y** defenses will be required based on **X** attackers detected. -- Thus, the overhead is a **factor** that will calculate dynamically how many **Y** defenses will be required based on **X** attackers detected.
-- --
@@ -279,7 +279,7 @@ do -- AI_AIR_DISPATCHER
-- Multiple defense coordinates can be setup. Defense coordinates can be strategic or tactical positions or references to strategic units or scenery. -- Multiple defense coordinates can be setup. Defense coordinates can be strategic or tactical positions or references to strategic units or scenery.
-- The AIR dispatcher will evaluate every x seconds the tactical situation around each defense coordinate. When a defense coordinate -- The AIR dispatcher will evaluate every x seconds the tactical situation around each defense coordinate. When a defense coordinate
-- is under threat, it will communicate through the command center that defensive actions need to be taken and will launch groups of air units for defense. -- is under threat, it will communicate through the command center that defensive actions need to be taken and will launch groups of air units for defense.
-- The level of threat to the defense coordinate varyies upon the strength and types of the enemy units, the distance to the defense point, and the defensiveness parameters. -- The level of threat to the defense coordinate varies upon the strength and types of the enemy units, the distance to the defense point, and the defensiveness parameters.
-- Defensive actions are taken through probability, but the closer and the more threat the enemy poses to the defense coordinate, the faster it will be attacked by friendly AIR units. -- Defensive actions are taken through probability, but the closer and the more threat the enemy poses to the defense coordinate, the faster it will be attacked by friendly AIR units.
-- --
-- Please study carefully the underlying explanations how to setup and use this module, as it has many features. -- Please study carefully the underlying explanations how to setup and use this module, as it has many features.
@@ -328,7 +328,7 @@ do -- AI_AIR_DISPATCHER
-- By spawning in dynamically additional recce, you can ensure that there is sufficient reconnaissance coverage so the defense mechanism is continuously -- By spawning in dynamically additional recce, you can ensure that there is sufficient reconnaissance coverage so the defense mechanism is continuously
-- alerted of new enemy ground targets. -- alerted of new enemy ground targets.
-- --
-- The following example defens a new reconnaissance network using a @{Functional.Detection#DETECTION_AREAS} object. -- The following example defense a new reconnaissance network using a @{Functional.Detection#DETECTION_AREAS} object.
-- --
-- -- Define a SET_GROUP object that builds a collection of groups that define the recce network. -- -- Define a SET_GROUP object that builds a collection of groups that define the recce network.
-- -- Here we build the network with all the groups that have a name starting with CCCP Recce. -- -- Here we build the network with all the groups that have a name starting with CCCP Recce.
@@ -473,7 +473,7 @@ do -- AI_AIR_DISPATCHER
-- the mission designer can choose to increase or reduce the amount of planes spawned. -- the mission designer can choose to increase or reduce the amount of planes spawned.
-- --
-- The method @{#AI_AIR_DISPATCHER.SetSquadron}() defines for you a new squadron. -- The method @{#AI_AIR_DISPATCHER.SetSquadron}() defines for you a new squadron.
-- The provided parameters are the squadron name, airbase name and a list of template prefixe, and a number that indicates the amount of resources. -- The provided parameters are the squadron name, airbase name and a list of template prefixes, and a number that indicates the amount of resources.
-- --
-- For example, this defines 3 new squadrons: -- For example, this defines 3 new squadrons:
-- --
@@ -619,7 +619,7 @@ do -- AI_AIR_DISPATCHER
-- Depending on the demand of requested takeoffs by the AIR dispatcher, an airfield can become overloaded. Too many aircraft need to be taken -- Depending on the demand of requested takeoffs by the AIR dispatcher, an airfield can become overloaded. Too many aircraft need to be taken
-- off at the same time, which will result in clutter as described above. In order to better control this behaviour, a takeoff scheduler is implemented, -- off at the same time, which will result in clutter as described above. In order to better control this behaviour, a takeoff scheduler is implemented,
-- which can be used to control how many aircraft are ordered for takeoff between specific time intervals. -- which can be used to control how many aircraft are ordered for takeoff between specific time intervals.
-- The takeff intervals can be specified per squadron, which make sense, as each squadron have a "home" airfield. -- The takeoff intervals can be specified per squadron, which make sense, as each squadron have a "home" airfield.
-- --
-- For this purpose, the method @{#AI_AIR_DISPATCHER.SetSquadronTakeOffInterval}() can be used to specify the takeoff intervals of -- For this purpose, the method @{#AI_AIR_DISPATCHER.SetSquadronTakeOffInterval}() can be used to specify the takeoff intervals of
-- aircraft groups per squadron to avoid cluttering of aircraft at airbases. -- aircraft groups per squadron to avoid cluttering of aircraft at airbases.
@@ -1021,7 +1021,7 @@ do -- AI_AIR_DISPATCHER
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @param Tasking.Task_AIR#AI_AIR Task -- @param AI.AI_Air#AI_AIR Task
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
-- @param #string PlayerName -- @param #string PlayerName

View File

@@ -48,8 +48,8 @@
-- Each of these FSM implementation classes start either with: -- 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 **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 **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 @{TASK}, seated in a @{CLIENT} (slot) or a @{Wrapper.Unit#UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} 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. -- 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: -- 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_TASK}: Models Finite State Machines for @{Tasking.Task}s.
-- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}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, @{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 -- * @{#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. -- 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: -- 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 **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 **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 @{TASK}, seated in a @{CLIENT} (slot) or a @{Wrapper.Unit#UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} 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) -- ![Transition Rules and Transition Handlers and Event Triggers](..\Presentations\FSM\Dia3.JPG)
-- --
@@ -418,7 +418,7 @@ do -- FSM
return self._Transitions or {} return self._Transitions or {}
end 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 #FSM self
-- @param #table From Can contain a string indicating the From state or a table of strings containing multiple From states. -- @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. -- @param #string Event The Event name.
@@ -953,7 +953,7 @@ do -- FSM_CONTROLLABLE
-- @field Wrapper.Controllable#CONTROLLABLE Controllable -- @field Wrapper.Controllable#CONTROLLABLE Controllable
-- @extends Core.Fsm#FSM -- @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 -- @field Tasking.Task#TASK Task
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @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. -- 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 -- @param #FSM_PROCESS self
function FSM_PROCESS:Message( Message ) function FSM_PROCESS:Message( Message )
self:F( { Message = Message } ) self:F( { Message = Message } )

View File

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

View File

@@ -138,7 +138,7 @@ do -- COORDINATE
-- --
-- Calculate if the coordinate has Line of Sight (LOS) with the other given 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. -- 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. -- ## 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#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 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 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. -- @return #COORDINATE The new calculated COORDINATE.
function COORDINATE:Translate( Distance, Angle, Keepalt, Overwrite ) function COORDINATE:Translate( Distance, Angle, Keepalt, Overwrite )
@@ -3323,21 +3323,21 @@ do -- POINT_VEC3
--- Return the x coordinate of the POINT_VEC3. --- Return the x coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self -- @param #POINT_VEC3 self
-- @return #number The x coodinate. -- @return #number The x coordinate.
function POINT_VEC3:GetX() function POINT_VEC3:GetX()
return self.x return self.x
end end
--- Return the y coordinate of the POINT_VEC3. --- Return the y coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self -- @param #POINT_VEC3 self
-- @return #number The y coodinate. -- @return #number The y coordinate.
function POINT_VEC3:GetY() function POINT_VEC3:GetY()
return self.y return self.y
end end
--- Return the z coordinate of the POINT_VEC3. --- Return the z coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self -- @param #POINT_VEC3 self
-- @return #number The z coodinate. -- @return #number The z coordinate.
function POINT_VEC3:GetZ() function POINT_VEC3:GetZ()
return self.z return self.z
end end
@@ -3371,7 +3371,7 @@ do -- POINT_VEC3
--- Add to the x coordinate of the POINT_VEC3. --- Add to the x coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self -- @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 -- @return #POINT_VEC3
function POINT_VEC3:AddX( x ) function POINT_VEC3:AddX( x )
self.x = self.x + x self.x = self.x + x
@@ -3380,7 +3380,7 @@ do -- POINT_VEC3
--- Add to the y coordinate of the POINT_VEC3. --- Add to the y coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self -- @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 -- @return #POINT_VEC3
function POINT_VEC3:AddY( y ) function POINT_VEC3:AddY( y )
self.y = self.y + y self.y = self.y + y
@@ -3389,7 +3389,7 @@ do -- POINT_VEC3
--- Add to the z coordinate of the POINT_VEC3. --- Add to the z coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self -- @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 -- @return #POINT_VEC3
function POINT_VEC3:AddZ( z ) function POINT_VEC3:AddZ( z )
self.z = self.z +z self.z = self.z +z
@@ -3495,14 +3495,14 @@ do -- POINT_VEC2
--- Return the x coordinate of the POINT_VEC2. --- Return the x coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self -- @param #POINT_VEC2 self
-- @return #number The x coodinate. -- @return #number The x coordinate.
function POINT_VEC2:GetX() function POINT_VEC2:GetX()
return self.x return self.x
end end
--- Return the y coordinate of the POINT_VEC2. --- Return the y coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self -- @param #POINT_VEC2 self
-- @return #number The y coodinate. -- @return #number The y coordinate.
function POINT_VEC2:GetY() function POINT_VEC2:GetY()
return self.z return self.z
end end
@@ -3527,7 +3527,7 @@ do -- POINT_VEC2
--- Return Return the Lat(itude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.x). --- Return Return the Lat(itude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.x).
-- @param #POINT_VEC2 self -- @param #POINT_VEC2 self
-- @return #number The x coodinate. -- @return #number The x coordinate.
function POINT_VEC2:GetLat() function POINT_VEC2:GetLat()
return self.x return self.x
end end
@@ -3543,7 +3543,7 @@ do -- POINT_VEC2
--- Return the Lon(gitude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.z). --- Return the Lon(gitude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.z).
-- @param #POINT_VEC2 self -- @param #POINT_VEC2 self
-- @return #number The y coodinate. -- @return #number The y coordinate.
function POINT_VEC2:GetLon() function POINT_VEC2:GetLon()
return self.z return self.z
end end

View File

@@ -22,11 +22,11 @@
-- * @{#SET_GROUP}: Defines a collection of @{Wrapper.Group}s filtered by filter criteria. -- * @{#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_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_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_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_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_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. -- These classes are derived from @{#SET_BASE}, which contains the main methods to manage the collections.
-- --

View File

@@ -3422,7 +3422,7 @@ function ARTY:onafterMove(Controllable, From, Event, To, move)
-- Set current move. -- Set current move.
self.currentMove=move self.currentMove=move
-- Route group to coodinate. -- Route group to coordinate.
self:_Move(self.Controllable, move.coord, move.speed, move.onroad) self:_Move(self.Controllable, move.coord, move.speed, move.onroad)
end end

View File

@@ -10203,7 +10203,7 @@ function AIRBOSS:_GetWire( Lcoord, dc )
if self.Debug and false then if self.Debug and false then
-- Wire position coodinates. -- Wire position coordinates.
local wp1 = Scoord:Translate( w1, FB ) local wp1 = Scoord:Translate( w1, FB )
local wp2 = Scoord:Translate( w2, FB ) local wp2 = Scoord:Translate( w2, FB )
local wp3 = Scoord:Translate( w3, FB ) local wp3 = Scoord:Translate( w3, FB )
@@ -11391,7 +11391,7 @@ end
--- Get true (or magnetic) heading of carrier into the wind. This accounts for the angled runway. --- Get true (or magnetic) heading of carrier into the wind. This accounts for the angled runway.
-- @param #AIRBOSS self -- @param #AIRBOSS self
-- @param #boolean magnetic If true, calculate magnetic heading. By default true heading is returned. -- @param #boolean magnetic If true, calculate magnetic heading. By default true heading is returned.
-- @param Core.Point#COORDINATE coord (Optional) Coodinate from which heading is calculated. Default is current carrier position. -- @param Core.Point#COORDINATE coord (Optional) Coordinate from which heading is calculated. Default is current carrier position.
-- @return #number Carrier heading in degrees. -- @return #number Carrier heading in degrees.
function AIRBOSS:GetHeadingIntoWind( magnetic, coord ) function AIRBOSS:GetHeadingIntoWind( magnetic, coord )

View File

@@ -131,7 +131,7 @@ MISSION = {
-- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter -- @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 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 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. -- @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 -- @return #MISSION self
function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefing, MissionCoalition ) 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. --- 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 Tasking.Task#TASK The Task
-- @return #nil Returns nil if no task was found. -- @return #nil Returns nil if no task was found.
function MISSION:GetTask( TaskName ) function MISSION:GetTask( TaskName )
@@ -677,9 +677,9 @@ function MISSION:GetTask( TaskName )
end 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 #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. -- @return Tasking.Task#TASK The task added.
function MISSION:GetNextTaskID( Task ) function MISSION:GetNextTaskID( Task )
@@ -689,11 +689,11 @@ function MISSION:GetNextTaskID( Task )
end end
--- Register a @{Task} to be completed within the @{Tasking.Mission}. --- Register a @{Tasking.Task} to be completed within the @{Tasking.Mission}.
-- Note that there can be multiple @{Task}s registered to be completed. -- 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. -- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.
-- @param #MISSION self -- @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. -- @return Tasking.Task#TASK The task added.
function MISSION:AddTask( Task ) function MISSION:AddTask( Task )
@@ -708,11 +708,11 @@ function MISSION:AddTask( Task )
end end
--- Removes a @{Task} to be completed within the @{Tasking.Mission}. --- Removes a @{Tasking.Task} to be completed within the @{Tasking.Mission}.
-- Note that there can be multiple @{Task}s registered to be completed. -- 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. -- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.
-- @param #MISSION self -- @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. -- @return #nil The cleaned Task reference.
function MISSION:RemoveTask( Task ) function MISSION:RemoveTask( Task )
@@ -1105,7 +1105,7 @@ function MISSION:ReportDetails( ReportGroup )
end end
--- Get all the TASKs from the Mission. This function is useful in GoalFunctions. --- 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 -- @usage
-- -- Get Tasks from the Mission. -- -- Get Tasks from the Mission.
-- Tasks = Mission:GetTasks() -- Tasks = Mission:GetTasks()

View File

@@ -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. -- 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 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. -- 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) -- ![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. -- 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**, -- 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. -- 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. -- 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**. -- 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. -- 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**. -- 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 -- 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. -- 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. -- 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() -- function Task:OnAfterGoal()
-- if condition == true then -- 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 -- else
-- if condition2 == true and condition3 == true then -- if condition2 == true and condition3 == true then
-- self:Fail() -- This will flag the task to Failed, when condition2 and condition3 would be true. -- self:Fail() -- This will flag the task to Failed, when condition2 and condition3 would be true.
@@ -732,7 +732,7 @@ end
do -- Group Assignment 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 #TASK self
-- @param Wrapper.Group#GROUP TaskGroup -- @param Wrapper.Group#GROUP TaskGroup
-- @return #boolean -- @return #boolean
@@ -750,7 +750,7 @@ do -- Group Assignment
end end
--- Set @{Wrapper.Group} assigned to the @{Task}. --- Set @{Wrapper.Group} assigned to the @{#TASK}.
-- @param #TASK self -- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup -- @param Wrapper.Group#GROUP TaskGroup
-- @return #TASK -- @return #TASK
@@ -780,7 +780,7 @@ do -- Group Assignment
return self return self
end end
--- Clear the @{Wrapper.Group} assignment from the @{Task}. --- Clear the @{Wrapper.Group} assignment from the @{#TASK}.
-- @param #TASK self -- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup -- @param Wrapper.Group#GROUP TaskGroup
-- @return #TASK -- @return #TASK
@@ -824,7 +824,7 @@ do -- Group Assignment
end end
--- Assign the @{Task} to a @{Wrapper.Group}. --- Assign the @{#TASK} to a @{Wrapper.Group}.
-- @param #TASK self -- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup -- @param Wrapper.Group#GROUP TaskGroup
-- @return #TASK -- @return #TASK
@@ -861,7 +861,7 @@ do -- Group Assignment
return self return self
end end
--- UnAssign the @{Task} from a @{Wrapper.Group}. --- UnAssign the @{#TASK} from a @{Wrapper.Group}.
-- @param #TASK self -- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup -- @param Wrapper.Group#GROUP TaskGroup
function TASK:UnAssignFromGroup( TaskGroup ) function TASK:UnAssignFromGroup( TaskGroup )
@@ -899,7 +899,7 @@ function TASK:HasGroup( FindGroup )
end end
--- Assign the @{Task} to an alive @{Wrapper.Unit}. --- Assign the @{#TASK} to an alive @{Wrapper.Unit}.
-- @param #TASK self -- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK self -- @return #TASK self
@@ -918,7 +918,7 @@ function TASK:AssignToUnit( TaskUnit )
return self return self
end end
--- UnAssign the @{Task} from an alive @{Wrapper.Unit}. --- UnAssign the @{#TASK} from an alive @{Wrapper.Unit}.
-- @param #TASK self -- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK self -- @return #TASK self
@@ -932,7 +932,7 @@ function TASK:UnAssignFromUnit( TaskUnit )
return self return self
end 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 #TASK self
-- @param #integer Timer in seconds -- @param #integer Timer in seconds
-- @return #TASK self -- @return #TASK self
@@ -943,7 +943,7 @@ function TASK:SetTimeOut ( Timer )
return self return self
end 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 -- @param #TASK self
function TASK:MessageToGroups( Message ) function TASK:MessageToGroups( Message )
self:F( { Message = Message } ) self:F( { Message = Message } )
@@ -960,7 +960,7 @@ function TASK:MessageToGroups( Message )
end 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 -- @param #TASK self
function TASK:SendBriefingToAssignedGroups() function TASK:SendBriefingToAssignedGroups()
self:F2() self:F2()
@@ -975,7 +975,7 @@ function TASK:SendBriefingToAssignedGroups()
end end
--- UnAssign the @{Task} from the @{Wrapper.Group}s. --- UnAssign the @{#TASK} from the @{Wrapper.Group}s.
-- @param #TASK self -- @param #TASK self
function TASK:UnAssignFromGroups() function TASK:UnAssignFromGroups()
self:F2() 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 -- @param #TASK self
-- @return #boolean -- @return #boolean
function TASK:HasAliveUnits() function TASK:HasAliveUnits()
@@ -1016,7 +1016,7 @@ function TASK:HasAliveUnits()
return false return false
end 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 #TASK self
-- @param #number MenuTime -- @param #number MenuTime
-- @return #TASK -- @return #TASK
@@ -1057,7 +1057,7 @@ function TASK:SetMenuForGroup( TaskGroup, MenuTime )
end end
--- Set the planned menu option of the @{Task}. --- Set the planned menu option of the @{#TASK}.
-- @param #TASK self -- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup -- @param Wrapper.Group#GROUP TaskGroup
-- @param #string MenuText The menu text. -- @param #string MenuText The menu text.
@@ -1092,7 +1092,7 @@ function TASK:SetPlannedMenuForGroup( TaskGroup, MenuTime )
return self return self
end end
--- Set the assigned menu options of the @{Task}. --- Set the assigned menu options of the @{#TASK}.
-- @param #TASK self -- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup -- @param Wrapper.Group#GROUP TaskGroup
-- @param #number MenuTime -- @param #number MenuTime
@@ -1127,7 +1127,7 @@ function TASK:SetAssignedMenuForGroup( TaskGroup, MenuTime )
return self return self
end 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 #TASK self
-- @param #number MenuTime -- @param #number MenuTime
-- @return #TASK -- @return #TASK
@@ -1145,7 +1145,7 @@ function TASK:RemoveMenu( MenuTime )
end 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 #TASK self
-- @param Wrapper.Group#GROUP TaskGroup -- @param Wrapper.Group#GROUP TaskGroup
-- @param #number MenuTime -- @param #number MenuTime
@@ -1176,7 +1176,7 @@ function TASK:RefreshMenus( TaskGroup, MenuTime )
end 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 #TASK self
-- @param Wrapper.Group#GROUP TaskGroup -- @param Wrapper.Group#GROUP TaskGroup
-- @param #number MenuTime -- @param #number MenuTime
@@ -1275,14 +1275,14 @@ end
--- Returns the @{Task} name. --- Returns the @{#TASK} name.
-- @param #TASK self -- @param #TASK self
-- @return #string TaskName -- @return #string TaskName
function TASK:GetTaskName() function TASK:GetTaskName()
return self.TaskName return self.TaskName
end end
--- Returns the @{Task} briefing. --- Returns the @{#TASK} briefing.
-- @param #TASK self -- @param #TASK self
-- @return #string Task briefing. -- @return #string Task briefing.
function TASK:GetTaskBriefing() 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 #TASK self
-- @param #string ProcessName -- @param #string ProcessName
-- @return Core.Fsm#FSM_PROCESS -- @return Core.Fsm#FSM_PROCESS
@@ -1305,8 +1305,8 @@ end
-- TODO: Obscolete? -- TODO: Obsolete?
--- Fail processes from @{Task} with key @{Wrapper.Unit} --- Fail processes from @{#TASK} with key @{Wrapper.Unit}.
-- @param #TASK self -- @param #TASK self
-- @param #string TaskUnitName -- @param #string TaskUnitName
-- @return #TASK self -- @return #TASK self
@@ -1318,7 +1318,7 @@ function TASK:FailProcesses( TaskUnitName )
end end
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 #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
-- @param Core.Fsm#FSM_PROCESS Fsm -- @param Core.Fsm#FSM_PROCESS Fsm
@@ -1331,7 +1331,7 @@ function TASK:SetStateMachine( TaskUnit, Fsm )
return Fsm return Fsm
end end
--- Gets the FiniteStateMachine of @{Task} with key Task@{Wrapper.Unit} --- Gets the FiniteStateMachine of @{#TASK} with key @{Wrapper.Unit}.
-- @param #TASK self -- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Fsm#FSM_PROCESS -- @return Core.Fsm#FSM_PROCESS
@@ -1341,7 +1341,7 @@ function TASK:GetStateMachine( TaskUnit )
return self.Fsm[TaskUnit] return self.Fsm[TaskUnit]
end end
--- Remove FiniteStateMachines from @{Task} with key Task@{Wrapper.Unit} --- Remove FiniteStateMachines from @{#TASK} with key @{Wrapper.Unit}.
-- @param #TASK self -- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK self -- @return #TASK self
@@ -1365,7 +1365,7 @@ function TASK:RemoveStateMachine( TaskUnit )
end 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 #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit -- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK self -- @return #TASK self
@@ -1438,117 +1438,117 @@ function TASK:GetID()
end end
--- Sets a @{Task} to status **Success**. --- Sets a @{#TASK} to status **Success**.
-- @param #TASK self -- @param #TASK self
function TASK:StateSuccess() function TASK:StateSuccess()
self:SetState( self, "State", "Success" ) self:SetState( self, "State", "Success" )
return self return self
end end
--- Is the @{Task} status **Success**. --- Is the @{#TASK} status **Success**.
-- @param #TASK self -- @param #TASK self
function TASK:IsStateSuccess() function TASK:IsStateSuccess()
return self:Is( "Success" ) return self:Is( "Success" )
end end
--- Sets a @{Task} to status **Failed**. --- Sets a @{#TASK} to status **Failed**.
-- @param #TASK self -- @param #TASK self
function TASK:StateFailed() function TASK:StateFailed()
self:SetState( self, "State", "Failed" ) self:SetState( self, "State", "Failed" )
return self return self
end end
--- Is the @{Task} status **Failed**. --- Is the @{#TASK} status **Failed**.
-- @param #TASK self -- @param #TASK self
function TASK:IsStateFailed() function TASK:IsStateFailed()
return self:Is( "Failed" ) return self:Is( "Failed" )
end end
--- Sets a @{Task} to status **Planned**. --- Sets a @{#TASK} to status **Planned**.
-- @param #TASK self -- @param #TASK self
function TASK:StatePlanned() function TASK:StatePlanned()
self:SetState( self, "State", "Planned" ) self:SetState( self, "State", "Planned" )
return self return self
end end
--- Is the @{Task} status **Planned**. --- Is the @{#TASK} status **Planned**.
-- @param #TASK self -- @param #TASK self
function TASK:IsStatePlanned() function TASK:IsStatePlanned()
return self:Is( "Planned" ) return self:Is( "Planned" )
end end
--- Sets a @{Task} to status **Aborted**. --- Sets a @{#TASK} to status **Aborted**.
-- @param #TASK self -- @param #TASK self
function TASK:StateAborted() function TASK:StateAborted()
self:SetState( self, "State", "Aborted" ) self:SetState( self, "State", "Aborted" )
return self return self
end end
--- Is the @{Task} status **Aborted**. --- Is the @{#TASK} status **Aborted**.
-- @param #TASK self -- @param #TASK self
function TASK:IsStateAborted() function TASK:IsStateAborted()
return self:Is( "Aborted" ) return self:Is( "Aborted" )
end end
--- Sets a @{Task} to status **Cancelled**. --- Sets a @{#TASK} to status **Cancelled**.
-- @param #TASK self -- @param #TASK self
function TASK:StateCancelled() function TASK:StateCancelled()
self:SetState( self, "State", "Cancelled" ) self:SetState( self, "State", "Cancelled" )
return self return self
end end
--- Is the @{Task} status **Cancelled**. --- Is the @{#TASK} status **Cancelled**.
-- @param #TASK self -- @param #TASK self
function TASK:IsStateCancelled() function TASK:IsStateCancelled()
return self:Is( "Cancelled" ) return self:Is( "Cancelled" )
end end
--- Sets a @{Task} to status **Assigned**. --- Sets a @{#TASK} to status **Assigned**.
-- @param #TASK self -- @param #TASK self
function TASK:StateAssigned() function TASK:StateAssigned()
self:SetState( self, "State", "Assigned" ) self:SetState( self, "State", "Assigned" )
return self return self
end end
--- Is the @{Task} status **Assigned**. --- Is the @{#TASK} status **Assigned**.
-- @param #TASK self -- @param #TASK self
function TASK:IsStateAssigned() function TASK:IsStateAssigned()
return self:Is( "Assigned" ) return self:Is( "Assigned" )
end end
--- Sets a @{Task} to status **Hold**. --- Sets a @{#TASK} to status **Hold**.
-- @param #TASK self -- @param #TASK self
function TASK:StateHold() function TASK:StateHold()
self:SetState( self, "State", "Hold" ) self:SetState( self, "State", "Hold" )
return self return self
end end
--- Is the @{Task} status **Hold**. --- Is the @{#TASK} status **Hold**.
-- @param #TASK self -- @param #TASK self
function TASK:IsStateHold() function TASK:IsStateHold()
return self:Is( "Hold" ) return self:Is( "Hold" )
end end
--- Sets a @{Task} to status **Replanned**. --- Sets a @{#TASK} to status **Replanned**.
-- @param #TASK self -- @param #TASK self
function TASK:StateReplanned() function TASK:StateReplanned()
self:SetState( self, "State", "Replanned" ) self:SetState( self, "State", "Replanned" )
return self return self
end end
--- Is the @{Task} status **Replanned**. --- Is the @{#TASK} status **Replanned**.
-- @param #TASK self -- @param #TASK self
function TASK:IsStateReplanned() function TASK:IsStateReplanned()
return self:Is( "Replanned" ) return self:Is( "Replanned" )
end end
--- Gets the @{Task} status. --- Gets the @{#TASK} status.
-- @param #TASK self -- @param #TASK self
function TASK:GetStateString() function TASK:GetStateString()
return self:GetState( self, "State" ) return self:GetState( self, "State" )
end end
--- Sets a @{Task} briefing. --- Sets a @{#TASK} briefing.
-- @param #TASK self -- @param #TASK self
-- @param #string TaskBriefing -- @param #string TaskBriefing
-- @return #TASK self -- @return #TASK self
@@ -1558,7 +1558,7 @@ function TASK:SetBriefing( TaskBriefing )
return self return self
end end
--- Gets the @{Task} briefing. --- Gets the @{#TASK} briefing.
-- @param #TASK self -- @param #TASK self
-- @return #string The briefing text. -- @return #string The briefing text.
function TASK:GetBriefing() function TASK:GetBriefing()

View File

@@ -33,7 +33,7 @@ do -- TASK_A2A_DISPATCHER
-- --
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia3.JPG) -- ![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: -- Find a summary below describing for which situation a task type is created:
-- --
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia9.JPG) -- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia9.JPG)
@@ -140,7 +140,7 @@ do -- TASK_A2A_DISPATCHER
-- --
-- ## 4. Set **Scoring** and **Messages**: -- ## 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_, -- 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. -- when the player reaches certain achievements in the task.
-- --

View File

@@ -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**. -- 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**. -- 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. -- 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. -- 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.